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Posts posted by Mishrak
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He dead. Relm will just have to carry the torch. And Gogo
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I have considered adding rage/steal/lore stuff, I just haven't had the time to do it yet.
Those Misc. Overworld Packs are usually on the isolated islands scattered about the world. You can always pop onto discord and ask BTB however. I don't remember.
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It should never be less than two, but keyword there is should. I did have probably 8? 1-step encounters in a row. It’s in one of the highlighted vods during the end of the IMTRF segment. This was unpatched too.
The encounter rate patch didn’t appear to be working correctly from my experience.
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10 hours ago, GamingFiend said:Celes does have a Stamina Attack too with her special hidden relic. I don't see the uniqueness issue, as it's kind of ubiquitous. Only Relm, Strago, Locke and Edgar don't have one. Locke and Edgar can through Omega Weapon. Relm has Regen X but a massive burst heal from that isn't a big deal considering she can burst heal with Cure 3 in a Magic Build. It's a bit hard to justify the use of Stamina Relm and when I did my Tier List on this page. Strago has Odin Summon, which is MP intensive but viable with heavy carbuncle investment, and gives him a 1 turn burst damage during a boss fight.
http://ngplus.net/index.php?/forums/topic/53-whos-your-mvp/&page=2
This Tier list was for 1.8, and the new stamina additions likely affect it. Unicorn Edgar probably jumps up to C Tier, but because the Cover mechanic is anti-synergistic with Stamina it's very limited. I could see him being a respectable team member if holding Omega Weapon and Nirvana Band so that his heals and damage output can at least be effective enough to not feel like a wasted turn.
Stamina Relm is frankly not tanky enough for the Counter mechanic to be useful and as I said earlier the stronger Regen X is irrelevant because Cure 3 exists for Burst heal. The trade off for Mag+ which is so powerful on her with Flare/Meteor/Osmose is too much. Next to Umaro, she is easily the worst character/build in my opinion, Umaro might actually be better. You could I suppose use Stamina Relm in the capacity of Regen X healer but even with high stamina her HP is so low that she can die easily. I struggle to see the upside. Even with Intercepter it's very underwhelming, and losing Shadow for that purpose is just plain silly.
Tier List Synopsis:
A Tier
A+ : Stamina Terra
A: Phoenix Locke
A-: Maduin Terra, Kirin Locke, Magic Edgar, Magic Celes, Magic Setzer
B Tier
B+: Vigor Edgar, Terrato Sabin, Crusader Celes, Vigor Cyan, Shadow, Gogo (infinite versatlity poor stats), Zoneseek Relm, Magic Strago, Stamina Setzer, Magic Mog
B: Vigor Locke, Vigor Celes, Maduin Mog, Vigor Mog, Speed Relm
B-: Bismarck Terra, Golem Sabin, Speed Gau
C Tier
C+: Stamina Cyan (late game), Stamina Gau (late game)
C: Stamina Strago
C-: Stamina Sabin
D Tier
D+:Unicorn Edgar
D:Stamina Relm
D-: Umaro (Uncontrollable almost no utility)
Everything you’ve listed as B or lower I personally have listed as an A at some point.
What your post tells me is what you like and dislike. Nothing more.
The reality is every character and every build thrives at what they do if you utilize them well.
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To be fair, I incredibly disliked the later naming schemes. I much preferred Illumina to Lightbringer, and the -aga spells are a goofy naming scheme that I still really don't understand. Also, bizarre name choices like Valigarmanda similarly make no sense at all and just make me think that Square is trying hard to be cool for the sake of being cool.
Basically, we have to ask: why should something be changed? If it's just an arbitrary reason because one person doesn't like it, that's hardly a justifiable reason - particularly when it is exactly the same in the original FF6.
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There are no relics that directly boost cover or counter chance, they only enable it. So stacking black belts will not increase counter frequency. Same with Knight Capes.
No shared % modifiers stack, so wearing a green beret and a hero ring will take the highest % and give you 25/25. Magic cube would give you 50% mp and ignore the others. This includes esper equip bonuses. Damage modifiers similarly do not stack with each other.
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Hopefully stat hats are gone forever.
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The unlockeme version should. However it’s purposely missing a few things.
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I didn’t read all the conversation, but it seems I’m echoing Nesouk when I say I don’t want to see cover+counter + dance. BNW usually asks you to make some choices with your character and that would be a case of having your cake and eating it too. Plus it would give mog a consistent extra damage/defense output on top of dance’s excellent options and would be too powerful imo.
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We’ve talked about how fun it would be in discord but I never thought it would be a reality. Good show dude.
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Y’all are wrong btw:
SpoilerIt’s a mystery.
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Double check your emulator keybinds. I doubt it's a ZSNES bug or a BNW bug. It could also be a faulty controller.
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On 3/26/2018 at 10:34 AM, Synchysi said:This is an issue with any chest that is handled by an event rather than a treasure object. It's minor enough that I haven't bothered with a workaround, though it's on my list (way down at the bottom) of things to look at.
I don't remember if we changed the time or not (pretty sure we didn't), but even if we did, the location of the correct options hasn't changed (i.e., if the correct hour in vanilla is the third option, it'll be the third option in BNW).
The time is still the same, just Roman numerals.
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For the record, the in game hook issue isn’t a BNW bug, it’s an FF6 bug. It’s listed in the compatability issues on the sd2snes website.
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Make sure In-game hooks are turned off, and try it without the MSU-1 mod.
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So I did a thing with things and made a BNW Bestiary tool. Disclaimer: this is with unlockme data, so if you want to avoid spoilers (enemy HP), avoid this. Best opened with Excel. YMMV with Open Office or Libre Office.
The idea is to be able to select a particular area and see the enemies and the formations within said area. As far as I’m concerned, this is finished. However I’m still open to some ideas.
To save space, when there are multiple enemies within a formation they’re given a quantity rather than displayed multiple times. Also, areas that don’t follow the 3/16 and 5/16 encounter rates are given a special tab.
Lastly, areas are sorted (for the most part) by the way they’re organized within FF3usME and I named each one myself, with some help from BTB. The exception to this sorting is, I grouped some of the more obscure overworld encounters together, and added a few “areas” that don’t actually exist in the editor, namely Doom Gaze and Phunbaba.
Spreadsheet: http://btb2.free.fr/temp/BNW_1.9_Bestiary_1.4.xlsx
Notes/Log:
v1.4 Changes:
1) Cleared up bosses to only be listed in the specific area they're found in
2) Added 128 to Rail Car sequence
3) Added Phalanx to Sealed Cave
4) Cleaned up area list
5) Fixed Cyan's Nightmare encounters not displaying
6) Fixed Cave of the Magi Encounters because they were flipped
7) Changed Hidonites to display different HP for each oneKnown issues:
1) Does not include encounters in the following areas:
-Intro
-Beginner School
-Security Checkpoint during Terra/Banon Scenario
-Figaro Castle Magitek Armor
-Imperial Camp
-Bombs in Thamasa Fire House
-Veldt2) Heartfire is included in "Thamasa Overworld"
3) Fanatics Tower encounter rates not includedTo do maybe someday:
1) Leapable formations
2) Include sprites in the formation display
3) Rare Steals- 10
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BTB kinda avoids this to a large extent contrary to most jrpgs. I get the appeal of wanting cool shinies after defeating a difficult boss and [redacted] does drop [redacted] but for the most part you’re not gonna get Uber powers from KT.
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On 1/18/2018 at 1:37 AM, seibaby said:I have tried in the past to figure out how to set the parent map for Warp in Ancient Castle/Cave to the Figaro prison, to no success.
Not to say it's impossible, but there may be another way; an event driven Warp point like the one in Phoenix Cave.
Could you just make one show up where Odin is that puts you back at the start of the Ancient Cave?
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Congrats on finishing the game! I’m glad you enjoyed it dude.
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Keep in mind if Gau can use the ability in a rage (eg blaze / vaporite) and Strago observes it, he’ll learn it.
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Fwiw there are some overworld places in the WoR that do have WoB rage formations. Check some of the isolated islands.
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I think this would be particularly fun if we could make it work but bnw is so different from a vanilla rom I’m not sure where we’d begin. We’ve discussed esper and character randomization before in the discord.
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Few Question about BNW
in Final Fantasy VI: Brave New World
Posted · Report reply
MP management is a big element to the game, certainly. However I think it largely depends on your playstyle. And there are a lot of ways to recover MP. Whether it’s items or Tools or Blitzes or attacks like Empowerer or Osmose (which is very powerful), there’s very few situations where you’re completely left without MP to do something.
The dungeons are designed to be a strain on your resources, but as long as you’re making good decisions you should be fine. Even if you’re making bad decisions, it’s not that punishing.
Similarly boss fights can run a character low on MP if you’re using a lot of big spells, and so that management becomes an element to the fight which was sorely lacking in the original FF6.
I think the only time MP cost is used as a legitimate gate is early in the WoB when you first get a lot of spells. By the time you get to the Floating Continent, this is a lot less of an issue. Especially with a small investment of MP ELs (Seraph, Carbunkl) and a 12.5 or 25% boosting item.