Nesouk

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Posts posted by Nesouk


  1. 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.


  2. 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.


  3. 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 ^^"


  4. 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.


  5. 3 hours ago, rpschamp said:

    This strategy is also great for Lugar - counters seem to slow him down and really help keep his damage in check. I have no idea what his listed weakness - "special magic" - means, non-elemental magic perhaps? For me, his weakness has always been counters.

    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.

    3 hours ago, rpschamp said:

    I want to like the TP on Dodge armor more, but the defense is so low, especially when the alternative is High Defense armor, so when you do get hit with a string of attacks or a super you can be quickly screwed.

    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.

    3 hours ago, rpschamp said:

    Rogue is my favorite Hawk class to lead with: his spells come out fast so no need to switch characters when casting, his high LUC stat is great for treasure hunting, his build is simple with no real need for INT, and his ability to hit against physical defense with his spells is a great asset when you need it (e.g., Seashore Cave mini-boss). You also get great mileage out of his LUC stat for spell damage, spell bonus damage, and crit chance/damage. Plus his Level 3 super gets a random color which is fun and helps to break up the visual monotony.

    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.

    4 hours ago, rpschamp said:

    I think I've decided on the LUC capstone for Angela. AGI would be nice, but 20% reduction just doesn't seem that game-changing to me. The LUC capstone lets Angela ignore STR and improve her physical damage with all weapons, crit chance/damage, and magical damage with one stat. There are some battles where damage casting is just not helpful, so this should help give the Archmage class more of a role when she would otherwise just be swinging for tech points. This also helps her with two of my favorite weapons in the game: YellowDMG Heal and Crit by TP.

    For Lise, I will probably go for her AGI capstone as it seems more useful than the VIT one in the longterm: -15 attack should become less useful at higher levels as hit points and attack values increase, while -7 weapon cooldown should be useful as long as cooldown values are 7 or above, which I'm guessing should always be true?

    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.


  6. On 12/01/2022 at 8:52 PM, rpschamp said:

    I'm having a lot of fun now playing a Rogue, Vanadis, Archmage team. I just hit my final class change and am looking forward to finally learning Heal Light in a few levels. With Hawk's PIE capstone, this team gets a boost from previous versions of the game with access to sabers. Vanadis will also get Flame Saber as well that I can use for saber-resistance. Access to all buffs/debuffs will be really nice. The point of this team is to do a ton of elemental damage, physical or magical. I have not fleshed out my endgame equipment, but right now Hawk is loving the Crit by TP weapon with the TP Gain Up ring.

    Spells to miss: Silver Dart and Speed Up for Rogue, Holy Ball and Thunder Saber for Vanadis, and either Anti-Magic and Rainbow Dust or Body Change and Aura Wave for Arch Mage. I will probably take Aura Wave though due to it's usefulness in several difficult fights.

    Capstones: PIE for Rogue, undecided for the other two. Archmage's LUK capstone is looking really nice to add some more physical damage to my team. For Vanadis, I really have no idea and would welcome suggestions.

    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.

    On 12/01/2022 at 8:52 PM, rpschamp said:

    I'm playing this time Deathless on Normal, which brings its own sort of challenge. So far, the hardest boss has been Machine Robos x3 - keeping everyone alive requires a bit of luck. My strategy was to charge in, group them immediately with Hawk, and keep them stunned as much as possible by constantly quick-attack double-swinging with a Wind Ring while having my other two team members cast as much as possible to keep them away. Apart from this boss, Bill and Ben are always pretty tough, and the others have been a breeze. The next boss is Lugar - expecting no problem after casting Flame Saber on him with Element Guard armor, Protect Up, Power Down.

    Deathless on Tough or Hard (single-player) - I'm not sure how I would pass some of these multi-boss battles except by letting my team members die and reviving them right before the end of the battle.

    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.

    Quote

    Loved your video, Nesouk, and it's good to see that you are still finding ways to break the game :-)

    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 xD


  7. 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.


  8. 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%.


  9. 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.


  10. 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.


  11. 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.


  12. 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.

     

     

     


  13. 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.


  14. Episode 5 : https://www.youtube.com/watch?v=HPjDgEwTdk0&t=546s
    Episode 6 : https://www.youtube.com/watch?v=pAhZrsbuIfw&t=351s

    No changes worth talking about in Episode 5, can mostly skip this episode as it's just cutscenes, one minor change tough is Kilika's Temple chest hidden treasure, still has a Armor for Kimahri that armor had 3 Resist Element in the base game now it only has Fire Resist, HP + 5% and Defense + 5%.

    Episode 6 is mostly cutscene but we have some gameplay :

    -The little Al Bhed's robot have no change in their attack but they are more resistant to physical attack, they also give no AP and their drop rate has been reduce to 25%, this is still a good farming point tough if you want a good stock of Hi-Potions (and even X Potion if you are lucky) and money, did it a little but not to much.

    Oblitzerator : Now this is a tougher fight with quite some changes :

    -First off no more Crane interaction to cheese the fight have to beat it legit (also a little glitch here the Crane is suppose to not be targetable but it still is making Lulu's Overdrive not as good as it should).

    -Secondly his Dark Ball and Mute Ball now have a 15% chance to inflict Power Break and Magic Break which will reduce your damage.

    -He also has a new attack that he can use as a Counter name Hard Ball which as the name imply does high damage on the target.

    -Blitzrush is much more dangerous now that he has 17 Luck instead of 1 and Blitzrush itself as a 15% Crit Rate bonus it can Crit more often and deals high damage.

    Also this boss has a new mechanic in that his Speed will increase during the fight, he starts quite slow but after 50% HP (3333HP left) remove he'll get faster and once he has 20% HP left (1333HP left) he gets even faster to the point he might get 2 turns back to back, 5 Cheer is highly recommended to reduce his damage, Lulu and Kimahri are our main damage dealer here.

    Also a major change, the buffing magic have been reworked in the original spell like cast where cast and forget type of buff, not anymore they have a turn Duration now, namely :

    -Haste last for only 5 Turns
    -Protect/Shell and Reflect will last for 15 turns when gotten through their respective spells.

    Needless we'll have to pay more attention to this.


  15. I guess I could share this here.

    So I think people that have been around FFX's GameFaqs have heard from the Pbirdman Mod, it is a massive project that Pbirdman on it for a very long time (over 8 years), and recently a Youtuber name Dansg08 was doing a beta test run of it that took 2 years to complete and after all this time the mod is available publicaly, I let Dansg08 do the presentation of the mod has he made a great video for it :

    So overall what to expect ?

    The mod is advertise as not an Hardcore hack but rather a progressive difficulty, that start relativly close to the original and progressivly gets harder.

    Furthermore if you familliar with a LandonRay's Punishment this is a completly different philosophy, Punishment was mostly increasing the stats of ennemies and nerfing the Sphere Grid, this mod goes further of course it tweaks some ennemies stats but it mostly changes the AI of the ennemies, add new attack to them or new effect on their existing attack. It also tweaks some game mechanics to balance things out, to my acknowledge the most ambitious gameplay mod for FFX so far.

    As a disclaimer I watched Dansg08 story part of his run but this was 2 years ago now so I forgot mostly everything regarding to the change done to the ennemies (and some things have been tweak by PBirdman base on feedback from that playthrough) so for Story part this is mostly a discovery for me, for the Arena Monster to as I didn't watch that part of the playthrough I however did watch the Dark Aeons and Penance fights, tough by the time I reached them I'll probably forget about the changes.

    Also other things to note :

    -LP is in French cause this is my native language, game is in English and I add description about important stuff to note here.

    -The Mod is for the PAL English version, officially this version was the first to introduce Dark Aeons and Penance (among other minor changes), one negative aspect is like most PAL game at the time it was on 50Hz instead of 60Hz and was running about 10-20% slower than the NTSC version, fortunatly from Episode 3 onward I found a program to make the ISO in NTSC and run it at 60Hz, of course can't guaranteed everything in the mod will work as intended but so far the mod runs perfectly fine and I didn't encounter any issues (and the save are compatible with both ISO so if I encounter an issue I can just go back to the 50Hz one), except some synch problem with animation and sound during cutscenes and some attacks but these doesn't affect the gameplay.

    -The mod can only be played with the standard sphere grid rename Challenge Sphere Grid, which I think in a mod is good as the Standard Sphere Grid keeps each characters in their own roles which makes thing easier to balance around (for the main story anyway)

    -PBirdman guaranteed that he didn't make this mod as a grind fest (except for post-game superbosses of course this can't be avoided), so for the most I will avoid any unecessary grind regarding stats and will try to avoid getting overlevel.

    Alright let's get started first off the 2 first episodes :

    Episode 1 : https://youtu.be/nRzalO4zah8?list=PLu3lFfLxm77aA0LXrh57p7QCgXQ2um4FY
    Episode 2 : https://youtu.be/f2zNnPkmcWw?list=PLu3lFfLxm77aA0LXrh57p7QCgXQ2um4F

     

    Ok so episode 1 and 2 you can mostly skip them the beginning of the games has pretty much no changes in term of how the ennemies behave and play almost exactly like the base game but we can already see some changes :

    -First off and this is a big one the Overdrive Gauge takes Double time to fill, what this means is we will not get nearly as much Overdrive as we can in the base games, this is a game changer as Overdrive are generally very powerfull especially for the main story (and also mean Tidus will take longer to learn his Overdrive unless of course you grind for it).

    -Some abilities that were free of charge now cost MP, Cheer cost 1 MP (and according to the Patch Notes is now affected by Silence), and Steal cost 3MP.

    -Some other minor Tweak like Wakka's statut effect attacks now last 2 turns instead of 3.

    -The Aeon and this is big change has been dramatically nerfed, first off summoning cost 10MP (can't be display in the menu due to technical limitation) and is afflicted by Silence, furthermore the Aeons are no longer immune to statut effects, their special abilities cost MP and the biggest change their Overdrive charged 4 TIMES slower than in the base........ YEAH don't expect to cheese the boss fight with Aeons here, on a side note since charging Aeon's Overdrive is so long this makes Yuna's own overdrive more usefull.

    Also some sphere grids change :

    -Every MP + 20 has been turns into MP + 10 cases so we'll get less MP in general (there is also another major changes about MP but it's not relevant yet)

    -Every abilities that allow to turn ennemies item drop into sphere has been remove (IIRC this was introduce in the PAL/INT version so if you are accustome to the base NA version this isn't a big change)

    -Some abilities have been moved most noticeably so far Flee is behind a LV2 Lock now and so won't be available for now.

    -A change that affect Kimahri the character paths are locked behind LV3 Lock except Tidus and Lulu's one which are lock behind LV2, not sure how I feel about this change honnestly.

    For battle the only fight worth talking about in the first 2 episodes is the one on one Kimahri fight on Besaid, Kimahri is a little more dangerous as he uses Seed Canon and Aquabreath (and also Fire Breath if you let him time to do so), it makes the fight a little more serious but not anything crazy.

    Episode 3 : https://youtu.be/xUlBIv2GPNw?list=PLu3lFfLxm77aA0LXrh57p7QCgXQ2um4FY

    Now Episode 3 is where we see some big changes on the ennemies :

    -Besaid Mob fight have been overhauled they have more HP so Overkilling them isn't possible, the Condor resist all element and can cast Water, the Water Flan has Auto-Shell can counter magic.

    -Sin Fin fight : This was the wake up call fight as far I'm concern, the Vanilla fight is a complete breeze and also a good farming spot as you can kill the little ones again and again for massive AP gains and items, well not worth doing here as the little adds gave No AP and only 25% drop.

    As for the change the Sin Scales have a little more HP and can now heal themselves with Potion, but the biggest change is they hit like Fucking Truck for this point of the game and takes no time to charge their Spines, the best way is without a doubt to kill one ASAP as if the 3 cast Spines back to back this can be devastating (without Cheer only Wakka and Kimahri can survive 2 Spines), the other big change is Sin Fin now whenever he moves he does damage to the entire party but also has 5% chance to Confuse, I get really unlucky at one point and got 2 character confuse at the same time (1 chance out of 400 talk about bad luck -_-).

    So Yeah probably the first fight where you'll notice a good difficulty increase compare to Vanilla. Also you'll notice a change EVERY boss is now immune to Scan and Sensor, however the Description with Sensor will give some hint about the changes.

    -Sinspawn Ech : I think Pbirdman did go easy on this one which is probably for the best as we just finish a fight, and for this one we only have 2 characters and our only heal is through Potions, Sinspawn Ech is still a little tougher as he has slighy increase Strength and Magic and a 70% resistance to Dark (so 22.5% chance to inflict it with Wakka Dark Attack), still with 5 Cheer their damage are perfectly manageable and Wakka and Tidus hits hard enough to kill him quickly, and I manage to land an Overkill on him with Tidus's Spiral Cut ^^. 

    After that just more cutscenes


    Episode 4 : https://youtu.be/IY6885kUs2I

    Now for the Kilika Forest :

    -The mobs get tougher here, in fact I have a perfect exemple where I got Ambush against 3 ennemies and get wiped out without getting a single turn geez, the most annoying one is definitly the Thunder Elemental his Thunder is now AoE and can 2 shot anyone except Wakka and Kimahri don't even think beating this bastard without having Yuna with Nullshock, the Lizard is also an annoying one as he has 20% chance to Petrify, the Bees have 80% chance to Poison but for these 2 we conviniently get a Ball for Wakka with Icestrike that makes him able to one shot them (and get the Overkill) with just 1 Cheer, if you want to farm some SLV these 2 are your best shot, as for the Flower as far as I saw she only has more HP.

    -I've try the Ochu which in the base game is really easy, and makes one of Luzzu's dialogue about needing 100 crusaders to take him down quite hilarious...... wel let's just say that funny dialog was taken 100% seriously and so this time we're gonna listen to their advice and avoid Ochu for now ^^", so on to the next boss.

    -Sinspawn Geniaux is tougher than the base games and have some interesting mechanic, first off he has 4000HP now and goes out of his shell after only 400 damage, he doesn't have a new attacks but Water is now AoE so Nulltide is a good idea here.... except his Water Spell has the effect of making your character RESISTANT to Nulltide basically after the first Water Nulltide will have only 50% chance to work on your character, an interesting change that spice things up, Venom is unchanged and his last attack Staccato has an higher chance to Crit (also his Luck has been increase from 1 to 17) and also 20% chance to inflict Sleep for 1 turn.

    And that's all for now, so far the mod looks really promising, I already know that the changes are only gonna get more and more complex from now on, for now I highly recommend giving this mod a run if you want a new FFX experience.

     


  16. The bonus of secondary stat is base on LV : 

    Secondary stat * (62 + LV) / 53

    So 1 point of secondary stat increase the m.atk from 1 at LV1 up to 3 at LV99 if I'm not mistaken, so at best with max Luck Gran Divina get a +90 m.atk from it.

    STR Capstone is a bit trickier tough since it also take into account the ennemies p.def, if you factor thing that can reduce p.def like Break Counter and LV3 Armor Break, or Duran and Kevin STR capstone the damage will be bigger. And also add some weapon effect like Deathbringer, or weapon that change the p.atk like Defense weapon, it has some variable to it.


  17. Well honnestly Trials Set Rune Master with PIE capstone is definitly in the "too good" category, really she has only 2 weaknesses which are :

    1-Obviously Tech damage but as mentionned in a previous post she can shut down all mob that can use techs, Bee and Knight can be silence, Werewolves and Ninjas can be outright Petrify, and yeah really Stone Cloud with this set is an instant delete for any mobs brave enough to not be immune against Petrify or Earth damage. Only mob that can instantly open with his Tech and therefore kill her is Nightblade. And only mobs that represent a threat are the Shadowzero if they take the appearence of a party member and use the tech.

    2-She has no way to get immune to Statut Effects, and so these are pretty deadly against her.

    Her STR capstone is on my list of thing to test I actually was interested in testing with Magus combine with her final weapon to remove the damage reduction on Multi Target spell this could be a good combo for mob fight (also think Magus with STR Capstone + Trials Set could work well the idea of being able to instant cast Ancient to not give a damn about Elemental affinity with STR Capstone to boost it top with a self Mind Up sound pretty tempting ^^). That being said I think Prae mention to me that Power Up wasn't affecting the bonus damage of her STR capstone so Trials Buff armor will not do much here.

    I guess since you have Lise and Carlie combining 2 Evil Shaman final weapon is viable, at least for the Max HP reduction don't know how significant the -4 in PIE could be on Angela's Damage tough, if you are set on going Dark with Carlie that means no Heal Light until Class 3 unless you equipped Regeneration ring, you could also snap Regeneration of Carlie if you go Evil Shaman since there's a lot of spell you can skip for Evil Shaman.

    As for Lise's STR Capstone with Power Attack build well I thought about it but reading the description it say : 

    STR - 20% more attack, non-critical regular attacks deal half damage

    I think "Non-critical regular attacks" include both Light and Heavy Attack, so this capstone doesn't seems synergise well with Power Attack build and seems more fitting for a Critical or Counter Build. Could work a Crit Build with Starlancer with it tough try getting either Energy Ball or Aura Wave and Power Up with her (getting all 3 at the same time would require giving up on Mind Up not really worth it), slap the Trials Armor, Crit Helm, Crit Up ring and Crit By TP weapon with the STR capstone and this could work that could work.

    Alternativly you could go for Necromancer Carlie with Auto Debuff set and for Vanadis get Heal Light and learn Mind and Power Up and put Auto-Buff armor and enjoy having all buff AND all debuffs on Auto ^^ (just switch equipment for boss fight with Carlie as Auto Debuff is glitch and doesn't works with most bosses).

    For defensive purpose I think either Vanadis's LUK or VIT capstone would be best in this set, VIT would be better for mobs mostly, LUK capstone is better for boss fight.

    EDIT : Actually an idea come to mind after writing this how about Gran Divina with STR Capstone + Deathbringer weapon + Life Saver Armor pair with Fenrir Knight... that's sound pretty cool xD.