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Let's play FFT 1.3 Easytype Complete

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
Indeed. Kicking WC out of the battle would be even better idea than changing him into squire or using him as monk.

:smug:
 
Self-Ejected

Ulminati

Kamelåså!
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spekkio said:
Indeed. You should ASSUME DIRECT CONTROL and suddenly switch to chemist at some crucial story moment

Collectors_Leader_Character_Shot.png
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,028
That archer was rending everything because he had concentrate set, so he ignored all our majestic evasion. On that note however, since I want to learn thief next anyways, if you set me up with Arts of War and Equip Crossbow you can experience the awesome cheese for yourself, since thieves get it innately. First thief ability I want to learn is move +2. After that I'm not too concerned (Secret hunt would probably be good so we can poach some OP items later), just unlock Lancer. Once we have a long range sniping machine we won't need to worry about one or two fags trying to rend our shit, we can just one shot them at the start of the battle before they rend anything. They can have, at best, 2 out of 3 of armor, ranged weapon, and concentrate. Well, unless guns still ignore enemy evade.

Mind you, if it's epic GRINDAN you're after, you may as well use the chakra cheese (enter random battle and beat on eachother with weak attacks while you spam chakra.) If you just want to equalize the levels, you could send the high level units on an errand (gives jp without earning xp too) and send all the lowbies into a random battle. They should gain levels quickly if they get the finishing blows instead of me stealing them all.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
DR said:
If you just want to equalize the levels
This. All units will grind to Lv 12.

DR said:
you could send the high level units on an errand (gives jp without earning xp too) and send all the lowbies into a random battle
DR is the only Lv 12 unit ATM. :oops:

And random encounters scale to Ramza's level, so the team with low-level characters only won't be able to deal with Lv 11 goblins / bombs... :M
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,028
Go the mandalia then. Even if they're hugely outlevelled, they shouldn't lose to a team of 2 units. Though there might be more serious encounters there now, since you're past the prologue. Dunno.

Bombs aren't good for leveling against anyways. They perform killing blows on THEMSELVES, denying you the xp.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
Since I had some problems with our casters being totaly useless (unable to survive 2-3 turns and / or inflict decent damage) I've decided to apply more DERP to this LP.

tc192.jpg

tc193.jpg

tc194.jpg

tc195.jpg

tc196.jpg

tc197.jpg


So far, it's super-effective!

tc191.jpg


You now there's only one thing you can do...

5ngfl.jpg

bonus version for Konjad
 
Self-Ejected

Ulminati

Kamelåså!
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:decline: of boosting Bees bravery to be comparative to the awesoem stat I rolled legally. 53->70 is a pretty huge fudge.
 
Self-Ejected

Ulminati

Kamelåså!
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All I'm saying is, if Bee gets 53->70 bravery, warcupine should have 70->97 bravery to keep things fair :smug:
 
Joined
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Messages
1,059
Faith without deeds is worthless, so looking forward to doing some heavy spellslinging soon :salute:
Oh, and that demonic horn thingie is kinda cute.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
The grinding is finally over!

:yeah:

How did it go? Well... Prepare for:

i7YxY.jpg


DR switches to Thief

tc383.jpg


And learns Equip Crossbows.
Since he has more than enough knight JP, I decide to spend it without permission. DR learns: Rend Helm, Defend, Equip Shields and Equip Swords. This leads to:

tc202.jpg


:smug:

He equips bowgun

tc203.jpg


Let's use him as a guinea pig for testing Errands:

tc204.jpg

tc205.jpg

tc206.jpg

tc207.jpg


He leaves the team temporarily:

tc208.jpg


The rest of the team reaches Gariland safely. There are two other Errands available here:

tc209.jpg


We continue to Eagrose Castle, once again, without random encounters. One new errand in the Tavern:

tc210.jpg


New items available in the shop. Some of them are known to us: Mythril Sword, Battle Axe, Knightslayer, Ice Bow (those were described earlier). But some of them are totally new:

tc211.jpg


Javelin: Attack - 8, Block - 20 (Dragoon only)

tc212.jpg


Barbut: +55 HP

tc213.jpg


Mythril Armor: +65 HP

Our tanks equip newshit:

tc214.jpg

tc215.jpg

tc216.jpg

tc217.jpg

tc218.jpg


And leave the castle. After a while, we bump into 1st random encounter.

Lenalian Plateau

Team: Ramza, Bee, WC, Steve and Ladd

tc219.jpg


Enemies: two kittens and a deep one

tc220.jpg


Problems:

1) casters' fragility

tc221.jpg


2) Seaman's ranged attack (Aqua Breath)

tc223.jpg


3) Seaman's reaction skill (Nature's Wrath)

tc224.jpg

tc225.jpg


Nice things:

1) WC's physical power

tc222.jpg


2) Arbalest's Doublestrike

tc226.jpg

tc227.jpg

tc228.jpg


:smug:

We play with the remaining kitty, waiting for Ladd's corpse to become edible. Finally:

tc229.jpg


Steve devours it and inclines heavily:

tc230.jpg

tc231.jpg


:smug:

Kitty dies moments later

tc232.jpg

tc233.jpg


DR learns Aurablast. Moment's later we meet enemies again.

Fovoham Windflats

Team: Ramza, Bee, WC, Steve and Alicia

tc234.jpg


Enemies: Two seamen and two evil eyes (+ one allied evil eye)

tc235.jpg


Problems:

1) seamen's ranged attacks

tc236.jpg

tc238.jpg


They can also heal using it

tc241.jpg


Nice things:

1) WC's Aurablast

tc237.jpg


2) Ramza's Arbalest

tc239.jpg


3) One of the seamen stepping on a doomtrap and dying a couple of turns later

tc240.jpg


We wait till Alicia crystallizes

tc242.jpg


Bee eats her ghost and inclines her newly-acquired Geomancy skills (you can only learn abilities from available jobs):

tc243.jpg


Steve ends the battle

tc244.jpg


Ramza learns Lifefont end sets it

tc245.jpg


Bee checks her new abilities

tc246.jpg


She learns Recover HP and Torrent

tc247.jpg


Steve learns Haste. We go back to Dorter and listen to DR's report:

tc248.jpg

tc249.jpg

tc250.jpg

tc251.jpg

tc252.jpg

tc253.jpg

tc254.jpg


:(

tc255.jpg


I5oRC.jpg


So, DR alone wasn't enough to deal with the bandits...
We continue to:

Zeklaus Desert

Team: Bee, WC, Steve, DR (went back to Aim instead of AoW) and Lavian

tc256.jpg


Enemies: two bombs, two skeletons and a goat (+ one allied bomb)

tc257.jpg


Problems:

1) Skeletons' ranged attacks (Anima) were very powerful - fuckers were able to one-shot most of our units...

tc258.jpg

tc259.jpg


2) Our units were way too weak to do decent damage

tc260.jpg


3) One of the skeletons was able to cast Berserk on DR

tc261.jpg


Nice things:

Thanks to quality commanding (and a lot of luck) we were able to defeat enemies!

tc262.jpg

tc263.jpg

tc264.jpg

tc265.jpg

tc266.jpg


But fucking BARELY!

:(

Next step:

Siedge Weald

Team: same as last time

Enemies: two archers, two monks and a blackie (+ allied goblin)

Problems:

1) enemy monks

tc269.jpg


2) most of enemy units were able to revive KOed friends using items or skills

tc271.jpg


Nice things:

1) DR

tc267.jpg


2) Bee's aurablast + critical

tc268.jpg


Too bad that her regular hits do ~30 damage...

3) allied goblin, who was able to revive units

tc270.jpg


4) Steve, who again showed inhuman blocking skills

tc272.jpg


Lavian got killed accidentally...

tc273.jpg


DR eats her spirit (she was high level thief)

tc274.jpg


Bee saves some JP by devouring the ghost of enemy blackie

tc275.jpg


And ends the battle

tc276.jpg


Bee learns Chakra, WC learns Recover HP

tc277.jpg


Steve reaches now job

tc278.jpg


:yeah:

summoner.jpg
Summoner

Warrior who fight by summoning powerful spirits, known as espers
Requires: Time Mage Lv 3

a) Action abilities (Summon):

1) Moogle (70): heals allies (radius 3h2v)
2) Shiva (150): Ice attack (radius 3h2v)
3) Ramuh (150): Lightning attack (radius 3h2v)
4) Ifrit (150): Fire attack (radius 3h2v)
5) Faerie (200): revives KOed allies (radius 2h2v)
6) Sylph (200): silences enemies (radius 3h2v)
7) Golem (250): protects all allies from physical damage
8) Carbuncle (250): reflects magickal attacks cast on allies (radius 3h2v)
9) Titan (200): Earth attack (radius 3h2v)
10) Odin (200): non-elemental attack (radius 3h2v)
11) Salamander (200): Fire attack (radius 3h2v)
12) Lich (300): Deals Dark damage = 1/2 of target's max HP (radius 3h2v)
13) Leviathan (400): Water attack (radius 4h3v)
14) Bahamut (400: non-elemental attack (radius 4h3v)
15) ???

b) Reaction abilities:

1) Recover MP (200): Recover MP when critically wounded

c) Support abilities:

1) Halve MP (600): Reduce MP consumption by half when using magicks

d) Movement ability: none

Too bad that this stuff is p. expensive MP-wise:

tc279.jpg

tc280.jpg


:(

Steve learns Ifrit and switches to his (probably) final job:

tc281.jpg

tc282.jpg


:salute:

Next stop:

Fovoham Windflats a.k.a. How I learned to stop whining and love the DERP

Team: Bee, WC, Steve, Guzu and Sov

tc283.jpg


Enemies: Two knights, two seamen and a whitey

Nice things:

1) Bee's geo-skills may be weak

tc284.jpg

tc285.jpg


But damage is guaranteed, and additional status change may be useful

tc291.jpg


2) WC's Recover HP

tc295.jpg


3) Sov's Invigoration

tc296.jpg


Too bad that it doesn't add stolen HP, like Empowerment does.

Problems:

1) our casters are steel nearly useless

tc286.jpg


2) summoners with low Faith are bad idea

tc287.jpg

tc288.jpg

tc289.jpg


:)

tc290.jpg


:(

3) enemies can one-shot our casters without problems

tc292.jpg


4) seamen's Nature's Wrath is totally imba

tc293.jpg

tc294.jpg


:(

After losing most of units, I decided to try again: same stage, same team.
This time things looked much better - only three enemies - seaman, bird and a goat.
But there were some...

Problems:

1) Our magickal damage was still shit

tc297.jpg


2) Enemies were still able to one(or two)-shot us

tc298.jpg

tc299.jpg

tc300.jpg


3) After Bee being Berserked, Guzu failing her Raise

tc301.jpg


And WC being turned into a frog

tc302.jpg


:rage:

I decided to reload and go full POPAMOLE, by editing the memcard with WinHex.
Took me some time, but I didn't have to use special editor, which makes me:

:smug:

All units (except WC) had their Brave or Faith edited to 70

tc303.jpg

tc304.jpg

tc305.jpg

tc306.jpg

tc307.jpg


The only problematic unit was Sov - when I tried changing his Brave or Faith, I was getting:

tc308.jpg


Probably some kind of internal check...
Finally, I increased both his Brave and Faith by 10, and it worked:

tc309.jpg


Steve changed his job to squire (all casters need Knight's Equip Heavy Armor IMO)

tc310.jpg


And we hit the road again...

Siedge Weald

Team: WC, Steve, Bee, Guzu and Sov

tc311.jpg


Witness massive INCLINE with your own eyes!

Nice things:

1) Bee's physical power

tc312.jpg

tc313.jpg

tc324.jpg


She's resistant to magick due to low Faith - that's a bad thing (hard to heal) but also a good thing (resistant to black magick).

tc327.jpg

tc328.jpg


She can always heal using Chakra:

tc326.jpg


2) Guzu's spell accuracy

tc314.jpg


3) Guzu's magickal power (Araise, Raise and Cura):

tc316.jpg

tc317.jpg

tc319.jpg

tc320.jpg

tc325.jpg


4) Sov's dodging ability wasn't affected

tc318.jpg


5) And his physical power increased

tc322.jpg


6) WC, our only non-edited units kicks more ass with every level

tc321.jpg


7) Steve was able to use his Axe of Death

tc323.jpg


Problems:

1) Our casters are now more sensitive to magick

tc315.jpg


But that's how Faith works...

Our 3 casters play with Bee for a while

tc329.jpg


Guzu learns Safeguard thanks to enemy spirit

tc330.jpg


WC does similar trick - he can now become Geomancer it seems

tc331.jpg


Sov ends the battle using his Staff of Death

tc332.jpg


Steve learns Equip Heavy Armor & Recover HP and switches back to his target job

tc333.jpg


Guzu learns Equip Heavy Armor & Shiva and switches to summoner as well:

tc334.jpg

tc335.jpg


Sov learns Empowerment, which should make him self-reliant when it comes to MP. Bee switches Geomancy (not always works - not all abilities unlocked) with Items. Ramza learns Steal Heart to be able to actually use his Steal abilities.

It's time for moar!

Lenalian Plateau

Team: WC, Bee, Steve, Guzu, Sov

tc336.jpg


Enemies: 2 blackies, 2 timies and 2 mystics (+ allied piggy)

Nice thingies - Guzu's magickal power

tc337.jpg

tc338.jpg


:bounce:

tc339.jpg


ZYmsA.jpg


Sov learns Shell, Fire, Fira and X-Potion thanks to spirit devouring

oFmko.jpg


Guzu is even more lucky - she learns 3 summons for free:

tc340.jpg


Steve has some luck as well

tc341.jpg


Guzu tests her new kupofag right away

tc342.jpg

tc343.jpg

tc344.jpg


Steve does the same, proving his superiority over Guzu (bullshit actually - higher Faith of Steve and Sov)

tc345.jpg


Our casters continue playing with Bee, who has a chance to test her Chakra

tc346.jpg


WC grabs a free lunch as well

tc347.jpg


(this shit is ridiculously broken - you can learn ~20 abilities just by killing middle-level unit)

Sov ends the battle by sucking all HP vital fluids of enemy mystic

tc348.jpg


Bee learns Shockwave, WC learns Chakra.

Even moar grinding follows!

Lenalian Plateau

Team: WC, DR, Steve, Guzu and Sov

tc349.jpg


Enemies: 4 kittens, a seaman and an evil chicken

tc350.jpg


This encounter was quite difficult actually. At some point I was close to reloading!

:oops:

Nice things:

1) Our casting abilities

tc351.jpg


2) Recover HP saving our asses a couple of times

tc354.jpg


Problems:

1) Unit positioning - DR shot WC in the back by total accident

tc352.jpg


2) Seaman was as powerful as ever

tc353.jpg


3) kittens were able to slow+poison all of us

tc355.jpg


And their attacks can stop charging units from performing an action.

4) seaman was countering our attack with powerful geomancy (this shit hits not only attacker, but also units standing nearby!)

tc356.jpg


At some point, we were nearly beaten - Sov and Steve KOed, WC and Guzu nearly dead. Guzu prepared Araise

tc357.jpg


Evil chicken tried to get her, but DR stopped him her just in time!

tc358.jpg


:thumbsup:

With MCed chicken on our side, we were unstoppable!

tc359.jpg

tc360.jpg


Steve was able to revive Sov just in time to avoid WC's crystallization

tc361.jpg


Our units were parting hard after Kupofag overusage

tc362.jpg


Casters played their favorite game with monks, but DR ended the fun eventually

tc363.jpg


WC learns Shockwave, both summoners learn 'Recover MP', Guzu learns 'Recover HP' too, Sov learns Induration.
DR learns Move+2 and Poach and reaches his next job:

tc364.jpg

tc365.jpg


92xaV.jpg


:clap:

zTH6n.jpg


Zeklaus Desert

Team: Bee, WC, Steve, Guzu and Sov

tc366.jpg


Enemies: 2 grenades, 3 skeletons and a blackie

:retarded:

This encounter was damn difficult!
Only a few screenshots since I was certain that I'm not gonna make it so I concentrated on quickloading instead of making screenshots.

But some things can be shown:

WC's Aurablast is now powerful

tc367.jpg


Same thing with Sov's Invigoration

tc368.jpg


Skeletons can use Gravity spells

tc369.jpg


We would be history without powerful AoE healing spells

tc370.jpg


Our monks+casters combo works well - we don't need ethers to recover MP and kick some ass

tc371.jpg


:yeah:

Bee learns Revive and Pummel (not much monk's abilities left to learn), WC learns Revive and Aim+3 (he learned X-Potion and Ether during previous battle as well). We can switch their 'Items' to something else now.
Steve learns Lifefont and Golem, Guzu learns Carbuncle. We will be able to protect ourselves from physical damage and reflect magic from now on.

:smug:

Sov learns Recover HP and Delirium.
I was ready to grind even more, since it's damn fun...

wLHpk.jpg


But then I realized that all casters are Lv 12 and other units are ~Lv 15 already.

yzWll.jpg


Our casters are IMO fine - their 'target' job should be either summoner (Guzu and Steve) or mystic (Sov). White magicks as 2nd active abilities. Adding some Orator / Bard / Sage (or whatever Calculator is now called) stuff can be considered.
Tanks are different story - their 'target' job should be one that allows the innate usage of heavy armor. Which means: Knight, Dragoon or Samurai. That way we can spend our Support ability on something useful, like 'Safeguard'.

So I was thinking about something like this:
  • Ramza: Samurai
  • Bee: Samurai (+some l33t dancing skills maybe?)
  • WC: Ninja (highest brave)
  • DR: whatever you want as long as he's good at terminating
Martial Arts / Items as 2nd active ability.

What do you people think?

:?

Let's check our MAJESTIC team:

Ramza

Squire: Focus, Rush, Stone, Salve, Tailwind, Chant, Steel, Beatdown, Blitz, Parry, Equip Axes, Move+1
Chemist: Potion, Hi-Potion, Echo Herbs, Phoenix Down, Safeguard, Reequip
Knight: Powersap, Mindsap, Magicksap, Rend Weapon, Rend Helm, Rend Armor, Rend Shield, Counter, Defend, Equip Heavy Armor
Archer: Aim+1, Aim+3, Aim+5
Monk: Cyclone, Lifefont
White: -
Black: -
Thief: Steal Heart

tc372.jpg


Bee

Squire: Focus, Rush, Stone, Chant, Steel, Beatdown, Blitz, Parry, Move+1
Chemist: Potion, Hi-Potion, X-Potion, Ether, Hi-Ether, Antidote, Echo Herbs, Phoenix Down, Reequip
Knight: Powersap, Mindsap, Magicksap, Rend Weapon, Rend Helm, Rend Armor, Rend Shield, Counter, Equip Heavy Armor
Archer: Aim+1, Jump+1
Monk: Cyclone, Pummel, Aurablast, Shockwave, Purification, Chakra, Revive, Recover HP, Brawler
White: Cure, Cura, Protect
Black: Fira, Thunder, Thundara, Poison
Geomancer: Sinkhole, Torrent, Tanglevine, Contortion, Tremor, Will-o'-the-Wisp

tc373.jpg


WC

Squire: Rush, Stone, Salve, Chant, Steel, Beatdown, Blitz, Parry, Equip Axes, Move+1
Chemist: Potion, Hi-Potion, X-Potion, Ether, Hi-Ether, Antidote, Phoenix Down, Reequip, Treasure Hunter
Knight: Powersap, Mindsap, Speedsap, Magicksap, Rend Armor, Rend Shield, Counter, Equip Heavy Armor
Archer: Aim+1, Aim+3, Jump+1
Monk: Cyclone, Aurablast, Shockwave, Chakra, Revive, Recover HP, Bonecrusher
Geomancer: Sinkhole

tc374.jpg


Steve

Squire: Rush, Stone, Steel, Parry, Move+1
Chemist: Potion, Hi-Potion, X-Potion, Ether, Hi-Ether, Antidote, Echo Herbs, Phoenix Down, Safeguard, Reequip
Knight: Equip Heavy Armor
Archer: -
Monk: Recover HP, Lifefont
White: Cure, Cura, Raise, Shell
Black: Fire, Fira, Thunder, Thundara, Blizzard, Poison
Time: Haste, Slow, Stop, Immobilize, Gravity
Summoner: Moogle, Ifrit, Golem, Recover MP
Geomancer: -

tc375.jpg


Guzu

Squire: Rush, Stone, Salve, Steel, Parry
Chemist: Potion, Hi-Potion, X-Potion, Ether, Hi-Ether, Phoenix Down, Safeguard, Reequip, Treasure Hunter
Knight: Equip Heavy Armor
Archer: -
Monk: Recover HP
White: Cure, Cura, Raise, Arise, Protect
Black: Fire, Fira, Thunder, Blizzard, Blizzara, Blizzaga, Poison
Time: Haste, Slow, Stop, Gravity
Summoner: Moogle, Shiva, Ifrit, Faerie, Carbuncle, Recover MP
Geomancer: -

tc376.jpg


DR

Squire: Rush, Stone, Salve, Chant, Steel, Parry, Equip Axes, Move+1
Chemist: Potion, Hi-Potion, X-Potion, Eye Drops, Phoenix Down, Throw Items, Reequip
Knight: MASTA
Archer: Aim+1, Aim+2, Aim+3, Aim+4, Aim+7, Equip Crossbows, Jump+1
Monk: Cyclone, Aurablast, Shockwave, Purification, Chakra, Revive, Recover HP, Bonecrusher, Brawler
White: Cure
Black: Fire, Fira
Time: -
Thief: Steal Heart, Steal Helm, Vigilance, Poach, Move+2
Dragoon: -

tc377.jpg

tc378.jpg


Sov

Squire: Stone, Salve, Parry, Move+1
Chemist: Potion, Hi-Potion, X-Potion, Ether, Antidote, Phoenix Down, Reequip, Treasure Hunter
Knight: Equip Heavy Armor
Archer: -
Monk: Recover HP
White: Cure, Cura, Raise, Shell
Black: Fire, Fira, Thunder, Blizzard
Orator: -
Mystic: Empowerment, Invigoration, Induration, Delirium, Hesitation
Geomancer: -

tc379.jpg


Every one of them is a

h588U.jpg


:obviously:

Guests:

tc380.jpg

tc381.jpg


Two pages ago spekkio said:
But it looks like we need two things:
  • units with high Brave and Faith - POPAMOLE retries during recruitment needed,
  • units with shitload of good abilities - POPAMOLE grinding for JP / enemy spirits required.
C8gDL.jpg


I hope you had as much fun reading this update as I had writing it.

:cry:

It's time to go back to the main business!

tc382.jpg


We need 3 units for the upcoming battle (should be piss-easy by the look of enemy team). Who wants to go kick some ass?

DISCUSS!
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Reporting for duty :salute:

But :decline: of hex editing everyone to the level of awesome WC achieved naturally. As far as I'm concerned, this is what the hex-edited units look like:

freak.jpg


Goddamn steroid abusers.

Ninja for WC sounds fine though. That's what I was originally shooting for. Glad to see Bethesda listens to their fans.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,028
Could you do an update on the cost of Dragoon abilities? You're missing a few of them.

DR: whatever you want as long as he's good at terminating

Oh trust me, there's going to be some epic terminating this chapter. Javelin should be pretty badass for now, but the real fun is going to start in a few more battles when a particular item becomes available.

Regarding Safeguard: Equipchange is a better option if you can afford to use it really, since that way you are still equipped for the fight, but you make the enemy waste turns trying to break your shit. If you have safeguard set they'll either break someone else's shit, or just hurt the fuck out of you. The drawback is wasting a turn re-equiping, but you only need to do that if they successfully break something, which might take them multiple attempts. Plus they might break something you don't even need anyways, like an accessory or shield that you don't really need, and equip change gives you the option of tweaking your gear for the battle with status/element immunities depending on what the enemy can do.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
@ DR

1) On missing descriptions

Updated.

:M

2) On Safeguard

ATM I'm more concerned with loosing yet-impossible-to-buy equipment (like Gold Armor etc.).
Reequip is clearly more useful than Safeguard, but not when enemy brakes your unique Sword of Awesomeness +10.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,028
What? Of course not. Only reason you didn't get a pile of complaints for missing an update last week was everyone trying to get into Ulm's PnP game and fapping over the Muriad.

Keep going until you don't get enough volunteers for the mission, at least. Why would you want to stop right after doing the hard part of getting all the levels evened out and stats fixed up? Go kick some ass!
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,295
Nah, I'm just counting my readers.
 

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