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Final Fantasy XII (PC): The Struggle for Freedom - A Difficulty Mod
Nesouk replied to Eternal's topic in Development Discussion
Almost at the end only have Omega and the Trial Mod left to complete, not much to add in regard to the character outside of Penelo becoming a real beast in the later area of the game once you grab Holy and the Holy Rod, since later area are fill with monstre weak to Light she wrecks them. On subject of weapon balance tough : -Knuckles : Now that's an interesting weapon, unfortunately it's on the wrong character Fran's strength is just not good to really take advantage of these weapon, with 2 exception being the Kaiser Knuckle since it doesn't require any stats, and the Magick Knuckle which use the Mace formula which obviously makes it good on Fran. -2-Handed Sword : I like the concept, but feel on Basch I have a hard time justifying picking these over his other type, with the exception of the Excalibur (Holy Damage + High Attack power + Auto-Haste = Best weapon for Basch for mob fights in post-game area), most of the time I find it not worth dropping a Shield for Greatsword, most noticeably Ensanguined Shield Auto-Lure is so convenient and was my go to Shield in most boss fight (switching to Elemental Shield when I saw a big attack coming) as the Lure effect persist through Stop and no need to reapply it after a Death, plus Basch has access to the Golden Axe which is fairly easy to get, and have a high Attack power and decent Combo unless there was an Elemental weakness Golden Axe + Shield was my go to set up with him. -Hammer : Honnestly found these useless, the statut effect they provide is covered by Ashe (which once she get the Indigo Pendant inflict them more reliably) and once you get the Nihopalaoa by Balthier. -Spears I found them underpower personnaly, maybe it's because Balthier is not a Physical Powerhouse but as a result of ennemies's Defense increase and Balthier lack of strength option, the damage of his Spear is consistantly inferior to the damage of his Guns and by a margin, not mentionning Guns have more versatility in elemental damage, maybe that's just me not knowing how to exploit the Spear's potential. As to progress recently beat Yazmat, took me about 1 hour and 56 minutes without x4 speed (I don't like using this when fighting bosses) at LV75, my strat was : -Basch as the Tank and decent damage with Golden Axe after Yazmat being fully expose he was hitting for 8000 per hits (5000 after the Defense Bonus kicks in) and the Gendarme for Elemental reduction against his Breath and Cyclone, I let him do his own buffing work with Decoy, Protect and Shell MP isn't a concern for him, since he can't equipped Ribbon I had to cycle through his Accessorie to avoid Statut effet (Bowling Sash for Stone Breath (and Cyclone if I have the time to react), Power Armlet for White Breath and Black Belt for his normal attack). -Ashe definitive Damage Dealer for this fight, like she was design for this fight in short : Murasame (Dark Elemental Katana) + Demon Mail (boost dark damage) + Rood Inverse (Auto Critical HP aka permanent Adrenaline) + Bravery + Berserk = 11,7 damage multiplier on her damage, after full expose she was hitting Yazmat for over 40k per hits (about 30k when his defense goes up mid-fight). -Balthier : Since Yazmat isn't to dangerous early on I use him as a support, was healing Basch with X-Potion, keeping the Bubble on Basch and Bravery on Ashe and dealing some damage himself Mithuna and Dark Shot (about 10k per shot so respectable), once I run out of X-Potion Penelo take his place and from then I was just bringgin him to refresh Basch Bubble and as a resurrection if Penelo died (pretty much after every Cyclone in the final phase). -Penelo : Pure support was healing Basch with Curaga, refreshing Ashe's Bravery, toward the end when Yazmat become relentless pretty much have to spam Curaga with her for Basch to not die, as if Basch die I was fucked. In the end it did go very well just one moment in the 5 last bars where I have to go out of his range to regroup as I was losing the control of the situation, for the most part the 5 last millions where he stop doing breath and instead keep attacking non-stop with occasionnal Death Strike was by far the hardest part of the fight, not helping that at that point Basch was the only one surviving Cyclone. -
Final Fantasy XII (PC): The Struggle for Freedom - A Difficulty Mod
Nesouk replied to Eternal's topic in Development Discussion
Well I've been continuing a LOT since last time, so lot of thing have change since last post especially in regard to the characters : -Vaan : Has evolve quite a lot, he started as a sort of all rounder with some debuff and decent damage, has a small period where he was an evasion tank, but lately has been really shining as a DPS monster, ever since I grab Orochi and Germina Boots, buff him with Haste, Berserk and Bravery and he attacks almost instantly and he hit like a truck, definitly my go to single target damage dealer at the moment no one else come even close. On other small utility his Sight Unseeing has been usefull for quick Poaching farm ^^. -Balthier : Has other character picked up in speed his Damage with Guns was still respectable fall from grace, however he got a good swap in becoming one of the best support character, only character that have access to Bubble spell, measures allow him to quickly buff (and if you get them early buff that you might not have access yet with spells), and with Pheasant Netsuke his healing through items is great particularly MP Recovery with Ether and Revive with Phenix Down (with Pheasant Netsuke and all Phenix Down Lore, Phenix Down are effectivly instant arise with Balthier) as well as statut effect healing with Remedies. I'm really not sold on the spears tough. -Fran : She really picked up compare to the early game, access to Staves that Boost elemental damage and stronger version of spells makes her much better, and surprisingly with Bows and Elemental arrow as well as Kaiser Knuckles (this Knuckle in particular is great cause it uses the Gun's damage formula) with Elemental knuckle and access to Berserk Bracers she can be a surprisingly good Physical Damage dealer if you want to save MP, I'd say however unfortunatly Magic other than Blizzard line of spell took quite a nerf due to losing their AoE property, I don't really like this change as in all honnestly what was making Magic good in Vanilla was how potent it was at cleaning group of mobs, now that it isn't the case (only with Blizzaga, and maybe once I get Scathe or Scourge), for Fire spell for instance I see ne reason to lose MP on Firaga when I can just take a Bows with Fiery Arrows and Berserk Bracers. -Basch : Probably the character that change the least as the playthrough goes, he is tank and absolutly everything he get just server to make him in that role, which is fine goes he does the job very well, he can Decoy, Protect and Shell himself so he is totally self-sufficent buff wise, a gigantic HP pool especially with Bubble and a Shield for every element, altough recently got the Ensanguined Shield and I have to say having Auto-Lure on him is so damn convenient, as an added utility he get Expose and Shear to reduce defenses of the target and make his allies hit harder. -Ashe : Now let's jump right into the big one, the big game changer for Ashe is without any questions the Indigo Pendant once she grab that accessory Ashe goes from being good to being amazing, thanks to Immobilize and Disable these 2 spells alone can trivialize a TON of mobs including high Level mobs like the Necrohol of Nabudis and the last part of Lhusu Mines, Ashe's presence alone make these 2 area 10 times easier to go through thanks to Disable and Immobilize, as mobs susceptible to these might as well be considere dead. Really the rest doesn't matter this ability to neutralize mobs is so invaluable, it help that she is also an all-rounder and can dish good damage herself, she isn't as usefull in Boss Fight (mainly for Slow, Immobilize sometime) for the moment tough. -Penelo : Yeah Penelo during the sandsea part/Raithwall was really taking a dump because of Shielded Armor issue, thankfully this has been the only instances where you could easily get an equipment that made her support less good than it is, while Balthier gives her quite a competition as far as support goes, she still definitly has the edge as far as AoE healing goes with Cura and later Curaja, she was also a better single-target heal for the time she has Curaga and Balthier didn't have X-Potions, which made her a good pair with Basch, acces to Sage's Ring also make MP management much easier, and Curaja made her a good damage dealer against Undead, she is also catching up on Buff side as she is getting the spells for them, really the only downside of Penelo is that outside of Undead her damage are Abysmal. So yeah I'm quite liking how the character are turning on, on the difficulty side I still think the story is sadly a bit on the easy side even if it's nowhere near as easy as vanilla Zodiac Age, but the optionnal quest are proving challenging enough and the rework on the gameplay really keeps things fresh, I also experiment a little with the Espers and they are pretty good, Mateus help me a bit against the Baknamies in the Deadlands thanks to them being weak to ice, Addramalech almost solo the Mateus fight with Thunder, and Belias was good when there was a fire weakness to exploit, haven't try Zalera tough, admitadly never being fan of Instant-Kill in FFXII as it prevent you to gain any EXP, LP or items which is annoying and just got Zeromus (aka the most OP esper in Vanilla) but haven't try him yet. -
Final Fantasy XII (PC): The Struggle for Freedom - A Difficulty Mod
Nesouk replied to Eternal's topic in Development Discussion
So after all these years I FINALLY got the PC version of FFXII and can finally try out this mod, saw that since then a Hard Mod version has been made, but I wanted to try the original version for now. So far I got up to Raithwall Tomb (just defeat the first Demon Wall), going mostly blind (aka not watching the docs for finding gear and stuff, I only read the doc for when something isn't clear to me like Diamond Armlet's reworked effect), I think before anything I should emphasize that as I'm used with FFXII I'm trying to explore as much as I can and doing Hunts and optionnal Bosses as early as possible, so now about what I have to say on the mod : Characters : So since I want to play the mod as intended I opted for the the custom License Boards, opting for the Struggle Boards, so the obvious good thing is it makes each characters feel unique, basically it's like playing similar to FFIX where each character are preset with lower customization, I do admit that I find the reduce customization unfortunate but it allow for more balancing game, the Struggle Board being also very linear remove potential to get access to better gear early, but pretty much remove the decision making in regard to getting the Licenses, but I knew what I was throwing myself into and in that regard the Freedom Board are an option as for the characters themselves : -Vaan : Basically the speedy fighter and Thief (and I do steal a LOT just saying XD), not much damage but attacks fast and he has a decent Evasion and good utility with access to Immobilize and Blind (Statut Effect are good in this game, vanilla is just sadly to easy to make them truly shine) and other statut effect on his Daggers, also really like that Master Thief license not having to equipped an accessory for that is a welcome QoL, also earliest character to get access to the Focus Augment will see if this is good on him as I just got it. Also for him, Balthier and Basch First Aid has become a very usefull skill to recover between battle. -Balthier : The Leading Man has proven quite usefull so far, one thing to note Guns are great at this stage probably a result of ennemies defense being increase, but so far Balthier with Guns has been consistantly the hardest hitting character unless the ennemy has the license that reduce damage from Guns, on top of that I got Blazer Gloves through the Bazaar during the Sandsea, and he is currently the only character who can use it, since with Guns he can stay out of range it's not hard to keep his HP top. On other utility he is so far the only character with Decoy this gives him a great synergy with Basch (more on him later), and Oil which I sadly lack good Fire damage option to truly take advantage of but it was usefull early on with Fran's Fire spell. -Fran : So far she has been the least usefull character for me, magick is lacking for mobs early on due to the lack of AoE spells, and sadly the spell that could have remede that Aero has been revert to a Single Target spell and the Cherry Staff doesn't boost it anymore (it was still usefull for Sandsea where pretty much everything is weak to Wind), got Silver Arrows quite early which made her with a Bow decent for Lhusu Mines, and Blind is a usefull statut effect which she has better chance to land than Vaan thanks to an higher magick stat, her best contribution other than that is when she can hit a boss elemental weakness or Oil + Fire (mainly during the Barheim section). One thing for these 2 I don't understand tough is why the Light Gear License 2 are unlocked immediatly and they come with equipement for it, yet the Light Gear License 1 is still in their path, not a deal breaker just a nitpick. -Basch : The straightforward tank character, I have been enjoying the Axes much improve combo rate and non-random damage tough ^^, as mentionned earlier great synergy with Balthier early on with Balthier having Decoy. One balance issue tough in the Sandsea you can found a Rare Monster called Imdugud, similar to how you removed the Gladius from Lindbur Wolf, I was expecting you removed Imdugud's Shielded Armor, turns out that wasn't the case and Basch with this armor completly cheese the Sandsea, as thanks to a pretty high defense and Auto-Protect litterally every mob in the Sandsea were hitting Basch for 0 or 1 digit damage with their physical attack, and with Decoy from Balthier this basically trivialize the Sandsea (and I'm honnestly expecting it to be pretty effective in Raithwall Tomb), and in general having Basch has the Decoy with Balthier and Ashe attacking at distance has been a working strat even for bosses and even more with this armor. -Ashe : I'm honnestly surprise in how you decided to go for her, one would be expecting to make her a Magic heavy character, but instead she is a very well Balance character, and quite customizable since she has access to both Heavy Armor and Mystic Armor (and by the way she can also equipped the Shielded Armor and it's just as effective), so far I mostly played her with Heavy Armors and Crossbow from distance, Crossbow are pretty good so far decent damage and speed and their ability to combo is nice, but she can also work as a Mage with Mystic Armor and access to Dark and Quake (which by the way are early on the best spell available for the Reflect Strat) or go Hand to Hand combat with Katanas, very usefull character so far. -Penelo : I feel the Shielded Armor gotten on Basch has somewhat made her look worse than she is for the Sandsea section, as prior to getting the Armor her Cura was pretty valuable, after that tough since Basch is negating most of the mobs damage her Cura become less valuable and she was just good for healing Statut Effect and dealing some damage with Poles, doesn't help that Basch get access to Protect and Shell by himself so once he do Penelo isn't even needed for that. I feel it's just a case of being at a point where support is still not needed enough for a character to be fully dedicate to it. Didn't get much use for her Shade of White skill outside of fishing Bravery and Faith for Balthier and Ashe to beat the First Demon Wall ASAP. So for now I feel Balthier, Basch and Ashe are the most usefull characters of the bunch, Vaan is decent but Fran and Penelo feel a bit lackluster compare to the other, I of course expect this to change as I'll progress through the game. As for guest character not much to say about them, Lamont isn't here for long but he does his Job of acting as a support and Shade of Black makes him funny (Scathe let's go XD), Vossler deal damage comparable to Basch, his Blitz Skill was good for the fight before getting Ashe and Expose is good for trying optionnal bosses early, and explore area (Zertinian Cave's Slimes and Frogs have quite a high defense which makes him good for managing). Difficulty : So at first I admit I wasn't sure about the Double HP and +30% stat increase, but it turns out really fine actually I'll admit that the beginning can feel a bit slow but eventually you get more option and stronger, and so this Stat increase feel natural, mobs doesn't die in one hit like Vanilla but aren't to long to defeat and they are sturdy enough to make statut effect worth casting on them, bosses feel good to you still have some option to speed them up (like for Mimic Queen you can Oiled her and cast Fire with Fran and get some Rime Fang before the fight for a good amount of damage), also makes some debuff more valuable like the difference between a Slowed ennemy and non-slowed ennemy is much more noticeable, making Slow a really good debuff. I'll say tough like Vanilla there is a gap in difficulty between Optionnal Bosses and Storyline Bosses but for one this is expectd and for 2 the difference isn't, Storyline Bosses are still fairly easy and contrary to Vanilla are tough enough to actually make Statut Effect usefull, doing Optionnal Bosses as soon as they are available is the real challenge and is where you have to strategize the most which is how it should be, Hunts in particular like doing Cluckatrice Hunt or Rocktoise Hunt before going to the Leviathan was quite a tough challenge and satisfying to pull off. I want to emphasize that while I do explore a lot and take my time to kill every ennemies I encounter, I didn't do any excessive grinding section and the difficulty is well tuned so far. So for now I'm really enjoying this mod, it gives a nice freash experience on my favorite Final Fantasy, especially this Zodiac Age version which I felt was way to easy (way more than base FFXII and even easier than PS2 IZJS), I'll try to do everything even tough I saw somewhere that Trial Mod was very VERY brutal but I'll see that for myself ^^" -
Seiken Densetsu 3 Sin of Mana - Discussion
Nesouk replied to praetarius5018's topic in Seiken Densetsu 3: Sin of Mana
Hmmm That's a first for me, was that on the all game or in a specific fight ? -
Well since you have Necromancer with Auto-Debuff, could go Auto-Buff armor with Vanadis getting all Buffs and Debuffs on auto (auto-debuff doesn't work on bosses at the moment tough), other than that I'm guessing Vanadis is gonna be the Healer so Heal Up weapon/ring can work, Multi Upgrade for bosses that can remove your buffs, as for God Hand going as a physical damage dealer works, probably a counter build.
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Lugar is one of the easiest boss for me since the update that made Counter "bypass" physical defense, since he is always attacking landing Counter is super easy, and an evasion build with TP on Dodge works wonder on him (whereas it doesn't work on Machine Golem as they have a lot of unavoidable attack) and setting the AI of all party members to use LV1 Tech, and he should never get the Revenge Heal, and barely use any techs due to all the counters. Is even easier if you use a Specter's Eye. Depend of the fight for Bil and Ben and Lugar, I wasn't to bother with the low Defense, High Defense armor is really great early on tough, it lose potency later due to flat defense being less impactfull, but I remember having a super tank Duran that Bil and Ben's first fight couldn't deal more than 10 damage per hit XD. Honnestly Hawk is just my favorite character as an all, all his classes offer something unique and have different build options, I'm never tired to play him, I do have a preference for his Dark Classes tough personnaly, but Wanderer's support is really great and Rogue is definitly a force to be recognize. Yeah probably the better choice overall, I think Angela's AGL capstone is really a good one personnaly, even more if you have character with spells that have a long casttime, the LUC capstone looks promising tough. As for Lise really don't know how impactfull tge -15 attack would be, but in any case I think given this team AGL capstone is probably the best choice here.
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I really should try a team with Rogue, as for Lise capstone well ince you're skipping Holy Ball and Thunder Saber tha mean no investment in LUK so the LUK Capstone is out of the question, don't see much use for the INT capstone in this configuration, so I would go either VIT Capstone tough I'm not sure if a 15 Attack reduction would have a lot of impact or the AGL capstone which would be good to attack faster (especially for Hawk). As for Archmage yeah could skip Anti-Magic and Rainbow Dust to Aura Wave can be really usefull to get an item fast if you ever need it of fill Rogue's TP faster to maximize Crit By TP effect, that being said her AGL Capstone could be interesting as the team may have to cast quite a lot (especially Angela and Lise), would be interesting if her AGL Capstone could allow Vanadis to cast faster Freya with her Final Weapon to allow Vanadis to exploit elemental weakness with Hawk's Sabers. Well for Bil and Ben in 2.0 Evasion works really well, if you can stack a lot of Evasion Speed Up and Speed Down you're going to evade like crazy, and with TP on Dodge armor you'd have access to items pretty frequently and can set party members on using LV1 Tech to land counter to reduce their Revenge Value and trigger less Shadow Dives, there is some RNG tough as it depend of what Jutsu they uses against you, also having a Slime's Eye or 2 to reduce their attack power is welcome to if you don't have Ninja Hawk (who's in 2.0 is the only class 2 to have access to Power Down though his Spell with Water Jutsu) as Lise's Rune Maiden lost it. Machine Golems are a pain in the ass tough, on Hard I always found it safer to just solo them with one character by focusing on landing counter with the Break Counter accessory, some items to handle the buff/debuff and just revive my party member when only one of them remain. I'd rather not to be honnest, just like I'd love to stop running into glitches and stuff that doesn't work properly just for Praetarius's sanity ^^", but this game is SD3 unfortunatly after spending probably hundreds of hours into playing this mod, it's clear to me that this game just do whatever the fuck he wants to do sometime
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Well then that could work watching the numbers on doc that would mean on LV99 ennemy with 28 LUK at best Hawk with LUK Capstone as a Rogue (highest Max LUK with 33) with same set up I have here would get a 70% Crit Rate, still high but considering this is fully committed to Crit that's fair, other characters having to take into account the Crit Resistance from monster should end up in the 50% range.
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That could work I guess is it doable tough ?
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Well definitly there's one thing that should be nerf the Crit By TP weapon, even without taking the bonus added by TP that weapon has already 20 Crit Rate which is the highest out of any weapon, adding the bonus it goes up for 38 from this weapon alone, making it pretty much the undisputed best weapon for Crit Build, Pure Critical and Yellow or Bust which are second has 18 Crit Rate which is 2% up 20% less Crit Rate, this isn't even factoring that Pure Critical and Yellow or Bust have drawbacks (the former prevent TP generation which is pretty big deal especially since 2.0 and items costing TP, the later make all non-crit/tech attack deal 1 damage and it also has a lower Crit Bonus than Crit By TP) while Crit By TP has pretty much no drawback, the only other weapon I would considere over it for a Crit Build is the Yellow Damage Heal which works pretty well when you have High Luck and good crit rate. Other than that the other thing I can see is reducing the Luck factor like currently with 25 Luck, Luck x 2 alread makes it a 50% critchance and if I max out out Luck with Ninja Master that would be 32 x 2 so 64% Crit Rate from Luck alone, I think you can reduce the x2 factor or even go ahead and remove it, without the x2 with the rest being unmodify that would still give me a 64 base critchance instead of 89, which would end up as a 73% Crit Rate at the end of the calc instead of 98%.
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The 8 is the character bonus which is 8 for Hawk. To be fair I think this is only broken due to Hawk's LUK capstone, if Xian Bhe had his base 100 resistance that would be no crit (or just the 8% from Detect since it apply after), I would suggest reduce it's effect to just halving monster specific resistance instead of straight remove it, also the Damage +20% on it is to much.
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Alright got pretty far only Land Umber left then it's Final Dungeon time so to sum up so far, in the end for Hawk I decided to put the Meta Curse Ring on him, and also decide to invest a bit in STR to get Thunder Jutsu MT, and so with his LUK capstone and a Crit Build he performs..... well let just say a video is better than a long text : YIKES so for reference here : This is on Tough Difficulty Ennemies in the area before Xian Bhe were LV72 so I expect Xian Bhe to be about LV74, so expected LUK is 25, Hawk's LUK is 25 so if we calc this with the gear I have on Hawk : Critchance = 25 x 2 + 8 + 31 = 89 Add Energy Ball : Critchance = 89 + 12 = 101 Add Crit By TP with 9TP : Critchance = 101 + 18 = 119 Then taking ennemy's stat : Critchance = 119 - 25 = 94 Critchance = 94 - 74/16 = 90 And add Analyse : Critchance = 90 + 8 = 98 Correct me if I'm wrong Prae. And now just for reference even without calculate the damage add by Crit just with the buff/Debuff/gear we have : Power Up with Trials Buffs = x 2 Crit Helm = x1.25 Protect Down = x1.25 Ice Saber = x1.5 Undine Day = x1.125 Hawk LUK Capstone = x1.2 So if I'm not mistaking we have a 6,328125 Damage Multiplier here everytime Hawk Crit and this isn't counting the +10% Attack from Saber and the Damage added by the Crit. That's pretty insane to put it lightly, altough it is quite satisfy to give ennemies a take of their own medicine (Mobs's crit is absurd sometime) this might need a nerf here. As for Duran and Kevin, well Trials set on a support character like Lord is pretty good quality of life MP Steal is a good way to maintain his MP, Kevin's VIT capstone doesn't seem to work or at least not as good as a Shield, but his immunity to Statut Effect with Tinkle Rain come out pretty convenient.
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So finally taking back my man power run, just reach for the moment my plan is as follow for now on Dark Palace route : Kevin as God Hand Spells : 1-Heal Light 2-Protect Down (LV39) 3-Saint Saber^ (LV43) 4-Magic Shield (LV47) 5-Tinkle Rain* (LV49) 6-Power Up* (LV53) Raise VIT to 23 (LV58) 7-Ice Saber (LV61) 8-Thunder Saber^ (LV65) 9-Aura Wave^ (LV70) VIT Capstone Gear : Weapon : Defense Helm : Phys Defense/Magic Defense Armor : ??? Ring 1 : Ailment Res Ring 2 : Trials Skill Duran as Lord Spells : 1-Heal Light* (LV39) 2-Ice Saber (LV41) 3-Protect Up* (LV45) 4-Tinkle Rain* (LV48) 5-Speed Up* (LV50) 6-Life Booster (LV53) 7-Energy Ball (LV56) 8-Arrow (LV58) 9-Diamond Saber (LV62) 10-Speed Down* (LV66) INT Capstone Gear : Weapon : Heal Up Helm : Trials Defense Armor : Trials Buff Ring 1 : Trials Skill Ring 2 : Trials Element Trials Set Hawk as Ninja Master Spells : 1-Water Jutsu* (LV41) 2-Fire Jutsu* (LV43) 3-Shuriken* (LV44) 4-Thunder Jutsu 5-Earth Jutsu 6-Crescent (LV45) 7-Analyse (LV52) 8-Ice Saber 9-Transshape 10-Thunder Saber LCK Capstone : ignore monster type specific crit resistance; critical damage +20% Gear : Weapon : Crit By TP Helm : Crit Up Armor : Trials Buff Ring 1 : Crit UP Ring 2 : ??? So I change my plan for Hawk and decide to go Ninja Master, this is at first for the convenience of havin the main debuff MT with Water and Fire Jutsu. Decide to go for a Crit Build with him and putting to use his Analyse spell and LCK Capstone (of course to take fully advantage of it gonna do Xian Bhe and Land Umber after I got it). Not sure what to give him for his Second Ring slot was thinking of maybe giving him Meta Curse to use it with Crescent or since I don't have Saber keep this slot open to put Elemental Weapon of the boss weakness. In any case gonna be a Debuffer and then a Damage Dealer, I expect Trials Buff and his LCK Capstone to be good but we'll see. As for the other Kevin is gonna be my Tank, VIT Capstone draw aggro, Ailment Res to get immune to Statut Effect, Trials Skills to be immune to Crit, I also decide I'm gonna ignore STR and focus on his Vitality as it will increase his p.def, HP and Bonus from Wolf Form and put the Defense weapon to make his Attack = p.def. Not sure what to give as an Armor, High Defense would give higher Defense and as a result more attack with the Defense weapon, Auto-Buff might work well with Magic Shield and Power Up* but low defense and low HP might be an issue. I also hesitate if I shouldn't just go ahead and put the Trial Defense helm but having 2 characters with it might not be a good idea. As for Lord gonna be my support, Trial set for Instant-cast if I need to rebuff or a fast Healing and INT capstone to make him more tanky, gonna focus on his VIT, INT and PIE stats since I can pretty ignore AGL and LUK with him.
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Haven't update this in a while so here we go : Episode 12 : https://www.youtube.com/watch?v=wydt2cEucVA&t=75s Nothing perticular in this episode just going through the Djose Route and temple so far the mod follow a pattern for the type of mob : -Lizard are fast and hard to hit and can petrify -Bird can cast a spell or attack -Flans have Auto-Shell and counter Magic with their own Magic -Armored monster can inflict Provoke with their attack and heal with Pray New to this route the Basilick doesn't have a change in stats and now counter physical attacks. Temple of Djose's Destruction Sphere treasure gives us a Defense Sphere instead of a Magic Sphere. Episode 13 : https://youtu.be/tQuG0G_bo-Yoi Going through the Moonflow no noticeable new ennemies outside of the Ochu who can be really annoying with his Ochu Danse. And then we fight the next boss and OH Boy this fight is a lot harder than in Vanilla : -First off I highly recommend you get Wakka and Tidus armor with Dark Ward (merchant sold them on the Shoopuf stop), cause unlike Vanilla unless you get really and I mean REALLY lucky you're going to take some Depth Charges at one point or another. Let's go through the big change : -It has 6000HP instead of 4000 and his Defense is much higher, and no longuer weak to Lightning. -Aqua Shooter now has 40% chance to inflict Silence for 3 turns and 15% chance to inflict for 2 turns -When it rise it gain 1 instance of Cheer and has 75% chance to gain Haste for 0 turn (this mean his next turn comes much faster most likely instantly) -Depth Charge has 80% chance to inflict Blind (40% with Dark Ward) -When it falls it heals a bit He has also now only 30% chance to get slowed, and modification of this mod Slow would only last for 2 turns. Not gonna lie this fight's difficulty depend of the RNG particulary if the Sleep effect of Aqua Shooter trigger and if the Haste trigger, his Depth Charges is deadly and if he get you Blind it can be really hard to recover from, I highly recommend to get 5 Cheer out ASAP to deal as much damage as you can and reduce the incoming damage. The other potential problem is since he gains Cheer when he rise, after some rises our damage won't be enough to make him fall before Depth Charges, fortunatly I got to that point he was almost dead. After that we recover Rikku and can FINALLY Steal, time to steal a good bunch of Hi-potion and Remedy and I also to get some Petrify Grenades, these could still came handy, also decided I'll put Kimahri on Tidus's path with a LV2 Key Sphere. Episode 14 : https://youtu.be/IBiNH4ALMj8 Cutscene time, nothing happen in perticular so next Episode 15 : https://youtu.be/WfSR_Dto4W8 Alright so according to the patch notes this is a point where the mobs difficulty will raise a bit, and boy it does the mob can be annoying there : -First off these Fucking Dragon, kill them KILL them first at all cost and if they use a Fantasy Potion just get the fuck out of here. -Gold Elemental : Remember the elemental cast their spell AoE, we could use Null spells... well now screw that this guys start Dispelling us now before destroying us with spells, fortunatly Auron has Magic Break now which work on them and does help a bit. -The Demon guy can now use both Thundara and Fira -The Floating Eyes are really hard to hit at all. -Lizard is just as you expect fast, and can Petrify -Larva are no longer weak to Water -Qactuar now has 1111HP and can now use Shadow Gem and Self Destruct if using an Overdrive against them. Didn't notice any changes for Iron Giant. In fact if Iron Giant are a good grind source, just Slow and Power Break them and Lulu can easily Overkill them for 1200 AP which is pretty good at this point. Also I suggest stealing Lunar Curtains and Light Curtains. So Yeah overall the Thunder Plains is no walk in the park. Episode 16 : https://youtu.be/FMWeNrlpieU Macalania wood goes like Thunder Plains, new to this area are these Spider like ennemy it inflict Zombie with his main attack. Rest of the mobs follow the archetype so far, the Chimaira is encounter in the next episode but it can be easily dealt with with Auron's Threaten. Then we face a boss Spherimorph : -So first off it counter with the -ra spells now instead of the basic ones. Also he has 4 forms depending of which element he takes : Str based: Fire (Strong) / Str 35 / Mag 27 / Agil 17 / Luck 17 / Magic Booster (Off) / Poison% (1%) Mag based: Ice (Strong) / Str 27 / Mag 35 / Agil 17 / Luck 17 / Magic Booster (Off) / Poison% (1%) Pow based: Thunder (Strong) / Str 30 / Mag 35 / Agil 17 / Luck 17 / Magic Booster (On) / Poison% (0%) Normal: Water (Strong) / Str 28 / Mag 30 / Agil 25 / Luck 30 / Magic Booster (Off) / Poison% (2%) Overall it's a really easy fight, Lulu with the -ra spells are just doing wonder here. Episode 17 : https://youtu.be/Ase7WBGLk9A This entire episode is dedicated about the Crawler, that pretty much tell you how tough this bastard is, in fact he was so long I had to stop my first tries cause of IRL reasons, but I beat him on second try but not an easy fight : -First off he is immune to Breaks now -Now he destroys his own Satellite thing, so Magic isn't seal Aeons however are permanently Seal -So now he is able to use Gatling Gun while preparing Mana Beam, Gatling Gun has now 10% to inflict Slow. -When using Mana Beam he chains it with Focus, and 1 time out of 2 will heal himself by attacking himself (how does that works ?). -When being strike by a Thunder Spell for the 4th time he'll cast Nullschock on himself and Luck So this is a long fight my strat here was to use Kimahri, Lulu and Yuna, I figure I could try to Evade instead of tanking so I use 5 Reflex and 5 Focus with Lulu, 5 Cheers and 5 Jinx with Kimahri, with the Reflexes his accuracy is actually pretty bad so Lulu and Yuna especially can dodge most of his Gatling Gun and Lulu dodge the Assault almost everytime. Yuna's role here is to put Shell to tank Mana Beam and so I heal with Items cause I save her MP for Shell, while Kimahri and Lulu are dealing the damage. The fight is very long but eventually he'll fall.
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Alright big up : Episode 7 : https://www.youtube.com/watch?v=LKI9xl0y3cw&t=130s&ab_channel=NesoukKefka Mainly cutscene, one trolling Blitzball match and then just some fights back to back with Sahagin, I use Tidus to overkill all of them which gives me a lot of Power Spheres, which is gonna be usefull since this mod remove the abilities to inflict Distiller statut effect. The fight against the Garuda is a pushover. Episode 8 : https://youtu.be/0wGKMPTrcDo And now we enter the Mi'ihen Highroad and we face quite a difficulty increase concerning the mob fights pretty much every mobs as a new trick for us here : -The Mi'ihen Fang is the first mob to use Fantasy Potion on himself, this won't be the first time we'll see a mob do that, this basically change the AI behavior and stat of the mob, for this wolf it gives it 2 Cheer and increase their Evasion from 7 to 16 making it much harder to hit, and they start using Fantasy Fang which inflict Poison and can also inflict Dark. -The Raldos can now use Pray to heal their allies, making a main target to eliminate, his attacks are also the first instance where an ennemy can inflict Provoke, which is new to this mod (Provoke is only for the player in Vanilla) what Provoke does is it forces the character to attack the Raldo, so kinda like Berserk but without the damage increase and force to focus on a specific target. -White Element like previous Elemental can cast his Blizzard on the all team. -Dual Horn has a 15% chance to Instant-Kill the target with his regular, but you can use Provoke with Tidus to force him to use Gore instead and use Power Break to reduce his physical damage. -The Bombs : Now act a little different after Growing the 3 Cheer and Focus making them more resistance, after Growing a second time they gain Nulfrost for 1 turn and Berserk, while in Berserk they use an attack call Cannonblast which does huge damage So needless to say the Mi'ihen Highroad is not an easy place to go through, also Yuna is extremely valuable for her Null type of spells and healing. Had to run away toward the end cause I had no more MP. Episode 9 : https://youtu.be/y5jV22YhBYQ The Chocobo Eater isn't an hard boss to defeat however, trying to making him fall the Cliff is really hard, doesn't help I made a mistake and forget to buy Tidus's Slowtouch weapon, with this weapon we could have a decent chance to inflict him with Slow which would probably makes it much easier to making him fall. Defeating him normally isn't to hard tough unless you get unlucky and he use Thwack twice instantly, also when he get up he cure himself from Statut Effect (including Power Break), the other change is "You're next" delay is reduce and his Fist of Fury does HUGE damage (about 3000) killing anyone. After that just riding the chocobo and meet some other mobs : -Thunder Flan are like the Water Flan in Besaid they have Auto-Shell and Counter Magic by casting Thunder. -Vouivre : Didn't get on video but he can use Fantasy Potion, which would make him use Wicked Bash which drain HP. Episode 10 : https://youtu.be/aPYtrAYiwDc New change on the mobs : -Lamashtu : He can use Fantasy Potion... and honnestly this is bullshit when he uses it you might as well run he gain Auto-Protect, Auto-Haste and Auto-Regen and his Agility is increase to 12, honnestly I don't see how to kill it when this happen. -Fungar : Weak to Ice for some reason. -Red Element : Like previous Element can use Fire on the all team. -Garuda : He has a new attack call Sonic Wall which is decently powerfull, and is Magical so Power Break doesn't work for it and can't mix. Episode 11 : https://youtu.be/pSEI9MOjg0U Episode special Sinspawn Gui, this is easily the hardest fight so far. First obvious change his Head is now untargettable which mean we can't kill it and we can't prevent Venom, Venom is very powerfull dealing over 700 damage and on top of inflicting Poison has now a 50% chance to inflict Slow for 3 turns. The Head can also use Thunder on all party members, and when it does it cure the body from Power Break, the body has his main attack which is pretty strong and Demi. The main hard thing is between Demi and Thunder there is a lot of AoE damage and at this point we are lacking AoE Healing, fortunatly we can use NulSchock with Yuna to nullify his Thunder, Venom is also very annoying especially if he inflict Slow. And so this is pretty long fight you can kill the arm to do Physical Damage or you can do Magical Damage with Lulu, but yeah the fight took about 20 minutes, probably would have been a little faster if I had charge the Aeons and Yuna's overdrive before hand. Also the Change logs say we have 20% chance to inflict Provoke on the body, maybe would have made thing easier. EDIT : Upon retesting Provoke makes him do his physical attacks on Tidus 100% of the time, he still use Demi but as a result a good way to deal with him is using Tidus, Yuna and Lulu use Provoke with Tidus, do 5 Cheer and 5 Focus, Defend with Tidus except when he has his Overdrive ready (Spiral Cut doesn't trigger the arm and do 1000 damage) or to use items and use Lulu's spell as a main offensive to not bother with the arms.