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Aumanor posted:Oh man, ground zero. Is this game as stupid as the previous two were? Absolutely, but in this game it works.
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# ¿ May 13, 2016 14:57 |
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# ¿ Apr 26, 2024 06:52 |
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pichupal posted:Edit: Fedule sounds so happy it's really strange. I resent the state of my #brand.
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# ¿ May 13, 2016 23:03 |
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Blaze Dragon posted:But hey, the battle system looks very interesting and unique. That's a plus. I want to see where that goes, since there's that weird gauge that went from 1 to 5 that didn't get explained and triggered an Overclock or something to that extent, and the new Stagger system looks interesting too. Definitely looking forward to seeing more of this trainwreck. Oh yes, there'll be much more expounding on this later, but for now a clarification: that gauge doesn't "fill up" (at least not during fights), it just tells you how many EP you have left. You can burn 2 EP to Overclock whenever you want, which will grant you about 5 seconds of free moves and leave you with full ATB after.
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# ¿ May 16, 2016 01:23 |
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Asparagus32 posted:It's really not that bad. There are things that are time-based, but they ususally have a pretty wide window to get them done. I won't go into detail here, since I'm sure Artix and Fedule will talk about time and time-sensitive events in the next update. Even better than that; several aspects of the game get markedly better the longer you let them sit. Like, monsters drop much better stuff as time goes on, etc.
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# ¿ May 16, 2016 14:33 |
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Trick Question posted:"I'm going to put you on a train. You can get off trains when they stop. Something happened in front of the train station." This game is the antidote to XIII-2.
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# ¿ May 21, 2016 23:01 |
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Head Hit Keyboard posted:I hated the combat because I liked what the previous games tried to do with combat but shoehorning one person with a far more limited ability set to do what was previously expected of 3 people to team up and do is just tedious and unwieldy in my opinion. I don't think this is a very fair assessment. First up, LR straight away ditches the Synergist and Medic roles entirely, with buffs and healing being managed by items, all of which are limited in supply and independent of Schemata. This leaves you with four roles - the role of one of which boils down to a single ability; Guard. Most people end up with a physical Schemata, a magical Schemata and a Sentinel/Saboteur Schemata (defensive equipment, one Guard command and some debuffs). With the changes to how staggering works there's no longer such a vital need to mix physical and magical roles (not that that was even strictly necessary in XIII either), and the vast majority of fights are one on one. You lose out on some ability diversity but this is hardly a factor. The biggest problem is having to pick and choose elemental magic but this is largely a matter of location. LR Lightning shifts between roles just as fluidly as the teams in XIII. Unlike them, however, she can still do multiple jobs at once if you set her abilities up that way. How much you want each Schemata to specialize/generalize is entirely up to you. The tactical options in this game go deep.
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# ¿ May 22, 2016 01:32 |
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Rigged Death Trap posted:Better switch to better algorithms Fedule . Define an admissible heuristic for schemata design
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# ¿ May 22, 2016 16:56 |
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Artix is busy so here's an update from me. Update 5: South Side Jazz (Polsy) Music Chaos Infusions Eternal Midnight (Luxerion: South Station - Night) The Warren
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# ¿ May 25, 2016 12:59 |
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Update 16: The Apocalypse Room (Polsy) Music The Cathedral Datalogs quote:The Winds of Chaos quote:People: Oerba Dia Vanille quote:Locations: The Cathedral of Luxerion
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# ¿ Jul 9, 2016 00:05 |
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I think I was supposed to post this next one yesterday. Whoops. Brace for participation.
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# ¿ Jul 13, 2016 22:53 |
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Update 17: The Second Intermission (Polsy) Alright, so I'm gonna break these up more or less by their "intended role" and then have a little dump of the abilities we have lying around afterward. Feel free to mix and match however you want, and I'll keep the ones I like handy to use in later videos! Note: All descriptions will be from left to right in the following format Garb Name Max ATB - How much the garb affects your max ATB. Baseline is 100, 0 means no change Default ATB - How much of the ATB bar you start with at the beginning of the fight. This is generally more important later on, when your main offensive move costs 50 ATB and your garb starts empty. Abilities - What combat abilities the garb comes with (and their ATB cost) Special Ability - If a garb has a special ability, it'll appear here with a description. Most have at least a token stat buff, but not always Commandos Nocturne Max ATB - 0 Default ATB - 100% Abilities - Attack L2 (10) Max HP +15%, Strength +40 Velvet Bouncer Max ATB - 0 Default ATB - 100% Abilities - Blitz L2 (20) Strength +10%, Strength +80 Ravagers Mist Wizard Max ATB - 0 Default ATB - 50% Abilities - Thunder L1 (15) Cold Rebellion Max ATB - 0 Default ATB - 100% Abilities - Blizzard L2 (15) Max HP +15%, Magic +40 Woodland Walker Max ATB - 0 Default ATB - 100% Abilities - Aero+ L2 (15) Magic +10%, Magic +80 Ignition Max ATB - 0 Default ATB - 100% Abilities - Fire+ L2 (15) Magic +10%, Magic +80 Watery Chorus Max ATB - 0 Default ATB - 100% Abilities - Blizzard+ L2 (15) Magic +10%, Magic +80 Electronica Max ATB - 0 Default ATB - 100% Abilities - Thunder+ L2 (15) Magic +10%, Magic +80 Black Mage Max ATB - +50 Default ATB - 75% Abilities - Rapid Fire L2 (15), Quick Freeze (15) Soul of the Black Mage (Magic damage +10%) White Mage Max ATB - +20 Default ATB - 50% Abilities - Dispel L2 (33), Quick Ruin L2 (15) Soul of the White Mage (Max HP +5%, Magic damage +10%) Mixed Equilibrium Max ATB - 0 Default ATB - 100% Abilities - Attack L1 (10) Dark Muse Max ATB - 0 Default ATB - 50% Abilities - Attack L1 (10) Red Mage Max ATB - +20 Default ATB - 50% Abilities - Light Slash L2 (5), Buster Ruin (15) Soul of the Red Mage (Increases physical and magic damage by 8%) Sentinels Providence Max ATB - 0 Default ATB - 100% Abilities - Guard L2 (10) Max HP +15%, Strength +40 Quiet Guardian Max ATB - 0 Default ATB - 100% Abilities - Heavy Guard L2 (15) Strength +80, Physical and Magic Res +15% Paladin Max ATB - +30 Default ATB - 50% Abilities - Heavy Guard L3 (11) Soul of the Paladin (Magic Res +10%, Debuff Res +20%), Ruinga Guard (Casts Ruinga after guarding for long enough) Dust and Shadow Max ATB - 0 Default ATB - 100% Abilities - Guard L2 (10) Ailment Resistance +33%, ATB Recovery +10 Saboteurs Passion Rouge Max ATB - 0 Default ATB - 100% Abilities - Deprotect L2 (25), Deshell L2 (25) Ailment Resistance +33%, ATB Recovery +10 Ability List Attacks Attack (10) Light Slash (5) - takes less ATB but does not contribute to stagger Charged Strike (10) - hold to consume more ATB and have a stronger attack Blitz (20) Area Sweep (5) - Like Blitz, but it's just immediately around you instead of running up to the enemy Froststrike (15) Sparkstrike (15) Galestrike (15) Spells Fire (15) Blizzard (15) Blizzara (25) Thunder (15) Thundara (25) Aero (15) Aerora (25) Firestorm (20) - casts both Fire and Thunder Icespark (20) - casts both Blizzard and Thunder Debuffs Defaith (25) Deshell (25) Poison (25) Poisonga (40) Curse (25) Dispel (35) Guards So all guarding abilities have an initial cost, a sustained cost, and a measure on how much damage they actually block. The sustained costs is similar across most guards, so I'm not going to mention it unless it's particularly egregious. Guard (10) - Physical/Magic: 40% Light Guard (5) - Physical/Magic: 25% Mediguard (10) - Physical/Magic: 25%, Hold to recover HP Counterblow (30) - Physical/Magic: 0%, Blocks a physical attack and counterattacks Outside of the obvious, you can pretty much mix and match however you want and you'll turn out with something passable because the base stats of the garb itself matter a lot less than the weapon and shield you equip with it. That said, if you try to put a bunch of spells on Velvet Bouncer (which has both a flat strength bonus AND a 10% bonus), it would WORK but uh...come on, you can do better than that.
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# ¿ Jul 13, 2016 22:53 |
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Oh by the way I'm not sure if it's come up yet but you should know; You can name your Schemata.
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# ¿ Jul 14, 2016 14:50 |
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Personally, I always named my Schemata "Suppress the Tango" (SEN/SAB), "Break the Tango" (RAV), and "Elevate the Tango" (COM), after that one thing I can't shut up about.
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# ¿ Jul 15, 2016 20:00 |
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What? I fuckin' love Crazy Chocobo! What's your evidence for this slander?!
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# ¿ Jul 23, 2016 16:26 |
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That's... not really a great equivalence? Like, my point here is that the lyrics employed in the soundtracks of Final Fantasies XIII are dumb as gently caress, and sometimes that fact is an enormous liability and sometimes that fact seals the deal. I hold that the lyrics in Crazy Chocobo are absolutely dumb as gently caress, and I hold also that the track as a whole is amazing. These are not contradictory viewpoints.
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# ¿ Jul 23, 2016 23:32 |
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Update 30: The Third Intermission (Polsy) Datalogs quote:A Vision of Serah
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# ¿ Sep 18, 2016 00:00 |
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We hear you.
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# ¿ Oct 21, 2016 09:04 |
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Say it again, folks; it is nuts that they locked the entire weapon upgrade system behind New Game Plus, because it makes all the DLC weapons viable again (mostly).
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# ¿ Dec 7, 2016 01:47 |
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Sixty five thousand, five hundred and thirty five.
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# ¿ Jan 6, 2017 20:36 |
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It's been
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# ¿ Jan 30, 2017 19:19 |
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# ¿ Apr 26, 2024 06:52 |
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No Lightning Returns is a good game I swear-
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# ¿ Feb 3, 2017 01:52 |