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Found 6 results

  1. Hi guys. I finished playing Tactics Ogre: LUCT on another day without grinding and it was a blast. I enjoyed it very much with job leveling system that new units can shine without grinding required. After coming back to Final Fantasy Tactics again, I found this game is a pain without grinding. I checked a few mods people made in forums but they're not very friendly for no grind run. I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and other SRPG I played before. This Valeria mod represents how I revamped FFT with battle mechanics based on Tactics Ogre. All job abilities will remain the same except Arithmetician job with new some new abilities set. >=== Reworked jobs ===< I find many jobs being unbalanced or hardly useable especially Archer with uselessly long Aim and Arithmetician being too over powered with math abuse. Magicians are as fast as malee units and White Mage is even faster making me feel weird comparing to Tactics Ogre when mages are more balanced with turning and timing. So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play. [Specialized jobs with innate abilities] Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too. But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and ignored. The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting. Squire: Defend/Beastmaster being a weak class can make up better by boosting monster abilities Knight: Reequip improving versatility to re-equip weapon depending on situation White Mage: Arcane Defense increasing surviability against magicks Black Mage: Arcane Strength making Black Mage becoming more threats Monk: Lifefont increasing tanking capabilities Thief: Poach which is very useful skill to have for natural access to Poachers' Den Orator: Defense Boost so to work as physical oriented mage job better Geomancer: Attack Boost/Lavawalking and Geomancer will hit even harder so be prepared Dragoon: Ignore Elevation so Dragoon can move at any height swiftly Bard: Faith Boost improving magical efficiency during battle Dancer: Bravery Boost improving physical efficiency during battle Mime: Poach to match with innate Beastmaster skill as a real beastmaster Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense and halve elemental damage Machinist: Safeguard because machinist always keep things safe Special jobs from other unique characters are powerful already, some are considered broken so I won't add innate skills for them. I also won't add JP Boost as well since some abilities can learn immediately and have JP cost reduced. [Re-balanced UberSquire jobs] Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too. After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. In his final upgrade, he'll have speed slightly faster than Delita and MA boost a little comparing to original. I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost. Don't worry, this re-balanced Squire hits a bit harder. [Reworked mage jobs] Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Adding CT cast time didn't help at all seeing how they're as fast as malee units except Summoner which is already well balanced. So only White Mage, Orator and Bard will have the same speed as malee jobs. Summoner will be slower as original and Arithmetician will be slightly slower. [Reworked Archer aim abilities] People complain how crappy archer is and often go with Aim +1, get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game. Aim abilities will have up slightly shorter CT with better scale. Last Aim +10/20 was changed to Leg Shot and Arm Shot from Machinist to make this Archer less miserable than Tactics Advance version. [Reworked Arithmetician] The original Arithmetician is too OP and broken when player knows how to abuse it. Looking into its original state, it has only 70 MA, lowest mage and lower than most magical malee jobs. I find this is strange for so hard to get job like Arithmetician. Isn't math supposed to make people who's good for numbers smarter so I wonder why they're so slow and weak like that. Then I found some unused abilities and one of them that caught my attention is CT 0. This ability will reduce CT to 0 for every ability and I was like. This is it! This is how people who's good at math act. So I added CT 0 as an innate ability in Arithmetician job because they're good with math so they don't need CT, quite fitting with their job description and their stats too. I replaced broken abilities with magic from White/Black/Time/Summon. Since slot is limited, here's list of magic spells I replaced for new Arithmeticks set. Cure Cura Holy Fire Fira Thunder Thundera Blizzard Blizzara Haste Slow Immobilize Moogle Shiva Ramuh Ifrit Arithmetician's spells set is now like enhanced Red Mage with summoning. Though most spells are at fundamental up to intermediate level, they can be used without chant time. [Reworked Bard/Dancer] Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units. So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs. I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer. But that's not all, I changed success rate of Nameless Song/Finale to 45% and Forbidden Dance/Last Waltz to 35%. Having 50% is too OP especially when you have both Bard/Dancer together with Mime. They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area. >=== Job leveling re-balanced ===< In this Valeria mod, leveling requirements will be reduced by 1 for basic jobs similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time. I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding. [Re-arrange job progression that makes no sense] Why does Dragoon job requiring Thief job to be unlocked. Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator not Time Mage when the job itself resembles Taoist who reads the star? And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Oratror in terms of magic. Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars. Dragoon: Knight(2) -> Monk(3) Geomancer: Archer(2) -> Thief(3) Time Mage: White Magic(2) -> Mystic(2) Summoner: Black Magic(2) -> Orator(2) It may sound a bit upsetting to use Time Mage slower when enemies can have it sooner with shorten cast time but yiy only need level 2 to unlock it so not too long to wait. [Linear job progression path for Samurai/Ninja] Back then we need to switch between Knight and Archer branch to grind a few jobs to unlock certain job to level 2 so we can unlock Samurai/Ninja job. So I re-arranged job unlocking requirements to make things simpler as below. Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Archer(3) -> Thief(4) requirements just to unlock Dragoon Ninja: Archer(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer [Jobs' requirements summary] Knight: Squire(2) Archer: Squire(2) White Mage: Chemist(2) Black Mage: Chemist(2) Monk: Knight(2) Thief: Archer(2) Mystic: White Mage(2) Orator: Black Mage(2) Dragoon: Monk(3) Geomancer: Thief(3) Time Mage: Mystic(2) Summoner: Orator(2) Samurai: Knight(3), Monk(4), Dragoon(3) Ninja: Archer(3), Thief(4), Geomancer(3) Arithmetician: White Mage(4), Black Mage(4), Time Mage(3), Summoner(3) Dancer: Dragoon(3), Geomancer(3) Bard: Time Mage(3), Summoner(3) Dark Knight: Knight(M), Black Mage(M), Samurai(4), Ninja(4) Mime: unlock all 14 main jobs Onion Knight: Squire(4), Chemist(4) >=== Items re-balanced ===< I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs. -Potions restores 30/80/180 HP -Ethers restores 30/60 MP -Phoenix Down revives and restores up to 29HP -Knife gets extra evasion -Pistol can be used with Dual Wield (Only basic Pistol that can dual wield so it should be OK) -Monk can equip Pole (Use magical attack so it shouldn't break game balance) -Dragoon can equip Crossbow (They can in Tactics Ogre and it worked fine) -Time Mage can equip Rod (Time Mage is on last tier now) -Bard can equip Gun (I know there's Equip Gun but Chemist can equip Gun so he should at least can too) -Dancer can equip Ninja Blade (There's no Ninja Blade equip and Dancer with Ninja Blade is awesome) -Bard and Dancer can equip Robe (They're semi-mage class so it should be fine, right?) >=== Jobs and abilities re-balanced ===< I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable and reduce JP cost for some abilities. I won't change stats more than necessary like other mods as it might break the original game balance. I read changelog and tried a few mods but they lost original feel after tampering stats and abilities too much. I changed only what really doesn't make sense like White Mage is physically stronger than Squire or some stats being too high/low for its role. I'll increase Squire's damage and reduce White Mage's damage a bit to make it more balanced. My changes won't game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster. >=== Changelog ===< >=== Download ===< Here's my ppf patch file for original USA and EUR iso. You can apply universal slowdown fix patch after applying my mod. The reason why I made it this way because I want to keep my patch stable as some patch may cause glitches in some platforms. http://www.mediafire.com/file/e8eswq88dtktckj/FFT WotL - Valeria 1.1 (PSP USA).ppf http://www.mediafire.com/file/3kar9kvkc44ts5u/FFT WotL - Valeria 1.1 (PSP EUR).ppf I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again and again.
  2. For once in my life I want to see something finished by me (well except college, that's a different story). And I hope you guys can help me along the way. Here's the rough draft of what I'll be making with the game, hopefully more ideas will come my way: Re-balance jobs (maybe some stat improvements or downgrades) and job tree Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams. Re-balance some of the equipment. Spells will generally be faster as to avoid being not used for the majority of the game. Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this) Get rid of/balance broken shit. Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?) Make NPC's controllable. Implement a Exp/JP ASM hack if needed. Credits to Emmy of course. Change/remove some abilities, namely:
  3. Hi guys. I finished playing Tactics Ogre LUCT on another day without grinding and it was a blast. I enjoyed it very much with job leveling system that new units can shine without grinding required. However, I find it has a nasty bug with one craft recipe for Fist making me feel like I can hold onto this until I can find a patch to fix this mess so I went back to FFT a bit after so long. After coming back to Final Fantasy Tactics again, I found this game is a pain without grinding. There's a lot of things that I don't like about job leveling such as: -I have to stay at Knight until level 3 wasting 400JP on abilities I won't use and pick just Parry when I want to use those points on thief abilities first. -Chemist's good abilities take so much JP early making it hard to utilize efficiently early. -It takes so long to get Thief job and I can't grab good stuff without enough JP on time. -Dragoon looks like a job with strong knighthood but you need to unlock from thief job. -Samurai and Ninja needs tedious cross grinding from both Knight / Archer branch. -I often miss chance to make use of good spells while enemies are using them on me. -Spell caster jobs needs to be fragile potion bots for a few battles until they can actually do something. -JP spillover may help but it takes so long to unlock new jobs that can spill to. -Dancer and Bard are too tedious to get, let alone Dark Knight and Mime for grind freaks. And so on that I'm losing from Tactics Ogre remake for no grind run that doesn't need to be too tedious. I checked a few mods people made in forums but they're not very friendly for no grind run. So, I'm going to re-balance this game for the sake of no grind run. At first I intend to add few important abilities and reduce JP cost for some but I think I'll do more than I thought I would. Right now I'm working on FFTPatcher for a while and I think I'll add some more innate abilities to make each job being more useful like how I find Wild Arms XF was so good when this class rocks with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish other jobs can be like that too. But Wild Arms XF can freely add a few skills unlike this game where you're stuck with only one each making some abilities seem less useful than others but it can actually be good as innate skill. Final Fantasy Tactics should be able to do the same without moving abilities around breaking the original game mechanics. I also plan to rebuild a few jobs like Arithmetician that I never use its abilities due to being too broken. Bard and Dancer being very anti-climatic for unlocked all malee/mage jobs just for fragile support unit. OK this may break some original mechanics but they aren't common jobs to be freely used to begin with so it should be OK if I tweak them a bit without affecting gameplay significantly. I think I'll add Crossbow back to Dragoon like Tactics Ogre. It seems to work fine without making Dragoon too powerful. I find only Archer can use crossbow and yeah there's equip Crossbow but only one class to use both Bow/Crossbow is kinda bad when Chemist and Orator can use Gun. I may add some other items for some jobs too I checked stats and found some very shocking truths too. Like White mage having so high physical attack. It's even higher than Squire. I imagine giving Equip Gun to White Mage performing healing and shooting like War Cleric may not sound bad but it's too OP for mage job. I guess I'll check on stats more in details to see what should I make it more right later. At first I plan to mod this for personal use but I think it might be fun for everyone to play it this way too so I'm asking for ideas to see what I might be able to do better. I'm trying to make this game easier to play and more enjoyable why not make difficulty easier as enemies should also get the same benefits too.
  4. Good Day/Evening/Night everyone. The name's Ronlyn and I invite you across this lovely game called............................. Made by Emmy, this mod can claim to be called "original and fresh" in all the extend of those words: New monsters, classes, skills and items will make your experience across this twisted Ivalice a rather fun diversion. But before that, some notes: - THIS IS NOT MY FIRST TIME ON MONSTER TACTICS BY ANY STRETCH. I beat it waaaaaaaaaaay back at version 2.29 and I'm very aware of how it works (Of course, Emmy made sure that 2.49 had A LOT of shining new stuff to keep me on my toes) - I will mostly put my thoughts and analysis of each battle: Augustein it's doing wonders when it comes to LP this game, so I will focus on details like monsters performance on each chapter, enemy composition and difficulty ranking of each battle from my point of view - I hope I can do at the very least three update per week, so I apologize in advance if I can't keep this at a reasonable pace With all that said: Born at January 13th (because my birthday kinda sucks in Ivalice) Entry 1 - Orbonne Intro Rankings: 1/10 (first time playing FFT) 0.5/10 (You have played FFT, FFT 1.3 or some FFT mod) 0.1/10 (2nd Playthough) The Prelude to the strange yet possible world of Monster Tactics. We starts off with our typical party of Oersted, Agrias, Gafgarion and..................three chocobos.............against another three chocobos, a bomb and finally their boss, a baatezu. Sounds about right in my book Nothing too worrysome, just play with the new mechanics and you should be fine. The difficulty come when you actively avoid tooltip something and end up prolonging this battle (not more than ten minutes thanks god).
  5. So, a year ago I quietly began brainstorming a FFT rebalance and reimagine project. I nearly completed all skillsets, and designed an original job tree, with growths and multipliers balanced between the jobs. now I'm sharing these notes with you guys for discussion, or for your own amusement. As I've said in the past, the very first step in a FFT serious project should be figuring out the job tree, and then rebalance the multipliers and growths, then make the skillsets, and then only then move on to everything else. The first 2 steps is eactly what I did, all in paper (or rather excel sheets). I balanced the jobs and multipliers by assigning a pointing system, distributing "100 points" to each class, making them excel in some form or another, and trying to add the most diversity and combinations between melee, magic, speed, so on adn so forth. You'll be able to see some things that I think are essential but haven't seen much in other FFT projects, like extremely low multipliers in MP and speed (but not static growths), a "circular" job tree, that combines melee and magic requirements, and classes differentiating themselves in unique ways, like the lowest tier of magician, Apprentice, actually having the most MP out of all classes, and many other little things that were neat ideas in concept. For easier visualitation I also had included which stats each job would have at level 1, at level 100 if leveled in their base Job, and at level 100 if leveled in the Druid Job, which had the most balanced (read as "average") growths, to see how multipliers worked alongside growths. If I ever decide to step forward and take back this challenge, well let this be a cool precedence, and a good thread for you guys to say how bad I am at rebalancing FFT. Also, please disregard any and all non-completed skillsets. That part was harder to figure out, and hey, if you guys want to tell me I should change this for that, or even design skillsets yourselves, I don't know. I'm open for ideas. Also, last note, in range you'll see different letters. I don't remember each. W was weapon, S was self (range around the caster), SS iirc was self, and only for the caster. Use your imagination and context and everything will make sense. Have a good week y'all. Job tree (notepad file) Skillsets, Growths and multipliers (Excel file)
  6. (I know, we're on, like, 2.6 now, right?) ALRIGHT, first, let me say, this post is intended with *massive respect* to all parties, and any snark anyone picks up from me in this or in future posts is intended to be benevolent and upbeat. I feel like I just got out of a freaking time travel loop guys. You may remember me (somewhere in the farrrr back of your minds) as Hezekiah from this post originally on ID: [Link to ID post] Well I got locked out of that account, and in the midst of all the ID admin problems, THERE WAS NO ONE TO LET ME BACK IN. Like, for years, guys. Years. I was thinking about trying to bother someone on their youtube account to get in touch with someone FOR me so I could get back on. Maybe there was a better way to get in touch? Some forum somewhere that would've told me? IDK guys, I don't have time to read everything or hunt; life is busy. Too busy to be playing video games honestly... but here I am anyway. It's been forever and a day, but I'm still down to upload my save state, along with the version of FFT it correlates to (title says 1.3030). I know this is an old version with way different parameters than some may be used to currently. As you may gather, I'm also NOT a major tech guy. Coding, patching, even the best way to upload files... ionno mang. I just play the games, I don't work on them. But I'm not the noob sauce ya'll seem to think I am. I swear this fight ain't easy. All that being said, Advent, I'm calling you to reassemble the Super Friends from the first thread and get this thing going. I want to pick this up where it left off. I want to deliver on a years-old promise that probably everyone's forgotten. Maybe I'll get schooled hardcore. Maybe I'll get a sprinkle of respect. Who knows. I want to find out. I want you all to know though, whoever does get pulled back into this, that my reason for posting in the first place, was because obviously we all love this game. Maybe a little too much. It wasn't to try to measure dicks with anyone, to noob-rant, to complain that the game is too hard or sucks or whatever. I swear some stuff was glitched-out or broken in places in this version and I played through it anyway. I have mad respect for how much more LEGIT and AMAZING this game was made vs the ridiculous brokenness of vanilla. So as long as you guys can appreciate that my perspective and posting this is out of a place of like, "dang, this pizza is crazy, you gotta try a bite cuz I know how much you love pizza," and not "GUYS, I'm the shizniiiiit," then I think we can all appreciate this together. OR someone is just gonna WRECK me and then fine, it's been settled. I appreciate Archael pointing out that I had special parameters for this fight. I'm not just trying to beat it. The way I played this playthrough was EVERY fight, EVERY piece of rare gear had to be lifted, and ideally, every opponent crystalized and absorbed. So, here's the criteria I'm looking for: 1) You must steal all six of their bows, and the Rubber Costume. 2) Ideally, all enemies must be crystalized and absorbed. 3) You have to work with what's on hand. I am 100% confident I could fulfill these requirements if I had a decent stock of elixirs-- maybe a dozen? But you get what you have on hand: 3. 4) Goes without saying, but you can't lose any characters or gear. It''s been years since I've even touched this save state. I will surrender that I have grown in my knowledge of deeper game mechanics, concepts and strategies far alternative and apart from my normal "style" of play, etc. Maybe someone will just take me to school here. I recognize that possibility. But, after so much ado, I feel it's necessary to finally get this up. Finally, I did NOT name my characters Tara, Tiara, and Dick, so don't give me hell for that. They showed up like that in the first fight. I was like "Seriously guys, seriously???" But that's the 1.3 experience in a nutshell. **********As a bonus, I'll put up the hardest fight that I DID successfully complete, the Monks+Sacred Delta fight, with the ridiculous Eternal-Gollum thing that I still never really knew whether was deliberate or a bug. As stated to Advent below, the first person who completes either of these in 15 minutes with the given parameters, I will paypal $25 for lunch on me. Now, is the easiest way to do this just to hit "attach files" to this forum? In response to the original posts, since I can't respond on ID: QuadPolar: Parameters clarified above. (As for the grinding to 99, I just took it in one shot. I had no way to know 40 was as far as you had to go. Fun fact, when I was playing this? I was trapped in the desert outskirts of El Paso/Juarez Mexico, with no internet or tv or cell reception. Magical days. No access to any information, just playing blind.) Ludovician: Definitely an old version. Again, trapped in the desert. I didn't even know what patch the thing was on, I just had it on a drive. I was of the mindset not to update the patch but beat it as it was. I figured updating the patch may make things different or easier, and I just wanted to headbutt my way through it. Advent: Rude. Haha. I'll say this: if anyone can beat this with the parameters below in 15 minutes as you say? I will paypal you $25 for lunch on me. Straight up. Gonna need a video though. Bishop: gosh I wish I knew what that image was. Philsov: Thanks for being super helpful. Nefarious: If that works as well as it sounds I'm gonna owe someone lunch. Appreciate the response. Emmy: Agreed and understood. When I was playing this, and posting at this time, I didn't understand there were ongoing revisions and rebalances based on feedback. I just thought, you could hang, or you couldn't, and I wasn't going to complain about anything. I just thought that maybe it was meant to be like, "You're dumb for attacking from the front, so now we will punish your dumbness with this miserable battle from hell." Archael, if you ever happen to see this: You caught what I was saying about stealing their gear. Maybe this just somehow reaaaaally played to my weaknesses, but I beat South Wall on the first try, and came out of it with a nice Rubber Costume and a Faith Rod, which was wildly important through the rest of the game for me. -- Also, if you ARE reading this, massive appreciation and respect for this crazy machine. Remaking this is, like, way out of my pay grade. Thanks for everything, here and on ID, etc. ZaFire: I leveled everyone as a total scatter as I just went for JP and expanded job classes. I'm sure in the land of 1.3 this was a major mistake and hurt my stats.