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  • Locked thread
ceaselessfuture
Apr 9, 2005

"I'm thirty," I said. "I'm five years too old to lie to myself and call it honor."
:siren: :siren: :siren: :siren:

Thread title by Hachi
Megathread Updated: 2/28/2018

Final Fantasy Record Keeper is a Free to Play Mobile game developed by DeNA based off, well, all the Final Fantasy games.

It's notable for being actually good. Unlike almost every other F2P Mobile game.

Not only that, the Freemium currency, Mythril, is plentiful -- especially for newcomers -- so maintaining a completely Free to Play account that can clear content is absolutely possible. You never need to spend a dollar, for any reason.

Why you should play FFRK


If you really love nostalgia. If you really love micromanaging a team of absolute asskickers, squeezing out every last drop of power from them to overcome seemingly unbeatable challenges. If you are looking for a fun phone game that requires as little as 10 or so minutes a day, or a game that you can play for hours on end. If you like gambling with fake money and your emotional well-being.

Megathread Update

It's a new playing field in FFRK! USBs have completely changed the atmosphere in the past six months or so and the endgame meta has changed considerably since the OP was written. This seemed like the best time to give the thread a large update.

I'll be editing the post but mostly keeping as much as possible!

Huge props to Dr Pepper for the original thread.

Story

There's a magical kingdom and... you know what. It doesn't matter. This game technically has a plot. But beyond the tutorial it doesn't really come up. The story is essentially an excuse to recruit characters from every mainline Final Fantasy game, all kinds of FF-spin offs, and fight enemies and bosses from said game.

In the coming months, however, the game is turning into its own beast -- complete with its own original storyline and gameplay, while blending itself into the mainline series.



People playing the JP version are providing updates as they come!

Speaking of which...

The GL/JP Divide

FFRK kicked off in Japan six months before the rest of the world and it's clear that there's different agendas at work in terms of festivals and Japan-specific events. "Global and JP are two different games" is a prominent saying in every FFRK community and for good reason: while we have the benefit of 6 months of foresight, JP tends to get slightly favoured when it comes to certain items (looking at you, Chains), and tend to get a few more events that we don't.

All that being said, there are pros and cons to both GL and JP, and several goons here have an account with both servers.

If you are at all interested in playing an untranslated Japanese video game, click here

Battle System


FFRK uses the classic ATB battle system from Final Fantasies IV to XII. A characters ATB Bar fills up, they choose an action. You can choose to Attack, Defend, use one of two abilities you have equipped on a character, or use a Soul Break.

Realm Synergy
Now, remember, all the characters, bosses, and stages, are from past Final Fantasy games. This isn't just fanservice, it's enshrined mechanically. If a relic or character is from the game being adapted, it gains Synergy. So they have higher stats, and get more EXP.



This is Cloud if I'm using him in a stage based off Final Fantasy 7. You can tell if something is effected by Synergy if it has a blue aura around it. So while his Organics and Hero's Belt get it, because their items from FF7, the Kaiser Shield does not get Realm Synergy in this case, because it's an item from Final Fantasy Tactics.

Synergy is when combined 3-4 Relics comes into play. With Synergy in effect, a combined 3 star is about as good as a 5 star without Synergy, and a combined 4 star is better.

Soul Breaks are used when a character does enough actions and/or gets hit enough times to fill up a bar on their Soul Break meter. These are basically the Limit Breaks/Overdrives/Trance Attacks/Quickenings/Etc from past FF games. Generally, however, the Soul Breaks that characters naturally have aren't that good. However, there are ways to get better ones. More on that later.

Characters



There are a lot of characters in FFRK. Since its using every single Final Fantasy game as a source, you can imagine how big the playable cast is.



Each character can equip one weapon, one armor, and one accessory. Each character obviously has their own unique equipment list. Cloud, for instance, can equip Knives, Swords, and Katanas. Obviously he's never gone to use a Harp. Abilities are also based off the character you have. There's the Final Fantasy mainstays like Black Magie, White, Magic, and Summoning. But also more unique skill sets to translate mechanics from other FF games like Samurai, and Knight.

Record Materias are gotten from using a Memory Crystal on characters that have reached the level cap. This increases their level cap and lets them drop these while playing. They give unique effects that equipment doesn't or can't give. There are wayyy to many to talk about.

Abilities


There are a lot of abilities in FFRK. There's the classic Black Magic, White Magic, and Summoning. But there's also esoteric abilities like Knight and Support.

Abilities are made using the Orbs you get from all the Dungeons. You acquire the required Orbs, select the ability you want to make, and you use it!

However, each ability can only be used so many times in a Dungeon. Most abilities you make, you can use twice before you run out and your character has to settle for "Attack." However, you can extend the number of uses your abilities have by "Honing" them. Once honed they gain more uses. However, honing takes more Orbs then it would take to make a second copy of the ability! It's up to you to decide if more orbs are worth it rather then just spread around the ability to multiple slots. (Since you only have 10 slots, this is usually the case though.)

Abilities are key to the success of any party, so make sure you're always selecting the best abilities for your party and honing them up as much as possible.

A Wise Man posted:

You know they say that all abilities are created equal, but you look at Flare Strike and you look at Omega Drive and you can see that statement is not true. See, normally if you go one on one in a DPS competition, you got a 50/50 chance of winning. But Omega Drive is a numbers freak and it's not normal. So it got a 25%, AT BEST, at out-DPS Omega Strike. Then you add Cloud USB to the mix, Flare Strike's chances of winning drastic go down. See the 3 way, at Magicite, Flare Strike got a 35% chance of doublecasting, but Omega Drive, Omega Drive got a 66 and 2/3 chance of breaking the damage cap, because Barrage KNOWS it can't beat Omega Drive and it's not even gonna try!

So Flare Strike, you take your 35% doublecast chance, minus Omega Strike's damage cap break chance and you got an 8 1/3 chance of winning at Magicite. But then you take Omega Drive's 75% chance of breaking the damage cap, if they was to go one on one, and then add 66 2/3 per cents, it's got 141 2/3 chance of winning at Magicite. See Delita, the numbers don't lie, and they spell disaster for you at Magicite.

Looking to make a 6* ability? Check out the current state of them:

Oxybeles posted:

Dervish is debatably the strongest 6 star ability now. It hits 8 times, so you don't waste tons of over-the-cap damage, and has a very solid 4.8x modifier. I tend to get more overall damage out of Dervish against low-defense targets, even with its lower modifier, simply because I am not wasting 70% of its damage potential at the 9999 mark.

Omega Drive still hits the hardest, but most of that additional damage is going to be lost against anything that doesn't have a gigantic Defense, or for Cloud (or RW) under his USB. It does have a 5.68x modifier (if you hit the ATK prerequisite of 1359), but this only hits 4 times vs Lifebane's 5.

Lifebane is still my most-used 6 star ability. It hits 5 times, requires a much lower ATK value to max out its modifier (1014), a very respectable 5.25x. Add this to the plethora of doublecast monks, and this is a fearsome ability that deserves a second look from anyone. If you don't have inherent Cloud USB, and aren't trying to abuse Cloud/Noctis doublecasts on Combat, then your orbs are probably better-spent here.

Neo Bahamut is currently the best NonElemental damage source, and if you have Alph USB, and Neo Bahamut at absurdly high hones (R4/R5), then you can really abuse this. Otherwise, Valig is probably a better destination for your Summoning Crystals, as it will hit weaknesses more often, resulting in a higher SB% generated. It does hit 4 times vs Valig's 3, and I don't recall Valig hitting under 9999 since the day I crafted it, so you are leaving some damage on the table with Valig that Neo Bahamut could possibly pick up. It also has a much higher multiplier than Valig does (19.2/4 vs 16.5/3). Overall, Valig will hit weaknesses more often, generate more SB gauge, but probably deal ~10k less damage than Neo.

Meltdown and Curada are the two strongest skills in the game. Full Stop.

Sky High is kind of a unique one. For some reason, this skill was left to generate the highest amount of SB gauge in the game. All other elemental strikes have an "elemental penalty" to make up for the extra +50% SB gauge that they generate when hitting a weakness. Sky High was left off of this list, and by default generates 18% of gauge. It also has an absurdly (sky)high modifier if you have other dragoons jump at the same time (4.72x/5.16x/5.64x/6.12x/6.6x) if you have 0/1/2/3/4 others in the air with you at the same time. Other than that; its probably not worth the R2 hone, because it competes with most of the other big ones for crystal types (Lightning/Earth/Wind). If you have a solid dragoon force, it may be worthwhile over some of the others, though.

Snowspell Strike gets the advantage of hitting dual-elements, and is a solid 4.4x with 4 hits. If you run a lot of Ice/Wind teams and have a spellblade who can really leverage this to their advantage (Bartz, Celes, Orlandu/Ayame maybe) then it may be worth taking to R3 or even higher. Spellblades get a good number of dualcasters/boosters, so this could potentially equal/surpass some of the other 6 star big hitters, especially if you're going against a weakness.

AffBreak - Duh. Make this. R1 is fine, R2 is a Quality of Life improvement.

The rest of them are pretty forgettable or actively bad. Demonsblood is niche, but the 5 star SAM abilities also add retaliate. Ultima is a slightly better Meteor, but competes with two crystal-types with Meltdown (use Meltdown instead). Crushdown is actually... decent now. Make it at R1 maybe, or slightly higher if you really need physical AoE.




Dungeons
Dungeons are the core part of FFRK and they come in several different flavours. Realm Dungeons, Event Dungeons, and Nightmare/Magicite battles.



Realm Dungeons are the "story mode" of FFRK, as it were. Each Realm Dungeon is generally waves of regular enemies, ending with a boss fight. These are always available and a good source of the main materials you need to play the game. Orbs, Mythril, and the only way to upgrade Stamina. Every 5 Stamina shards you earn from the Realm Dungeon your Stamina goes up by 1, thus letting you use this Skinner box a little longer. Realm Dungeons have both a "Classic" version, which is the simpler version you'll play through the first time to progress, and an "Elite" Version. Which are harder, optional to progression, and provide better rewards. Some characters can be recruited from the Realm Dungeons, but most come from Events.

:siren: At the start of every month, there is a Realm Dungeon Update, which adds new stages and makes all dungeon stamina cost 50% less. Try to run them during this period, if possible! :siren:

The new Realm Dungeon Scheme has landed! The change included better rewards at the cost of the game hand-selecting you options of Roaming Warriors to choose from, as opposed to just blowing through the entire game with TGC OSB. All-in-all, it's a better change, but now newbies will actually have to work for their Stamina so that kind of sucks.

Veterans will receive rewards depending on total dungeons cleared before, with rewards maxing out at 801 total dungeons completed.



Event Dungeons are a variety of dungeons, most notably the weekly event dungeons. There is a new event every week, and events last for about 10 days. Each Event generally follows a similar pattern to a series of Realm Dungeons. Waves of regular enemies ending with a boss. However, each event also has at the end of them powerful boss only stages. These give some of the best rewards the game has. Furthermore, an Event is generally the main way you recruit characters. If you don't clear enough of the event to recruit everybody, don't worry, the characters will be back another time. Plus, you can always use the "Soul of the Hero" items they also give you to acquire characters that way.

Additionally, all kinds of other content can go into this area. Crystal Tower challenges (where you need to be able to field 4 or 5 teams of 5, for a total of 20-25 unique characters), various Festivals, and the Newcomer dungeons. Jumpstart Battles are one-off encounters where the entire team begins with a completely full Soul Break bar, but is unable to generate any additional meter. The Newcomer dungeons are actually great additions and can gain you characters and experience on demand, but always remember:



Next up is the Daily Dungeon. Unlike most dungeons, which you clear once and then move on. You're going to be running the Daily Dungeons a lot if you don't have anything else to do. Why? Because the Daily Dungeons drop all a bunch of stuff constantly. Orbs, Relic Upgrade materials, money, EXP and Gyshal Greens.

Dailies are receiving an update in a few weeks and will be even more worthwhile. They are on a set schedule, which you can view at the bottom of the Events page.



Raid Dungeons. These are unique in that they are ~*multiplayer*~, instead of picking a party of five, you pick two of your characters (one for the front row and one for the back row) and then team up with three other players, making a big party of eight. Enjoy watching six people cast Wall at once, spam the Fat Chocobo Sticker, and nobody bring the needed element for the Mastery condition.

Also if you want to set up games with goons, here's a Discord Server

IMPORTANT: if you're new, work on these as much as possible! FFRK players are generally helpful and will absolutely carry you through most of the MP fights, especially if you come play with goons. This isn't WoW. Raiding isn't the endgame and it isn't always difficult. That being said, :siren: Raids do not recur! :siren: so always try to clear them when you can!

Coming up next are Torment Dungeons:



Torment dungeons are a series of three stages per dungeon with special conditions for clearing. Instead of several stages of differing waves, the first two (difficulty 200 and 250) are long battles of 5 and 7 waves of very powerful trash, with the final wave being the boss itself. High ability hones are key here, as well as saving enough SB meter for the boss while not dying. While labelled as 200, 250, and 300, the functional difficulty of these fights is much less. If you can clear weekly Events, you can most certainly clear Torments.

Torment dungeons are also the only source of Job Motes, which are rare items that buff individual characters. For more information, see the Record Diving section.

Do yourself a favour and get Gaffgarion's RM3 if you have a spare Memory Crystal Lode III. Doing so and equipping on a character with a Draw Fire ability will save precious hones and protect the rest of your team while the trash hammers away at them uselessly.

For the 300 encounter, they will always be Jumpstart battles and forego any trash. Endgame players will farm these with drop trackers for Major Orbs and make their own lives a living nightmare of reloading.

Important to note: Torments come back around again, so if you don't get the opportunity to clear one, just wait until it returns.

Finally, we have Nightmare/Magicite Dungeons which are the current endgame of FFRK.



Nightmare Dungeons are dungeons that contain a total of four bosses of various difficulties, which culminate in a fifth boss that guards a "Record" for highly powerful 6* abilities. All of these bosses certain gimmicks that need to be overcome and, despite serious power-creep since their initial inclusion, can still be difficult. I'd say don't bother looking at Nightmare dungeons until you're able to reliably clear ~160 difficulty Event content and have a solid Relic foundation.



Magicite Dungeons are the current endgame of FFRK, which unlock when you beat every Nightmare dungeon. Exactly like a Mega Man game, each Elemental Magicite is weak to the element directly preceding it (clockwise), and beating a Magicite gives abilities which enable you to perform better on the next element. Additionally, bonus rewards are given based on time spent battling, so the current endgame meta is a 'speed meta' which encourages blistering-fast combat that tries to do as much as possible in a short amount of time. If you hear the terms Sub-60/Sub-30, this refers to beating a magicite in under 60 and 30 seconds respectively, for the best rewards. These dungeons are absolutely cutting-edge in terms of difficulty and should only be attempted if you can reliably beat 220 Event content. You cannot use Realm Warriors in Magicite, so plan accordingly with Elarra's Wall.

Now is a good time to bring up the new mechanic: Magicite!



Just like Magicite in FFVI, Magicite is a new slot in the Party screen that gives the entire party beneficial stat boosts (such as +water damage, or -Fire damage taken), and a clickable summon ability to use during combat. Magicite levels up as you do and can be combined in a very similar way to Equipment, allowing you to unlock even more powerful abilities and summons.

Record Diving



A somewhat new avenue for character improvement, Record Diving is a system where you get Motes from various activities and battles in the game, then directly improve the strength of one character. You can begin using the Record Dive boosts on a character once you break them past the Level 65 Limit.

3* Motes come from a variety of sources and shouldn't be stressed over. You will have thousands in short order, so use them on whoever you are using.
4* Motes come from Jumpstart Battles, some Elite Realm Dungeons, and, most often, Raid battles. They are much, much more rare than 3* and should be considered before using. Use these on your A-Team first and try to save them when possible. They can now be farmed from Mote dungeons! This makes them much easier to obtain, so feel free to be a bit more liberal than you were.
5* Motes are used for Legend Dives and significantly impact a character's performance, to a remarkable degree. There are really amazing Legend Dives, like Cid Raines, Lightning, Tidus and Cloud, and there are absolutely abysmal Legend Dives, like Rikku and Rosa. :siren: ask before you dive someone! :siren: There are continual posts about Legend Diving and for good reason: 5* motes are extremely scarce and need to be considered carefully.

Or just dive your favourite character and it'll be fine.

You can get 5* Motes from Jumpstart Battles and Torment Dungeons, as well as some special events.

In addition to regular motes, there are Job Motes as well, which come in packs of 30, exclusively from Torment dungeons:



With Job Motes, you unlock the ability for any one character to learn a powerful 6* ability and additional levels of the tree do different things:

1 Job Mote unlocks the ability to use the tree.
4 Job Motes unlock the ability to use the 6* ability on that character.
10 Job Motes gives you an additional copy of the ability.
15 Job Motes gives some kind of permanent buff to the character, such as +3% Knight damage, or +3% White Magic Healing.

Since Job Motes are rare and since some of them work exceptionally better on certain characters than others, it is recommended that you :siren: ask in the thread before you use Job Motes! :siren: While it's not going to make or break your gaming experience, using Job Motes effectively is a wise decision that can maximize your parties. Another important opinion to consider is that using all thirty on one character may not be the best course of action for your party. While some characters can benefit from an extra 3% output, it is generally recommended to spread the love, allowing access of the skill to a wider range of characters. As always though, asking advice is always best.

:catdrugs: Stamina Potions! :catdrugs:



Stamina Potions have brought the ability to recharge your stamina meter by 100 stam/potion, usable whenever you'd like. They refresh in the Greens Store every week, and you can buy up to four per week. You may only hold five, however, so it's best to use them as often as possible for content you need to finish, or for Daily Dungeons you're keen on completing (such as the EXP dungeon). The first two stamina potions cost 100 greens each and the third and fourth stamina potions cost 5000 each. Regardless whether you think you'll use them or not, buying the first two stamina potions every week is always a great idea. The second two is at your discretion, since the Greens Store occasionally contains Accessories, but it's never a bad idea to buy them.

The Stamina gained from a Stamina Potion rolls past your maximum stamina, so don't be shy about using them. Note, however, that if you have more than your maximum stamina the countdown timer will stop and you will not gain any more until you fall below your maximum once again.

:burger: New Permanent Content - Mote Dungeons :burger:



One of the more important updates in recent memory, Mote Dungeons are now accessible on a daily basis (with each Mote type being up for 48 hours, on a recurring schedule) and allow the player to farm for any 4* mote they may need to complete any character's Record Dive. A very handy inclusion indeed.

Fight one of five different bosses with a Jumpstart-style 1sb at the start of a fight and beat the 30 second timer for 10 motes. If you are doing these fights and cannot beat the 30 second mark, you probably don't need the motes yet. This is for people who can regularly beat 180+ content, I'd say.


Relics, Soul Breaks, and the Gatcha.





All right. Now that I've explained how the game is played, it's time to go over the parts of the game that a F2P mobile game is required to have.

This game, like a lot of Japanese F2P games, uses a Gatcha system. Rather then just buy what you want, you instead buy a chance to get what you want.

Unlike a lot of Gatcha games, however, this game does not tie characters to the Gatcha. After all, I already explained how you get them. Instead, equipment is what the Gatcha gets you. You pay for a roll on the Gatcha and you have a chance to get a "Relic", which is what gear is called in this game.

Gear is ranked. From 1 star, to 8 Star. However, the Gatcha will only give you gear from 3 to 6 Star. You get 7 and 8 Star gear from combining two of the same relic. Two of the same 4 star Relic will make a 5 Star Relic, and so on. However, these "Combined Relics" will not be as strong as a relic that's naturally that ranking. But there's still a use for these, more on that later.

The ability to draw is paid for by two currencies. Mythril and Gems. Mythril is given out for free. Clearing out any Realm Dungeon and most Event Dungeons will give the you a Mythril. This is one of the main things FFRK has over most F2P Mobile games. It's incredibly generous with this free currency. There are hundreds of Realm Dungeons out now, and each Event gives 10 Mythril throughout its Event Dungeons every 7 days. You're given 1 Mythril a day, with 3 days out of 10 giving you a second one. Additionally, there are always promotions and giveaways (Apology Mythril!) that boost the count up as well.

Gems are the currency you buy with IRL cash. The rate is simple enough, 1 US Dollar = 100 Gems. Both Mythril and Gems are used to buy the same things, and there's no difference in effect. For Gatcha pulls you can even use a mix of Mythil and Gems if you don't have enough of one or the other. (1 Mythril = 60 Gems.)

When you finally choose to make a pull, you are then given a 14% chance of given a 5 Star relic. Does this sound low? Yes, yes it is. But remember, this is actually pretty high compared to a lot of F2P Gatcha games. Plus, there's one major change recently added to the game that makes the game a lot more worthwhile. You see, you can pay for a single pull with 5 Mythril or 300 Gems (100 Gems if it's your first pull on that "Banner") You could pay for three pulls at once for 15 Mythril or 900 Gems, or you could pay for 11 pulls for the price of 10, 50 Mythril or 3000 Gems. Oh yeah, one more recently added bonus for the 11 Pull.

:sparkles: If you do an 11 Pull, you are guaranteed a 5 Star or better Relic! :sparkles:

So with a 11 Pull, it goes from a 14% chance, to one 100% chance at least. And remember, the game is incredibly generous with Mythril. Even if you do nothing but log in each day you'd be able to do around 1 Pull a month.

Relics are the source of new Soul Breaks for your characters. Some Relics offer "Shared" Soul Breaks, which can be used by any character that can equip the relic. However, most Soul Breaks are unique to a single character. They're far more powerful then the default Soul Breaks your character has, and which characters you get to use will be defined largely by what relics you pull. As you fight battles with the Soul Break equipped, it'll gain experience. Once its EXP bar is maxed out, the character has Mastered the Soul Break, and can now use it without having the Relic Equipped. Now, not all Relics are created equally naturally. Even within 5 Star relics there's been a fair amount of variation. There's your Soul Breaks, and then there's the better stuff.


First, we have the basic Soul Break Relics. Still, mostly, better then a characters default. Generally nowadays if you'll get decent damage and an effect. These are, of course, good these are all garbage now. Out of hundreds of relics, there are two exceptions: Tyro's Sentinel's Grimoire and Y'shtola's Thyrus, which are both the only available "walls" in the game. Currently, these are not available in any banner.


Moving up, we have the Super Soul Break. These are a tier above regular Soul Breaks. They do more damage and generally have stronger or simply more effects. Furthermore mastering a Super Soul Break or higher SB will give the character a permanent stat boost, just to make them a little bit better. We are ending the era of SSBs literally -- in two or three months, these will no longer be placed onto banners. SSBs are bad, generally, but there are a few standouts. At best, they are corner-case material and certainly not something to consider when pulling on a banner.


Next there are Burst Soul Breaks. BSBs are the next step up in power and range from "Complete Garbage" to "Completely Overpowered." As a general rule, getting a BSB makes a character useful, if not outstanding, but for newcomers BSBs will be your bread and butter. Using a BSB will use an attack or effect generally weaker then an SSB effect. However, upon using it the character will gain "Burst Mode." This grants them a substantial stat boost, as well as replacing their Attack and Defend commands with "Burst Commands;" powerful abilties that are unique to the Brust Mode.


Following that here's the Overstrike Soul Break. OSB Relics are the first natural 6 Star relics, and are useful, but not anything to write home about. Using an OSB will make the character do an absurdly powerful attack that can break the 9999 damage cap, but is usually around the same damage as a BSB, but without commands and burst mode. OSBs certainly have their place in the meta, and some, like Thunder God Cid's, are still exceptional, but ultimately lack compared to the strength of USBs.


Up next we have Ultra Soul Breaks. These are also native 6 star abilities, but they do not break the damage cap. Instead these are, essentially, upgrades to Super Soul Breaks. Many USBs have simply been the character's SSB but Better. With more and/or more powerful effects, as well as most notably the addition of EX Modes which are unique to each USB and tend to give powerful stat boosts, passives, and unque effects. There are some terrible USBs, like Y'shtola, but the majority are worth building an entire party around (certainly honing up a 5* ability for, at least). Some have called this era the USB era for good reason: the power advantage they give players is fantastic, and they're only getting better in the future.


Following that, Chain Soul Breaks. These do the usual damage/effects/buffs that you'd expect from SSBs. However, they also add a "Chain Meter" to the top of the screen, which grants extra damage to abilities of an element or type. Using the matching element/type increases the bonus and fills up the chain meter +1% per hit, up to a maximum of +100% Since we're in the age of Magicite, Chains have become, alongside USBs, one of the most powerful items in the game. Unlike USBs, they tend to crop up on banners at an exceptionally more rare rate, so everyone tends to chase them. They are absolutely worth the hype.


Moving down to the final type of Relic, these do not actually grant Soul Breaks. They are Legend Materia Relics. Legend Materia can be gained from Record Diving characters to full, but Legend Materia Relics give unique ones that can only be gained from said relic. They're typically powerful passive abilties.

:siren: NEW CHALLENGERS APPROACH :siren:



With the arrival of the Kingdom Hearts Collab, we got our updated Soul Break bar and two new types of Soul Breaks. The bar change is entirely cosmetic: instead of the traditional 3 bar meter, DeNA broke it up into 6 to allow for the proper functionality of the SBs. Here's what they do!

Arcane Overstrikes (ASB)


Arcane Overstrikes (AKA Ultra Overstrikes [UOSB]) are the first of two Soul Breaks that require something different than "one bar." These will require three new SB bars (1.5 of the old ones) and work out to about 2.5x-3x damage of a traditional OSB. They come in two flavours: 3x Overstrike hits, or 20 regular hits with an Overstrike follow-up. They are excellent, but not game-breaking. Unlike USBs, which are still the go-to relic for most characters, these relics do not dominate the meta. They're squarely in the "If you get one, use it, but it won't change the game as much as a great USB will." They are the final word in ending a fight (or racking up a gigantic Chain count). You can only use one ASB per fight.

Glints (Glint; GSB)


Glints (AKA Flash Techs [FT; FSB]) are the first 'utility SB' category and are instant-cast, 1 bar (0.5 old bar) SBs that provide a short-duration buff to the character. The most common, an Enelement+Enelement stack, being a perfectly serviceable and useful buff, to the outright broken Yuffie or Bartz. They have become the new LMR/11 most of the time, and not undeservedly so: they are yet another item that 'requires' other relics for best performance. All that said, they are still an interesting and useful addition into the game and if you get a glint for a character you have another relic for, they will be as good as a useful LMR, so in my books they're just fine! You can only use 3 Glints per fight.



Helpful Links

SA Discord Great fun, great times, come in and shitpost with us.

RW FRIEND DATABASE! Very important to get your proper RWs.

The FFRK subreddit A great discussion group that has weekly megathreads and Q&A posts. A great resource.

the Gamefaqs FFRK Boards Mostly bad, but one poster there, SolitareD, does weekly banner rundowns that are exceptionally informative.

The FFRK pdf maintained by a redditor, this document is the ultimate grognard bible that we all reference on a daily basis. Contains all kinds of statistical and strategic information so you can really get into the nitty-gritty of the game.

Enlir's Spreadsheets Another brilliant wealth of FFRK knowledge. Details basically everything in the game, in long form.

The Reddit Ability Guide An outdated but still surprisingly comprehensive guide to FFRK skills. When you start needing 5* skills, you may want to ask in the thread for updated information, but the core 3* and 4* skill information and progression is invaluable.

kongbakpao list of upcoming events Helps to plan pulls.

For more specific Banner dates

FFRK Damage Calculator A great resource to sim a character's or party's damage on a variety of targets.

A list of must-have Realm Materia. Very helpful once you have your A-team broken to level 99.

New Player tips!

Now then, if you've read this OP and downloaded the game, there's a ton of stuff you need to worry about. As such, here's some tips to go through the beginning part of the game and start progressing.

1. :siren: DON'T SPEND ANY MYTHRIL :siren: If there's a good banner available, we'll tell you. If the best banner is coming in a week, we'll tell you. Pulling blind on a banner isn't necessarily bad, but it is helpful in the beginning to get the best chances at the best gear. Worst case scenario, you pull on the Newcomer banner or a banner with Cyan garbage on it thinking it's good. Just wait. If you feel like you need good relics to progress (you don't), we can tell you which to immediately select.
2. Plow through Realm Dungeons: Early dungeons have low Stamina costs and often give multiple Stamina Shards so you'll be able to go through this pretty easy with the free 5 Star you draw and Roaming Warriors. The Orb rewards will be small, so you'll primarily be doing this for the Mythril and Stamina.
3. Progress as far into each Event as possible: Generally, again, you'll be able to at the very least clear the first "Classic Dungeon" half of each Event off the back of Free 5 star and RW. These will give better rewards then the early Classic Dungeons.
4. Keep building up abilities and relics and soon you'll find yourself progressing further and further.
5. Once you have enough 4 Star Orbs, the first abilities you should craft are Protectga, Shellga, Attack Breakdown, and Magic Breakdown. Being able to mitigate damage is hugely important in this game. Before you can kill the boss, you have to survive the boss's attacks.
6. Post screenshots of Full Break Crafting, First Ultimate Victory, and first 5 Star Hone in the thread to make us all proud of how far you've come. :v:

If you want to know the answer to "Who's the best character?" It's actually a pretty simple one to answer; It's whoever you've drawn relics for. Relics are pretty much the biggest deal. Since a Character's Relic provides a guaranteed piece of gear they can equip, as well as powerful Soul Break. You will in general build your team around which characters chance offers you.

Generally teambuilding works as follows

3 DPS
1 Support
1 Healer

Now what form all these roles takes is dependent on your own personal taste, synergy, the abilities you have, etc. But in general this serves you well. Always make sure to bring Support. It's vital.


Other Terms.

There's a few other bits of terminology used that I think might be handy to know.

Wall: The effect given by the Soul Breaks "Sentinel's Grimoire" and "Stoneskin II", used by Tyro (the player Self insert character) and Y'shtola (catgirl from Final Fantasy XIV) respectively. They buff Defense and Resistance by 200%, making them very useful effects for High end content.
Hastega: Any Soul Break that casts Haste on the entire parry, increasing their speed.
Medica: Any Soul Break that gives out an AOE healing
Trinity: Wall, Hastega, Medica. Generally having 2 out of the 3 is what's considered the point where you can easily tackle said high end content.
Roaming Warrior At the start of each dungeon, you can pick one of these. Their other players characters, which you can then "Summon" to use their set Soul Break twice per Dungeon. Incredibly handy.
Boostga/Faithga: An party wide Attack/Magic boost. Is increasingly needed for high end content. Luckily these are easily gotten with Roaming Warriors.
Drawtaliate: Slapping the skills "Draw Fire" and "Retaliate" on a character that can use both. All single target physical attacks with target this character, miss, and will then counter attack the enemy. Earlier in the game's life this was a massive, powerful strategy for handling a lot of bosses. Especially since the counter always hits the enemy, even if it's another team member doing the targeting. Nowadays it's a useful tactic for early game use and a handy niche set for use against high end bosses. DeNA has even released a few relics that support and enhance this strategy, so it's not like you're cheesing anything.
X Meta: A description of a Team Archetype in the game. There are several different types of them. A "Mage Meta" team would use multiple stacking Magic buffs to blast away with Black Magic and Summons, while say a "Fire Meta" would focus on Fire elemental abilities and Soul Breaks, often using ones that weaken the bosses resistance to Fire and strengthening your own characters power in the ability, etc.

Buff Stacking
This gets its own section because it's pretty important.

Now, the way FFRK handles buffs and debuffs is different from most RPGs I've seen. The way it works is that each Buff/Debuff has its own ID, based off what stats it effects. So, an ability that reduces the Enemy's attack and one that raises the user's attack would have the same ID, because they both effect just Attack. You can't have two effects with the same ID on the same character, the new one will just overwrite the old one.

So if you use Attack Breakdown, then Attack Break, you'll just end up undoing your Attack Breakdown for the lesser Attack Break. So don't do it.

However, two Buffs/Debuffs that effect different stats will stack. So Attack Buff/Debuff and Magic Buff/Debuff will stack. And here's where things get crazy. Some abilities give Buffs/Debuffs that effect multiple stats at once. These then have their own unique ID. So let's say you have three Debuffs to inflict on the enemy. An Attack one, a Magic one, and one that decreases Magic and Defense. Then you throw on a buff that increases your Party's Attack, then one that increases their Magic, then another that increases both Attack and Magic. All three will stack since all three have separate IDs. This is important to know because high end FFRK content pretty much requires the ability to be able to stack up multiple buffs and/or debuffs.

More details on stacking:

KataraniSword posted:

Does this stack?
  • Buffs/debuffs generally only stack if they affect a different "set" of stats - an ATK/MAG boost stacks with both ATK and MAG boosts, but not another ATK/MAG. Full Break stacks with Breakdowns, but not another skill that reduces ATK/MAG/DEF/RES. And so forth. There's a few ultra-niche exceptions to this, but for 99.9% of cases it holds true. Multiple buffs or debuffs suffer diminishing returns past a softcap, however, so stacking too many won't be very efficient.
  • Protectga and Shellga stack with all other DEF/RES buffs and aren't subject to any soft caps. They're important to have, as of such.
  • Elemental Resistance equipment does not stack, it only takes the highest resistance off of all your equipment. (For example, if you're wearing a piece of armor with a Minor Water Resistance and the Gigas Armlets, which have a weakness to Water, the Minor Water Resistance would overwrite the weakness. If you were wearing a Moderate Water Resistance accessory, though, that would be the resistance that applies.)
  • Status resistance equipment does stack, though the specifics involve a lot more math than you'd really generally want to go into. If you have two moderate resists, they both apply, however.
  • Doublecast Legend Materia and Record Materia roll independently, so they technically stack. If both go off, you get three casts, not four. (In other words, each Doublecast proc gives you +1 casting, and triplecast procs give you +2 castings.)
  • Elemental Resistance Legend Materia sometimes stacks - single-element resistance (for example, Warrior of Light's LM1) does not stack with equipment, but all-element resistance (for example, Relm's LM2) is a flat damage reduction and does stack with equipment.

Fister Roboto posted:

Should probably add something about crit buffs too, like

*Effects that set the critical hit rate or critical hit damage to a certain percentage do not stack and are known as crit fixes and crit damage fixes respectively. Abilities that have an innate critical hit rate or critical damage bonus (like Sky Grinder or Gaia Rush) have their bonuses added on top of fixes. So for example, using Gaia Rush (+20% crit rate) with a 50% crit fix results in a 70% crit rate.


In Conclusion

FFRK is a fantastic game with fantastic communities and it really makes you feel like you're accomplishing something when you finally beat that boss you're stuck on. I started around 6 months ago now and I'm still not near the endgame level that several other regulars are at, because the game is both extremely deep (mechanically) and wide (with content).

Come join us and blame God when you go 1/11 LMR on your favourite character's banner.

and always remember

ceaselessfuture fucked around with this message at 07:50 on May 7, 2018

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Vprisoner
Jun 28, 2007

THEMAINGATETHE
MAINGATETHEMAIN
GATETHEMAINGATE
THEMAINGATETHE
MAINGATETHEMAIN
GATETHEMAINGATE
SHININGLASER!!!
Please pull for what you love, and never in hate

Vasler
Feb 17, 2004
Greetings Earthling! Do you have any Zoom Boots?
Fantastic thread post!

Personally, my 1/11 pulls usually end up with some useless SSB like Shortbarrel.

Though my last two pulls on this current banner were good but made me happy/sad at the same time:

Marche USB, Marche SSB, Ramza LMR.

I then pulled again and was excited because I saw two disco balls.

Marche USB, Marche USB, Marche SSB.


:toot:?

:negative:

bladeworksmaster
Sep 6, 2010

Ok.

It's time for a new era in pull posting, boss rage and chain hype.

Koobes
Nov 6, 2012

I love to pull

YoshiOfYellow
Aug 21, 2015

Voted #1 Babysitter in Mushroom Kingdom

Don't forget the cardinal rules.

1) Always Pull
2) Never Pull

Cape Cod Crab Chip
Feb 20, 2011

Now you don't have to suck meat from an exoskeleton!
Real power is obtained by edging: go to the relic screen, tap the button, then cancel. Do this multiple times and achieve enlightenment.

Also Edge the character is pretty strong too so props to him.

ceaselessfuture
Apr 9, 2005

"I'm thirty," I said. "I'm five years too old to lie to myself and call it honor."
Other great thread titles that I am sad I didn't get to use:

FFRK: Synergy Bonus: Adds Small Chance to Make Good Posts
FFRK: Good, Bad, I'm the guy with the Chain
FFRK: loot boxes are good, actually
FFRK: It's pronounced Mar-Shay
FFRK: Always Chase One Relic
FFRK: how many layers deep of spreadsheets do I need
FFRK or: How I learned to stop worrying and just pull
FFRK: You Will Never Complete Your Favorite Character
FFRK: Always Never Pull
FFRK2: Shout Louder

Lyndon LaRouche
Sep 5, 2006

by Azathoth
Ask me how I learned to stop worrying and just pull.

Grozz Nuy
Feb 21, 2008

Welcome to Moonside.

Wecomel to Soonmide.

Moonwel ot cosidme.
oh hi new thread, maybe i'll remember to post in this one

Flavahbeast
Jul 21, 2001


Has anyone ever gotten a 5* or higher ability from the daily free relic draw? Ive gotten a 3* once but there are 6* relics on the banner so I assume it can happen

YoshiOfYellow
Aug 21, 2015

Voted #1 Babysitter in Mushroom Kingdom

Flavahbeast posted:

Has anyone ever gotten a 5* or higher ability from the daily free relic draw? Ive gotten a 3* once but there are 6* relics on the banner so I assume it can happen

The chance is abysmally low but you still get people posting their lottery wins on reddit.

I've gotten it twice although this was back when the rates were a tad higher than they are now.

Balthier's Ras Algathi (Unique)
FFV Flamberge (None, +Fire)

Lyndon LaRouche
Sep 5, 2006

by Azathoth

Flavahbeast posted:

Has anyone ever gotten a 5* or higher ability from the daily free relic draw? Ive gotten a 3* once but there are 6* relics on the banner so I assume it can happen

I think literally every relic ever released is on the free daily draw. You also have a roughly 1/1000 chance of pulling a 5* or better. Good luck!

Charles Bukowski
Aug 26, 2003

Taskmaster 2023 Second Place Winner

Grimey Drawer

This game is hard on people.

KataraniSword
Apr 22, 2008

but at least I don't have
a MLP or MSPA avatar.
I am my own man.

paperwind posted:

I think literally every relic ever released is on the free daily draw. You also have a roughly 1/1000 chance of pulling a 5* or better. Good luck!

It is 0.01%, so 1/10000, per 5*+ relic. Add together how many we've gotten and that's your "proper" rate.

People have drawn rainbow/disco relics from the free gacha, but it's incredibly rare - you usually see one post a month on the reddit, and they have something like several thousand subs.

Daynab
Aug 5, 2008

Hi, I'm looking for some advice, from someone who wants to break into the endgame. I have a good stable of relics (probably more than I would need) but I don't know what to focus on and am kind of spread too thin.
The highest difficulty I can comfortably do without issues is 120, sometimes 140 (about one third of the time I I can do them?) Here's a list of the best stuff I got:

Party Buffs:
Ramza USB boostga/defense (JUST got this one in the latest banner and leveled up Ramza)
Sazh BSB boostga/faithga, SSB shout
Caith Sith BSB boostga/faithga/critga
Tyro USB
Cid FF7 SSB shout/hastega (my only source of hastega)
Red XIII BSB boostga/faithga
Iris BSB for medica (only source of medica, I haven't leveled her yet cause I hadn't needed it yet, but seems like I should at this point.)

As you can see I have a lot of choices (except for hastega), but not too sure what to use. I had been using Sazh primarily with the BSB first and then stacking something else with another character, but now that I have more elemental specialization I feel like I can't really use two characters for buffs? and I know hastega is pretty important, so do I pretty much have to use Cid?

Now I seem to have a good start for both a fire and a lightning team:

Fire:
Locke BSB fire imperil
Yda BSB
Papalymo OSB
Sephiroth BSB1

Have been using the top 3 fire ones. Yda does a crazy amount of damage with imperil.

Lightning:
Lightning USB
Ashe BSB
Aranea OSB (Got very recently, haven't leveled)
Shelke BSB (Haven't leveled)
Desche BSB (Just got it, haven't leveled)
Reno BSB
Barrett unique SB imperil

I had been mainly using Lightning and Ashe, but since you can't really have an elemental team without imperil, should I use Barrett? I don't really have anything for him other than that.

Worth noting almost all of them are level 80 because I'm kinda out of growth eggs right now and I saved up my MC3s until I know what I want to level. I have 3 MC3s I could use.
I frankly could just use a bit of direction :/

Appreciate it!

Flavahbeast
Jul 21, 2001


are you using a Wall RW (Yshtola's "Stoneskin II" Unique or Tyro's "Sentinels Grimoire") on all difficult fights? That was the biggest breakthrough for me to do 140+ events

Also, the OP didn't mention it but you can restart battles by exiting the client. Most high level content is all 1 stamina or only costs stamina if you win but you'll definitely want to be reloading when you start doing 120-160 bosses so you're not burning 60 stamina per attempt

Flavahbeast fucked around with this message at 05:53 on Dec 3, 2017

MotU
Mar 6, 2007

It was like she was evicting walking garbage.
Pillbug
I haven't played in forever but I am thinking of coming back but I know I've missed a billion things. When I stopped playing, it was like the 3rd 6* Boss Rush thing. I had a Y'shtola w/ Stoneskin and Ramza with Shout and the good Selphie SSB at the time. Is it worth coming back or am I stuck in Trash Tier since I'm absent about a year?

Flavahbeast
Jul 21, 2001


you'll want to grab a bunch of new dps SBs in the upcoming events but Wall and Shout are both still used by everyone all the time

MotU
Mar 6, 2007

It was like she was evicting walking garbage.
Pillbug
I had a couple SSBs too and I think 1 BSB that wasn't Clouds? idk I spent money so I wasn't super badly kitted out

I was able to 100% every event minus the original Parade Float (everything but final boss) if that gives you an idea of where I stood mostly

Daynab
Aug 5, 2008

Flavahbeast posted:

are you using a Wall RW (Yshtola's "Stoneskin II" Unique or Tyro's "Sentinels Grimoire") on all difficult fights? That was the biggest breakthrough for me to do 140+ events

Also, the OP didn't mention it but you can restart battles by exiting the client. Most high level content is all 1 stamina or only costs stamina if you win but you'll definitely want to be reloading when you start doing 120-160 bosses so you're not burning 60 stamina per attempt

Not always used walls, I guess I should start doing that more all the time. I guess the main question I have right now is what buffer to use, or am I really restricted to Cid if that's my only source of hastega?
I've definitely been using the restart trick, just most of the fights don't even come close to me beating them.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Curada nightmare boss down though it took a second try to master, just three to go. Do the two summons have hp pools reflecting summons' bad hone rates?

rabidsquid
Oct 11, 2004

LOVES THE KOG


MotU posted:

I haven't played in forever but I am thinking of coming back but I know I've missed a billion things. When I stopped playing, it was like the 3rd 6* Boss Rush thing. I had a Y'shtola w/ Stoneskin and Ramza with Shout and the good Selphie SSB at the time. Is it worth coming back or am I stuck in Trash Tier since I'm absent about a year?

i came back with only sentinel grimoire for relics and i think my 5* were like two zantetsukan and that ffxii dagger and i feel like i am doing great now. you did miss renewal which was a shitload of free mithril but thanks to power creep it doesnt matter that you missed all that time since stuff now is super good. the ffta banner is full of strong poo poo

Brother Entropy
Dec 27, 2009

Daynab posted:

Not always used walls, I guess I should start doing that more all the time. I guess the main question I have right now is what buffer to use, or am I really restricted to Cid if that's my only source of hastega?
I've definitely been using the restart trick, just most of the fights don't even come close to me beating them.

cid is definitely worth using w/his shout-equivalent

do you have mako might and dr. mog's teachings? they're real nice to get your buffs up asap and have a medica available

Daynab
Aug 5, 2008

Brother Entropy posted:

cid is definitely worth using w/his shout-equivalent

do you have mako might and dr. mog's teachings? they're real nice to get your buffs up asap and have a medica available

Alright, I'll try and use him more. I have mog's teachings, haven't worked on the cloud one but definitely will soon.
So for an elemental team, would I still use him? I just don't know if I should use both him and Ramza with his USB since I feel like I'd be missing a slot.

Like for fire:
Locke for imperil, Yda, Cid, Iris for medica, and lastly Ramza or Papalymo?

and for lightning team:
Lightning, Ashe, Iris, Barrett for imperil? lastly Cid or Ramza? I guess shout wouldnt work as well since ashe wouldn't be affected by it.

Snazzy Frocks
Mar 31, 2003

Scratchmo
I like how the game has been out for what, 3 years now? and it's never been explained anywhere in game that instant ko resist also (and more importantly) resists current hp/max hp/gravity attacks.

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Dumb question, will KO resist apply to your own Darkness abilities that take a chunk of hp?

Fister Roboto
Feb 21, 2008

Daynab posted:

you can't really have an elemental team without imperil

You absolutely can. Imperils are nice, but I wouldn't say they're worth a whole party slot in most cases. In your case, Barrett is definitely not worth the slot. The only other things he could provide would be breaks, and Shelke would be a lot better at that while also doing better damage.

You have Lightning's USB which is extremely good, so you can easily build a party around that. Here's what I'd suggest:

-Lightning with Lifesiphon, Thundering Quadstrike (or best lightning spellblade), and your best +lightning damage RM
-Cid with whatever for abilities (Spark Offer would be a great idea) and Dr. Mog's Teachings RM
-Shelke with Full Break, Wrath and Ace Striker RM
-Ramza with Power Breakdown, Wrath or Lifesiphon, and Battleforged RM
-Iris with Protectga, Shellga, and Mako Might RM
-RW Cloud's Ultra Cross Slash

Just Lifesiphon Lightning up to a full bar, pop her USB followed by your RW, and then watch as enormous numbers fly out of your screen. You might be worried about not having Wall, but you'll be killing things so fast that it just won't matter. Even so, you have a medica and multiple layers of damage debuffs to keep you safe. If you don't have some of the abilities or RMs I listed, getting those should be your top priority. All of them are generally useful anyway.

Congratulations, you now have a top tier team capable of taking on most 160 and 180 fights, and maybe even some 220s. This team can easily melt a lot of Jump Start battles, which is really important for getting legend dive motes (definitely legend dive Lightning ASAP).

e: oh also Tyro's USB gives hastega

Fister Roboto fucked around with this message at 06:46 on Dec 3, 2017

ceaselessfuture
Apr 9, 2005

"I'm thirty," I said. "I'm five years too old to lie to myself and call it honor."

Bruceski posted:

Dumb question, will KO resist apply to your own Darkness abilities that take a chunk of hp?

Nope, but I also don't believe using darkness kills you.

Snazzy Frocks
Mar 31, 2003

Scratchmo
I feel like you get a lot more mileage out of en element than you do out of imperils. Unless that is whoever is bringing the imperil also has a lot of additional utility. Just bringing them for the imperil is not usually enough

Neutral Zone Trap
Nov 6, 2011

It's in the garbage. Where it belongs.
New thread OP is looking good. Has the stuff new players want and us veterans too with the mote charts and whatnot.

I, too, was a victim of the old thread which said to just pull on any banner since anything is an upgrade for a beginner.

So I pulled on Keeper's Choice 1 and got 0/11. It was the only banner up without guaranteed 1/11.

Never pull.

BGrifter
Mar 16, 2007

Winner of Something Awful PS5 thread's Posting Excellence Award June 2022

Congratulations!
I pulled on Keepers Choice II once and it turned out ok for me. :shrug:

Brother Entropy
Dec 27, 2009

BGrifter posted:

I pulled on Keepers Choice II once and it turned out ok for me. :shrug:



i'm assuming this is some kind of bug i wasn't around for and not you being the luckiest person ever

Bruceski
Aug 21, 2007

The tools of a hero mean nothing without a solid core.

Omega Drive down. Just the two summons to go, and I have no leveled summoners. Naturally.

Daynab
Aug 5, 2008

Fister Roboto posted:

You absolutely can. Imperils are nice, but I wouldn't say they're worth a whole party slot in most cases. In your case, Barrett is definitely not worth the slot. The only other things he could provide would be breaks, and Shelke would be a lot better at that while also doing better damage.

You have Lightning's USB which is extremely good, so you can easily build a party around that. Here's what I'd suggest:

-Lightning with Lifesiphon, Thundering Quadstrike (or best lightning spellblade), and your best +lightning damage RM
-Cid with whatever for abilities (Spark Offer would be a great idea) and Dr. Mog's Teachings RM
-Shelke with Full Break, Wrath and Ace Striker RM
-Ramza with Power Breakdown, Wrath or Lifesiphon, and Battleforged RM
-Iris with Protectga, Shellga, and Mako Might RM
-RW Cloud's Ultra Cross Slash

Just Lifesiphon Lightning up to a full bar, pop her USB followed by your RW, and then watch as enormous numbers fly out of your screen. You might be worried about not having Wall, but you'll be killing things so fast that it just won't matter. Even so, you have a medica and multiple layers of damage debuffs to keep you safe. If you don't have some of the abilities or RMs I listed, getting those should be your top priority. All of them are generally useful anyway.

Congratulations, you now have a top tier team capable of taking on most 160 and 180 fights, and maybe even some 220s. This team can easily melt a lot of Jump Start battles, which is really important for getting legend dive motes (definitely legend dive Lightning ASAP).

e: oh also Tyro's USB gives hastega

Awesome, thanks for the in depth suggestions, definitely going to try that. I never realized that Cloud's USB could work like that cause I know lightning was easily hitting 9999 caps. What about Ashe? before all this she was doing pretty much the most damage for me, but then she wouldn't buff as well. How would you build a more magic-based team?

Snazzy Frocks posted:

I feel like you get a lot more mileage out of en element than you do out of imperils. Unless that is whoever is bringing the imperil also has a lot of additional utility. Just bringing them for the imperil is not usually enough

Good to know. I just thought maybe you'd want all that synergy between your party members, like is it really a lightning team if you don't take advantage of all your members doing lightning damage? haha.

Daynab fucked around with this message at 07:56 on Dec 3, 2017

Fister Roboto
Feb 21, 2008

I'd say a party with Ashe, Desch, Tyro, Iris, and Shelke would be a pretty decent magic team. It just wouldn't be anywhere near as broken as the Lightning USB team.

And yeah, enelements give a much bigger bonus than imperils. A single imperil only gives 20% increased damage, while an enelement gives 50% for abilities and 80% for soul breaks. Of course imperils benefit the whole party, but you really need to go all in if you want to get an equal benefit compared to building around one powerful character with an enelement. It's just not worth it if the imperil is attached to a crappy character with a crappy SB.

Fister Roboto fucked around with this message at 08:15 on Dec 3, 2017

NGDBSS
Dec 30, 2009






Brother Entropy posted:

i'm assuming this is some kind of bug i wasn't around for and not you being the luckiest person ever
This is exactly correct. Somehow all the 3* and 4* garbage got removed from the loot table in between some banner changes, so for a few hours people could get a boatload of 5* relics to do whatever they want with. Some were just dated BSBs that you could grind up for Rosetta Stones or combine for 5*+++ synergy monsters, but there were also the staples of Wall/Shout/Sheepsong available in the mix for thpse who didn't have them yet.

Eventually DeNA caught on, shut down the exploit, and issued some apology mythril. So it was basically good times to some degree or another for everyone.

GreenBuckanneer
Sep 15, 2007

Half magicite stam is amazing and it should stay like this forever.

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!

GreenBuckanneer posted:

Half magicite stam is amazing and it should stay like this forever.

It actually gets better in a month or three, when all magicite becomes 20 stamina permanently, rather than this 30 stamina half-price deal.

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Randabis
Apr 2, 2005
Probation
Can't post for 7 days!
Nice new OP. Be sure to include a section about record materia since those are really important such as Dr mog and mako might (you might have and I didn't notice).

I have done either 3 or 4 pulls on FFTA and have ended up with 2 Agrias USBs and dupe BSB, Ramza's USB and some SSB dupes, Marche BSB and SSB, and Melladoul BSB.

I'm thinking about one more shot but I only really need Marche USB and Ramza's LMR since I have OG shout already so I should probably just wait for TG Cid's banner.

Is Melladoul BSB any good? It doesn't look like it to me.

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