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  • Locked thread
Corvinus
Aug 21, 2006
That Summoner infographic has a couple errors.

First, Lich (1.306) is MA*16 damage with a 25% instant death proc chance. Second, Zodiac isn't able to be evaded, unlike all the other damaging summons.

The skillset isn't amazing, but it's a good secondary paired with White or Time magic. The aoe rez with Fairy is situational but pretty damned nice at times. Golem was very overpowered especially since it hosed with the AI and made them stupid. It shows up a couple times and the first instance will probably mind-gently caress new players (WotL version only I believe).

Corvinus fucked around with this message at 05:48 on Dec 19, 2012

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J. Alfred Prufrock
Sep 9, 2008

Corvinus posted:

That Summoner infographic has a couple errors.

First, Lich (1.306) is MA*16 damage with a 25% instant death proc chance. Second, Zodiac isn't able to be evaded, unlike all the other damaging summons.

Good catch, I was still going by an older version of the mod.

The in-game tooltip for Lich is also inaccurate, in that case, as it refers to stealing life and doesn't mention the death proc at all. I guess I should know better than to trust tooltips by now though.

EDIT: Lich appears to be doing more than MA*16. Looks like MA*18. I've updated the chart accordingly.

Corvinus posted:

Golem was very overpowered especially since it hosed with the AI and made them stupid. It shows up a couple times and the first instance will probably mind-gently caress new players (WotL version only I believe).

Golem actually pops up drat early in the non-WotL version as well, though it's in a random battle so it's easy to miss if you're not grinding.

I might do an Extras including that fight and one from Chapter 1 at the end of this chapter, after the Arena battles.

J. Alfred Prufrock fucked around with this message at 06:50 on Dec 19, 2012

George
Nov 27, 2004

No love for your made-up things.
I was just thinking about the scaling difficulty, and whether or not one could make enemy JP scale with player level. Do all of the battles require a hard-coded amount of JP for the AI units? Because that would be a pretty fair way to scale the difficulty.

Cape Cod Crab Chip
Feb 20, 2011

Now you don't have to suck meat from an exoskeleton!

George posted:

I was just thinking about the scaling difficulty, and whether or not one could make enemy JP scale with player level. Do all of the battles require a hard-coded amount of JP for the AI units? Because that would be a pretty fair way to scale the difficulty.

I can't speak as to how hard it would be to change the game's code to allow for that, but I do know that FFTPatcher does not allow any job level scaling; you can pick which job a character has unlocked and the level for that job. There's no option to randomize it, either.



I suspect it wouldn't be easy, as anything hard-coded is real hard to change. Last time I was poking around FFHacktics, I think people hadn't even gotten around to figuring out how to change the punch damage formula.

Davzz
Jul 31, 2008
On the topic of scaling difficulty...

There's apparently a patch for FFT that makes enemy levels scale with you in story battles (what this mod does), but equipment can be "pre-set" to a certain level (instead of scaling along with the enemy level). I've seen it used in Celdia's Class Patch but I'm not up to date with other FFT mods to know whether it's used elsewhere.

I think if the patch was applied to 1.3 it would solve the problem of "Well I hit this arbitary breakpoint and now my enemies are wearing higher tier gear which I can't buy and I'm totally fragged."

Though that's not a particular high priority feature I would hold my breath for since Content patch just makes enemy levels static like in the original which serves a really similar purpose.

Synastren
Nov 8, 2005

Bad at Starcraft 2.
Better at psychology.
Psychology Megathread




Can anyone enlighten me as to the differences between 1.3 and 1.3 Content? Obviously, 1.3c is the easymode version, but how does it compare to vanilla? I don't have a lot of time to put into getting superlatively good at FFT (grad school is pretty ballin', though), but I would really like to play FFT again with this completely new set of classes.

So, clearly the classes are changed to fit with 1.3. Is grinding discouraged as strongly in 1.3c? How similar are the story battles (even just comparing against the battles we've seen so far will give me a good idea of the difficulty of 1.3c)?

I'm not bad at FFT, I'm just not confident in my abilities enough to jump into 1.3; I'm really interested in 1.3c, but I don't know how much of a step down in difficulty it is.

Help me Goons (and/or Archael), you are my only hope.

:ohdear:

PS: Excellent LP, Prufrock. I'm impressed with what you're doing here. :allears:

George
Nov 27, 2004

No love for your made-up things.
The reason grinding is punished is because enemies outpace you in gear. In 1.3c this will still happen in random battles, but not story battles. Enemy compositions tend to be more threatening and the mechanics are stacked against you more than in Vanilla, but you won't have to kick yourself for getting that one level that made the next story battle impossible to beat.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Of course, even in FFT excessive leveling was "punished" by random encounters scaling up.

1.3 just makes it more extreme so that pretty much any leveling up is going to destroy you.

J. Alfred Prufrock
Sep 9, 2008
Episode 12: Zirekile Falls

Warning: Plot Incoming

After a quick detour in the Araguay Woods, we've resumed our hot pursuit of the abducted autocrat Ovelia.



A race against time is no excuse not to make new friends, however, and after (eventually) defeating a gaggle of goblins, Iago has joined our team.



Always time for a class change, too. Fortunately, we do know just where Delita will be: he'll have to cross at Zirekile Falls before he can reach Goltana's stronghold at Bethla, and our plan is to head him off at the bridge.



Seems we've arrived with nary a minute to spare.



Our old comrade is surrounded by a squad of Knights bearing the crest of the white lion: the Hokuten.



Fortunately, Prufrock and Co. are here to save the day, and with a famed veteran mercenary at their side, no less.



Maybe I spoke too soon.



Come to think of it, Gafgarion has been acting a little suspiciously. After all, he had no reason to come along; he said as much himself.



For her part, Agrias is associated with neither Larg nor Goltana. As a member of the Lionsguard, her first and only loyalty is to Princess Ovelia.



If Larg's plan in all this seems complicated, it's because it is.



Apparently Larg, through the Hokuten, hired Gafgarion, Ramza, and Rad to assist the Lionsguard under Agrias in escorting the princess from Orbonne Monastery.



The plan was then to send a unit after Ovelia's kidnappers with the intent not to rescue, but to commit regicide.



Also Larg is still not a prince.



Anyway, this suggests that either a) Larg knew that Goltanna was planning to kidnap Ovelia and allowed it, or b) Larg arranged a fake kidnapping, and the soldiers we slaughtered outside the monastery were really Hokuten flying under a false flag.



Either way, nobody seems to have accounted for Delita and Prufrock.



Whatever the case, our mission is clear: save the princess. As I said before, Chapter 2 has several rescue missions.



Don't let appearances deceive: Ovelia can handle herself.



We also get to fight alongside Delita, just like old times. It seems he's learned a thing or two since we last saw him, having graduated from a common Squire to a full-fledged Holy Knight.



Unlike in vanilla, Gafgarion will always be fully equipped for this fight, though it's still worth taking his gear beforehand, as it's at least one tier above what we can buy.



And finally, the Hokuten force has switched from Knights to Lancers. This gives them a great deal more range, and a few of them are made especially resilient by Dragon Spirit, which adds Reraise in response to attacks, meaning the unit has to be K.O.'d twice before it sticks.



We can finally get a look at Iago's full complement of action abilities. The only unique standout is Choco Star, which has a good chance to add either Sleep or Confusion.



It's far and away Iago's best skill.



As for our opponents, they also come with a full complement of secondaries, including Steal, Punch Art (seen here), Yin Yang, and of course Item.



Because of her unfortunate starting position, Ovelia is in danger of getting immediately mobbed, so it's a good idea to bring one or two high-speed units to get a move in before the Lancers and take a little pressure off.



The other Lancer spends his turn waking Gafgarion up, and giving him an extra point of PA in the process. Targeting Gaffy with Choco Star was a mistake, since he's going to now get an immediate turn. I should have gone for the Lancer acting here, but I'll be honest, Dark Knights make me a little jumpy.



Fortunately Ovelia gets her spell off before that can happen. Mbarrier is pretty unique, found on one other guest-only class as well. It adds just about every important buff in the game. Very nice, and good for keeping our princess alive and well in the face of a potential Lancer rush.



Delita is going to stay Confused for the rest of the battle, and will never do anything relevant. Oh well.





Keep in mind that the last time Prufrock saw him, (before the whole kidnapping deal, that is) Delita was being engulfed by a giant ball of fire.





It seems like Delita is acting independently, or at least not entirely under Goltana's orders.



He's a hard man to read.



This Steal actually had me on edge, since I really, really don't want to lose that Arbalest.



Imagine an audible sigh of relief accompanying this image.



Like I said, Agrias (along with Lavian and Alicia) answers directly to the royal family.



Unfortunately, she's now up against the two strongest military organizations in Ivalice.



Not to mention the country's two most powerful politicians.



Agrias gives no fucks, though. :cmon:



Goddamn Steal Heart can't hit for poo poo.



Rad is now a murder machine, however. That bolt struck for three figures!



Choco Ball's animation. According to its tooltip, Iago is murdering that Lancer by spitting out a “hidden ball”.

Thread contest: describe Iago's hidden balls.
.

.

.

.
.

(Do not actually do this.)



Moving right along...



Delita gets all the snappy lines this go 'round.



Ovelia what are you



:drat:



Stop's increased accuracy and faster cast time have really shot it into the big leagues.





For some reason, Delita is absolutely positive that everyone needs all the Items.





Auto Potion still owns bones, and will continue to do so well into Chapter 3.





See what I mean about that Arbalest? It single-handedly makes the Marksman playable through this chapter.



Ovelia comes packing Hi Ether. I'm hopeful that this means we'll see another Holy.



Agrias K.O.'s the Lancer with Punch Art. Since the enemy can no longer revive fallen units, the only danger of failure is another surprise attack on my rescue objective.





Gafgarion isn't especially evil; he just doesn't give two shits about anyone but himself.



According to record, he used to command an order of Knights (the Touten, or Order of the Eastern Sky) during the Fifty Years War, but was stripped of his rank due to some disgraceful act of particularly shocking brutality.

The Touten do not appear at any point during FFT, suggesting that they might have disbanded after the end of the War.



More turns for Iago = more Choco Beatdown.



I do need to start whittling Gafgarion down.



Delita is totally sure that the up-and-fighting Lancer needs a Pheonix Down.



Even against Gaffy's considerable defense, Rad still deals rockin' damage.







I find it amusing that Ovelia is the one to deal Gafgarion the final blow. Don't gently caress with Ivalician royalty, apparently.





Like any good antagonist, he teleports away, sure to plague us again at a later date.



A little more Haste should let me wrap this up faster.



Delita you are not helping.



Nope, still not helping.



Okay, now you're just trying to make me angry.

(I do love how happy Iago looks in that second one though.)



At least all this lollygagging leaves comfortable time for crystal collection.



Not to mention a bit of best-compat Stealing.



But enough stalling! Iago delivers the coup de grace.



The prizes are nice enough, too.

Later, the crew assembles on the bridge to discuss a future course of action.





It's obvious to everyone that Delita is up to something.





He does have a drat good point, though. Larg wants the princess dead, and Goltana has no use for us alive.





Still, it's hard to trust a man who won't even pretend at honesty.



And he's awfully confident for someone we just had to rescue.





While I generally approve of the WotL retranslation, the change to this line was an utter travesty.



Fortunately, Agrias has a plan.



It's settled! To Lionel we go!

J. Alfred Prufrock
Sep 9, 2008
Whew! That was loooong. I promise to keep the next one short and sweet.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Can you post Delita's original line for comparison?

dancingbears
May 10, 2011

You're an idiot,
so start acting
like one.

J. Alfred Prufrock posted:

While I generally approve of the WotL retranslation, the change to this line was an utter travesty.

This could probably do with some clarification. What was the change? How is it a travesty? Why should you or anyone else prefer the original? Elaborate!

J. Alfred Prufrock
Sep 9, 2008
This can be kind of a ranty subject so I'll try (ha!) to be brief.

Original PS Script posted:

Delita: Teta saved me back then...

War of the Lions Script posted:

Delita: It was Tietra. She watched over me then- as she does now.

So with these lines, Delita is basically telling us his entire motivation for the rest of the game. We already know from Alazlam that Delita is going to become a national hero and the king of Ivalice, and Teta's death is obviously what sets all that in motion. What changes between the two translations is the way Delita sees himself.

Starting with the tense, the first line is purely past tense: he's been saved, that's over, and everything from then on is his doing. This jives with what we know about Delita, namely that he hates the thought of anyone manipulating him and relishes the notion that he is free from all that and is making his own way now. Also, the solid past tense shows that he at least likes to think that he's moved on past Teta's death; we know that that is not the case, but Delita doesn't necessarily realize that he's still trying to rescue his dead sister.

Contrast that with the open-ended present tense of the second line, where not only does Delita seem to believe that his actions are still being guided by an outside force (something he can't stand), but he's also much more self-aware about the fact that he's still clinging to Teta. It changes his personality quite a bit, and makes him a weaker character, I think.

Then there's the matter of "saved" vs. "watched over". Not only is "saved" just a much stronger term in general, here it has very different implications. "Watched over" implies some sort of protection or guardianship, which suggests that Delita is referring to the fact that the giant fireball didn't kill him. "Saved" can do the same thing, but might also be taken less literally. Rather than saving Delita's life, Teta saved him from his life, a life in which he would be nothing but a tool of the nobility to be used and thrown away. Read this way, despite "Teta" being the subject and "Delita" being the object, "saved" doesn't necessarily mean that Teta was particularly active, which works well considering that her entire role in the story was purely passive: things were constantly being done to her, and Delita's big hangup is having others control his life.

"Watched over" also has some odd spiritual/metaphysical connotations that, again, don't really fit Delita's character, since (a) he never expresses any religious sentiments (remember that he completely stayed out of the argument between Algus and Miluda concerning divine providence) and (b) he would almost certainly rail against the notion of an almighty superbeing controlling everyone's fates. It's unlikely that the writers meant it that way (I'm not sure what, if any, implications the Japanese script conveys) but it's still out there and easier to misinterpret than the simple "saved".

There are other minor issues, like the fact that the second lines sounds awfully sentimental for a man who will act entirely ruthlessly for the rest of the story, and also that the idea that you are only alive because your murdered sister's corpse shielded you from a giant explosion is pretty intense, but this rant is already pointlessly long enough.

Alkarl
Aug 26, 2011

Bonus EXP: 300
MVP: Ike
New Ally: Petrine, Greil, Soldier, Soldier, Soldier, Soldier, Soldier, Soldier, Soldier, Soldier, Petrine, Greil, Mordecai, Lethe, Ranulf, Soldier, Soldier, Soldier, Soldier, MPID_BLACKKNIGHT, Greil, Ike, Greil, Ike, Black Knight, Greil, Ike
Hoo boy, this slipped under my radar! Stoked to catch up on this through the week, but from what I've seen, you're doing a fantastic job, Prufrock. Excited to see how this goes through! :D

Kobold
Jan 22, 2008

Centuries of knowledge ingrained into my brain,
and this STILL makes no sense.

J. Alfred Prufrock posted:

Rather than saving Delita's life, Teta saved him from his life, a life in which he would be nothing but a tool of the nobility to be used and thrown away. Read this way, despite "Teta" being the subject and "Delita" being the object, "saved" doesn't necessarily mean that Teta was particularly active, which works well considering that her entire role in the story was purely passive: things were constantly being done to her, and Delita's big hangup is having others control his life.
For some reason, I always read the original line as she had just enough strength in her to somehow protect him from the flames. Either through magic or a push or... something. There's no real basis for it, but that was my first impression and it stuck with me.

FeyerbrandX
Oct 9, 2012

Huh, before when I thought people were kind of being crass about Delita using his sister as a meat shield, it does truly fit with how that was just explained.

Use or be used. What good is she now that she's dead?

I'm now seeing a pretty interesting dichotomy between Algus and Delita I haven't seen before. Before Delita was indignant when Algus considered commoners cattle and filth for the use of nobles, but he'll transcend that to treat everyone like cattle and filth.

Sketchie
Nov 14, 2012

J. Alfred Prufrock posted:

Thread contest: describe Iago's hidden balls.
I didn't actually describe his hidden balls. I just wanted to take a stab at this sentence because it's actually pretty amusing. Well, to some people it may not be, but can you really blame me? Opportunities like this almost never comes up, anyway. Sorry.

Anyway, I'm surprised Ovelia was given Holy in this version. I believe that in the original she only had MBarrier and Dispel, which was ... really lackluster in terms of abilities to choose from. Even Alma has more than that in the original.

I just love the part where Ovelia kills Gaffy, though. She's probably the last person you'd expect to use such a bold move.

Corvinus
Aug 21, 2006

Sketchie posted:

Anyway, I'm surprised Ovelia was given Holy in this version. I believe that in the original she only had MBarrier and Dispel, which was ... really lackluster in terms of abilities to choose from. Even Alma has more than that in the original.

I just love the part where Ovelia kills Gaffy, though. She's probably the last person you'd expect to use such a bold move.

Giving her Holy is a very nice change. There's an extra battle in WotL with just Delita and Ovelia against some mooks on that same map and without Holy it would a complete bastard to do.

Pierzak
Oct 30, 2010

J. Alfred Prufrock posted:

Thread contest: describe Iago's hidden balls.
*hack* *cough* *wark* *spit* ...Hairball :shobon:

Or featherball. Or whatever. Yes, I know it doesn't work that way. He caused that mental image, he deserves it.

Sorites
Sep 10, 2012

Pierzak posted:

*hack* *cough* *wark* *spit* ...Hairball :shobon:

Or featherball. Or whatever. Yes, I know it doesn't work that way. He caused that mental image, he deserves it.

I imagine it would be more like an owl pellet. A giant, flaming owl pellet.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Iago swallowed basketballs and he spits them up and deals significant slamjam-elemental damage.

Shaezerus
Mar 24, 2008

God? Or perhaps a devil?
Show me which you'll choose!

J. Alfred Prufrock posted:

Thread contest: describe Iago's hidden balls.

Wiegraf weaponized his bird's aspirations of becoming a circus performer but abject lack of juggling talent.



Like, really bad.

Shaezerus fucked around with this message at 07:01 on Dec 20, 2012

J. Alfred Prufrock
Sep 9, 2008
Class Acts: Lancer



The 1.3 Lancer is almost identical to its vanilla incarnation, having gained a small speed boost and exchanged some horizontal Jump range for infinite vertical tolerance. The only other notable change is that Spears now add +2 to their wielder's Jump stat, making the job more mobile in uneven terrain. Beyond that, the job plays pretty much exactly as it did in vanilla.



Jump is still Jump, and still does what Jump does. Its maximum horizontal range has been reduced by two panels, but you can now buy infinite vertical tolerance instead of the frankly pathetic eight height range available in vanilla. All sarcasm aside, I can't think of a single time I've needed to Jump higher than eight marks, as most maps don't even include that big of an elevation difference, so I'm calling this one a slight nerf, though it's not significant enough to change the value of the Jump skill at all.

As long the user has a spear equipped, Jump does pretty good damage that scales well at higher levels. The two biggest draws to the skill, however, don't involve its damage at all. The first is that you can cut the effective CT of Jump by increasing the user's Speed, so on very fast units it can resolve quite quickly. This can be a big deal during end-game play when long CTs become a liability.

The other unique advantage of Jump is that while it's charging the user is invulnerable. Against low-tier enemies this may not be a big deal, but a lot of bosses, especially Lucavi and Deep Dungeon bosses, have very big, very powerful, frequently-AoE, and often-unevadeable attacks. Clever use of the 'Wait' command, along with speed-altering equipment, can allow the Jumper to survive such onslaughts and get turns in to bail out the rest of the team.

---

Dragon Spirit will now only fire in reaction to Physical damage, rendering it much more situational, particularly because it now has to compete with Hamedo as a counter to weapon attacks. It's still great against non-melee physicals like the various Sword Skills, and for units wielding weapons with odd attack ranges (crossbows, books, and harps come to mind) but it's not the universal last gasp that it used to be. Does make a pretty funny combo with Meltdown, though.

Equip Spear and Ignore Height go unchanged. The +2 Jump bonus for Spears is nice, but Ignore Height is still strictlty worse than Fly (aside from looking cooler in action).

---

Lancers are now the fastest heavy armor job, and have solid PA and good HP. The loss of Robes doesn't matter too much since they still utterly blow at anything magic-related. The restriction on weapons (both native to the job and because of Jump's damage formula) does hurt a bit; although Spears are very good weapons with which to attack, none of them boost any stats (besides Jump), hurting the job's ability to use stat-heavy secondaries like Punch Art.

More than most, Lancers are married to their native skill: they use Jump the best, and there's next to no reason to field a Lancer if you're not planning on using it. For just about any other purpose a Knight, Samurai, or Equip Armor Monk is probably a better bet. Nevertheless, Jump is quite serviceable and does have its unique advantages, so there are some situations that see the job shine.

(As a little aside, Lancers are one of the few jobs for which I actually prefer the male sprite. Usually I think the ladies get the better costumes, but the male Lancer's armor looks friggin' sweet.)

J. Alfred Prufrock
Sep 9, 2008
Episode 13: Zaland Fort City

Last time on Final Fantasy Tactics...

The Hokuten attempted to murder Princess Ovelia under the direction of Duke Larg and probably Dycedarg Beoulve. Delita and Prufrock joined forced to beat the poo poo out of the Hokuten and Gafgarion.

Unfortunately, Ovelia has just about zero allies among the aristocracy, since Larg wants to kill her and Goltana wants to use her as a puppet. Agrias suggested that our motley crew seek asylum with the Glabados Church, so we're heading to the province of Lionel, run by Cardinal Draclau, who has probably the least suspicious-sounding name in the history of powerful political figures.

All caught up?



Here's our goal, and it looks like we've got a city and some wilderness to cross before we get there. Since the dots are orange, we can expect trouble.



Good thing we've just unlocked some sexy new advanced classes. Prufrock here switches into Sage, which is the 1.3 replacement for the Calculator.

Pretty much everything he's got equipped comes courtesy of Ovelia, who will not be appearing in any more battles and so has no need of that sweet sweet +MA gear.



Alicia, meanwhile, steps into the costume of the classic powerhouse, the Samurai. Despite the mod's otherwise-extensive rebalancing efforts, Samurai are still ridiculously good.

You know what? Scratch that. Draw Out is still very good. Samurai are better.





What's this? We just happen to happen upon another individual being menaced by a rather conspicuous gang of thugs?





At least this one's got spunk. (Though after the Holy spells Ovelia was throwing out, he'll have a high bar to meet.)



Another choice, but really unless you like permanently losing Brave in a game with no way to regain it, there's only one right answer.



Didn't I say we'd be seeing a lot of rescues? This isn't the last, either.



And here's our lovely opposition. Of particular note is the fact that the enemy team is flush with squishies.



This guy is the only heavy unit, but boy can he be a pain in the rear end. He's got a ton of HP, can heal and revive the rest of his team with Item and Chakra and Stigma Magic, and Dragon Spirit means I'm going to have to kill him twice.

While I usually advocate going after sandbaggers first, I think it's better to just ignore this fool and focus on outpacing his healing.



Overall, Prufrock and Co. are looking at a very strong offense...



...but not a lot of defense.

Both the Oracles and the Wizards can completely wreck your poo poo, the Oracles with nasty status afflictions like Petrify and Berserk, and the Wizards with some sick damage. The Monks are mostly relegated to a support role, but it is one for which they are well equipped.

This team will tear you a new rear end in a top hat if you let them. However, all that cloth armor leaves them with an obvious glass jaw.



The stranger opens with an instant AoE Slow + Poison. This is a 1.3 original, and it's usually very strong given how good action denial is.





Unfortunately, this is probably the worst map to showcase Mustadio's new moves.



I like to hit hard and fast in this battle. Since the Oracles basically start within attack range, any delay will just put you on the defensive and struggling to keep up.



Sage spells have hefty AoE's, though you pay for them in MP and CT.

Those Oracles are both casting Petrify, and at uncomfortably high rates of success. Letting then go off will basically mean a loss, or at the least put me really far behind.



Which is why I have no intention of allowing that to happen. Two things about this image:

(1) Samurai kick rear end.
(2) Peep that terrain for a minute.

This battlefield is defined by that big rear end wall running right through the middle of everything. Now, to avoid getting your teeth kicked in by spells cast through the wall, you'll need to either bring a bunch of reach of your own, or make sure your melee units can get up and over and don't need to rely on those two dinky choke points to either side, which, since we've already established we're up against a lot of powerful magic, would be a spectacularly bad idea.

You can get over the middle with 4 Jump, though to be really comfortably maneuverable, you're going to want at least 5. Fortunately (and by no coincidence, I'm sure) the Spike Shoes accessory has just gone on sale in your friendly local armory, which will add +2 Jump, just enough to give any unit the necessary vertical clearance to get right up in the enemy's grill. You'll note that Alicia is wearing a pair.



Like I said, getting your melee into the thick of it is only one approach. The important bit here is the Confusion interrupts charging skills, so I don't need to worry about any dumb petrification. (Though after that absurd Koutetsu, straight damage would have worked even better.)





Choco Star is and always will be awesome.



Mustadio just shot a dude in the face. Stone cold.



The whole deal about making sure you give your dudes enough Jump applies to Agrias as well. Go into this fight without boosting her Jump any and she will spend approximately one billion turns going all the way around the hill and all the way back to the door and you'll be old and gray before she does anything relevant.



gently caress guns, medieval poo poo is apparently the way to go.



Still awesome, if not always reliable.







Worst compatibility is a helluva thing.



This was a pretty quick battle, and really it should be. If you don't get up and over and start dealing with those mages, they will end the fight for you. There's little room for defensive play here.



Seriously look at that damage!



Prufrock finishes the last opponent with a Holy Strike. As it factors both MA and PA into is damage, you won't see that move used very often. There just aren't that many units with two high attack stats that don't also pretty much always have something better to do.





While you don't have to rescue Mustadio, it's not too hard to keep him alive (the AI is usually pretty cooperative) and gently caress permanent stat penalties.



The loot here is very good. That makes our second Wizard Robe, which we won't be able to purchase for some time. Wizard Robes add +2 to the wearer's MA, which is a ridiculous boost at this level (and really, it's good at any level). For the next few battles, magic is way stronger than physical simply because of all the good +MA gear floating around.



With the “troublemakers” taken care of, we get on to proper introductions.



Seems our man here has made some nasty enemies. Prufrock can certainly sympathize.





Nobody wants to be honest these days! First Delita, now this guy whose rear end we just rescued. Nobody, I say!





I've always found this exchange a little odd, since up to now the biggest life-changing event in Prufrock's life involved getting blown up by gunpowder.

Maybe Ivalice has developed bombs and fireworks but no cannons or firearms? Seems a little odd for a fort to have a powder store if not for weapons.



Come to think of it, we don't see any artillery anywhere in the game: no bombards, no mortars, not even a catapult or trebuche.



I just thinks it's strange, is all.



Anyway, guess what? We've got yet another poor schmuck to save from tragic death.



I dunno about you guys, but I'd listen to the princess. Did you hear what happened to the last mercenary that crossed her?



I like to imagine Agrias being a little snarky here.

Next Time: There's a hill, we climb it.

J. Alfred Prufrock fucked around with this message at 00:03 on Dec 21, 2012

J. Alfred Prufrock
Sep 9, 2008
.

Pierzak
Oct 30, 2010

J. Alfred Prufrock posted:

Maybe Ivalice has developed bombs and fireworks but no cannons or firearms? Seems a little odd for a fort to have a powder store if not for weapons.
Come on, that's stupid. Everyone knows that if you put gunpowder in a steel pipe and light it from one side it'll explode in your face. :pseudo:

Corvinus
Aug 21, 2006
Choco Star accuracy is 50%+MA. Chocobos have insane MA growth. It eventually becomes 90-100% hit chance.

Are you going to use Sage's ability to use both rods and swords to do that dual wield thing?

Corvinus fucked around with this message at 02:43 on Dec 21, 2012

dotchan
Feb 28, 2008

I wanna get a Super Saiyan Mohawk when I grow up! :swoon:

quote:

Maybe Ivalice has developed bombs and fireworks but no cannons or firearms? Seems a little odd for a fort to have a powder store if not for weapons.

I'm guessing that the explosives being stored at Fort Zeakden were literal Bombs (of the monster variety) and what's-his-face somehow aggravated all of them into self-destruction.

Davzz
Jul 31, 2008

J. Alfred Prufrock posted:

I've always found this exchange a little odd, since up to now the biggest life-changing event in Prufrock's life involved getting blown up by gunpowder.

Handheld "pistol-like" firearms might be anachronistic and out of place if this is supposed to be medieval Europe.

Though apparently FFT is supposed to take place in a... post-apoc world for the lack of a better phrase

Though that still doesn't explain why Mustadio explains it to Ramza as if the concept of firearms is completely alien to the latter.

Unless you go with the other LP's theory that Ramza's a slight touched in the head and needs people to do that for him.

dis astranagant
Dec 14, 2006

I think the setting is in that instant where guns are half mythical things you heard a guy from halfway across the continent talking about someone in a neighboring country using but no one you know has ever so much as seen one.

Freaking Crumbum
Apr 17, 2003

Too fuck to drunk


J. Alfred Prufrock posted:

Agrias suggested that our motley crew seek asylum with the Glabados Church, so we're heading to the province of Lionel, run by Cardinal Draclau, who has probably the least suspicious-sounding name in the history of powerful political figures.

Someone hasn't been exposed to the StarWars EU convention of villain naming - Darth Evilbadguy and Darth I'mthevillain were both completely surprising when they turned out to be the antagonists!

Heavy neutrino
Sep 16, 2007

You made a fine post for yourself. ...For a casualry, I suppose.
I like how each battle forces you to adapt your strategy, skillsets, and equipment for tactical advantage. A blitzkrieg like that might not have worked against a sturdier, sandbaggier team or a team with faster characters than yours. Of course, this fits terribly with FFT's dumb grinding, but it's great when you have a save editor.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
It kind of requires you to know what the enemies will do beforehand. At least as far as I can tell, the maps aren't to different in style compared to vanilla. Zaland here was still about coping with the enemy Wizards, after all.

Alkarl
Aug 26, 2011

Bonus EXP: 300
MVP: Ike
New Ally: Petrine, Greil, Soldier, Soldier, Soldier, Soldier, Soldier, Soldier, Soldier, Soldier, Petrine, Greil, Mordecai, Lethe, Ranulf, Soldier, Soldier, Soldier, Soldier, MPID_BLACKKNIGHT, Greil, Ike, Greil, Ike, Black Knight, Greil, Ike

homeless poster posted:

Someone hasn't been exposed to the StarWars EU convention of villain naming - Darth Evilbadguy and Darth I'mthevillain were both completely surprising when they turned out to be the antagonists!

Dude, Darth Evilbadguy is evil? Spoilers, man. :colbert:

J. Alfred Prufrock
Sep 9, 2008

Orange Fluffy Sheep posted:

It kind of requires you to know what the enemies will do beforehand. At least as far as I can tell, the maps aren't to different in style compared to vanilla. Zaland here was still about coping with the enemy Wizards, after all.

Well, 1.3 does expect you to give each battle a try at least once before you actually win. The idea is not so much that you put together a mighty morphin' super team, but rather that you are supposed to approach each battle as a puzzle, (usually) with multiple correct answers, and you've got to figure out the right combination of setup and execution to beat it.

Obviously I've played through the mod before, so I do know what's coming (though I will forget things, like Wiegraf's Counter Magic) but a first time player is supposed to go through a few iterations of trial and error.

Thwack!
Aug 14, 2010

Ability: Shadow Tag
Back in vanilla, I used to have Mustadio in my main party in almost every one of my playthroughs. Judging by his seemingly useful his instant ranged AoE status effect skill, it looks like I'll be keeping Mustadio in yet another playthrough of mine!

Can't wait till we get to see some of his other new toys (that is, if he has any).

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.
I think the guns/gunpowder/no cannons thing is just typical light fantasy stuff. Guns and gunpowder are around because A: the designers think they're neat, and B: It's easy to justify people playing around with stuff until they discover explosives.

But, really, in a setting where you can give a dude a couple of bottles of ether and he'll launch massive, powerful, perfectly-aimed meteors at the enemy all night, actually building a cannon isn't exactly a necessity. Don't forget, this isn't a low-magic, lofty wizard schools and poo poo setting. Any motherfucker you pick off the street can be trained into slinging spells around with just a few weeks of intensive, stone-throwing training. There's no real reason to bother with the challenge and downsides of artillery, rockets, or big cannons when you can get a dozen dudes to do the job better, faster, and with a lot less hassle and effort.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
The problem with ignoring gunpowder explosives is that castle walls don't believe in God, having no sentience, so they suffer no damage from these meteors. Nor will atheists.

Glowing Red Sign
Oct 26, 2008
If you look at Mustadio's speech bubble, "gun" and "bullet" are in quotes, but "gunpowder" isn't. One way to take this choice of punctuation is that Mustadio expected Ramza to know about gunpowder, but not guns and bullets, so gunpowder likely had some other use, such as demolition.

Captain Bravo posted:

I think the guns/gunpowder/no cannons thing is just typical light fantasy stuff. Guns and gunpowder are around because A: the designers think they're neat,

This really is the best explanation for most things.

Glowing Red Sign fucked around with this message at 18:24 on Dec 21, 2012

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marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Orange Fluffy Sheep posted:

The problem with ignoring gunpowder explosives is that castle walls don't believe in God, having no sentience, so they suffer no damage from these meteors. Nor will atheists.

This is why in vanilla I like making a guy with as close to 0 faith as possible and just survive by Item.

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