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Messages - Jo'ou Ranbu

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1
Tournaments / Re: Futurama 2023 Week 5 + Rankings!
« on: February 09, 2024, 02:13:08 PM »
Yuna (Final Fantasy X) vs Belial (Wild ARMs 4) - I mean, Belial is so accurate that even Arnaud has problems dodging Tank Drop and Yuna has -less- evade than Arnaud. She may not even need 4D Pocket on average. Not that it matters, 4D Pocket is a crazy PC killer either way because turngauge-resetting off nearly 300% average speed is just bonkers.

2
Tournaments / Re: Futurama 2023 Week 4
« on: January 25, 2024, 06:18:55 PM »
Heat (Digital Devil Saga) vs Yuna (Final Fantasy X) - At first, I thought this'd be a really complicated match, since AoE isn't easy to come by in FFX and what Yuna's Aeons have in that regard is saddled with bad recharge times. But no, Heat's durability is actually barely above PC HP, she just phones Anima and makes him die before anything happens.
Goddess (Final Fantasy VI) vs Belial (Wild ARMs 4) - Belial is DANGEROUSLY close to OHKOing Goddess with a Tank Drop. She -really- doesn't have to.

Heavy

Mei-ling (SaGa Frontier) vs Kyra Tierney (Phantasy Star IV) - Mei-ling's Bounded Shot crits ignore defense and she has an initiative 2HKO as is. Worst part: even if you respect Telele more than I do, it doesn't hit the stats guns use for their damage, so Kyra's really hoping for insane luck on Bindwa. Not really happening.

3
Tournaments / Re: Futurama 2023 Week 3
« on: January 12, 2024, 01:29:09 PM »
Riou (Suikoden II) vs Yuna (Final Fantasy X) - I've seen this fight before and I had the same questions about who's faster as well. So yeah.
Belial (Wild ARMs 4) vs Ryu (Breath of Fire IV) - Even if you don't allow 4D Pocket to win the fight, it resets the target's CTB gauge to zero, so it locks Ryu down all the same. There's no universe where Belial doesn't insta-double Ryu, so Agony Effect => 4D Pocket => lather rinse repeat.

Mei-ling (SaGa Frontier) vs Mystic Knight (Final Fantasy V) - Mei-ling just 2HKOs on average, I think. Light Sword makes MK's accuracy not turn one, so if necessary to guarantee the 2HKO, she can also afford that.

4
Tournaments / Re: Futurama 2023 Week 1
« on: January 08, 2024, 01:48:03 PM »
Riou (Suikoden II) vs Ezel Granada (Super Robot Wars OG Saga: Endless Frontier) - Forgiver Sign is over 2x PC HP that ignores defense, Ezel does -not- live through that.

Mei-ling (SaGa Frontier) vs Tim (Brigandine: Legend of Runersia) - Mei-ling has all the stall she needs to drain Tim out.

Thief (Final Fantasy V) vs Corselia (Suikoden Tactics) - Corselia just makes a water panel and bonks Thief all day. I'm not even sure she NEEDS the panel because Thief is nearly incapable of breaking through that evade.

5
Tournaments / Re: Futurama 2023 NOMS
« on: December 19, 2023, 04:26:50 PM »
hi guys

Godlike: Yuna (FFX), Ameno-Sagiri (P4), Tetri (MK2), Heat (DDS), Haken Browning (SRWOG:EF), Kusuha Mizuha (SRW:OGs)

Heavy: Petra Mcneary (FE3H), Hildagarde Valentine (SH3), Charlotte (ToM/SD3), Mei-ling (SF), Ann Takamaki (P5), Lei Kugo (LaL)

Middle: Axl (MMXCM), Poco (AtL), Yulie Ahtreide (WA4), Empoleon (PKMN), Jack Skellington (KH), Mu'ah (Brig: LoR)

Light: Red Mage (BD), Frog (CT), Yukari Takeba (P3), Relm Arrowny (FF6), Cordelia (Suiko Tactics), Beast (KH)

6
T260G (SaGa) vs. Belial (WA4) - V-MAX, Starlight Shower, the end.

Emilia (SaGa) vs. Edgar Roni Figaro (FF6) - pew pew

Red XIII (FF7) vs. Byleth Eisner (FE3H) - Yeah, don't think Byleth really can avoid a L2 and uh that's bad news. It's not like Byleth has the easiest time against Nanaki even before limits come into play.

7
T260G (SaGa) vs. Fenrir (VP1) - Even if you don't see Freeze as immunable by the trashcan, I'm not really sure what can Fenrir even DO here. I'm not sure Fenny avoids being OHKOed by Magnify as it stands and the wolf can't even break T2's regen until below half HP! So uh yeah.
Rika (PSIV) vs. Belial (WA4) - Huh, Rika does avoid being instant-doubled to me and that does change things. Yeah, nevermind.

Levin Brenton (WAXF) vs. Emilia (SaGa) - Levin goes last and faces evasion. This is a nightmare.
Edgar Roni Figaro (FF6) vs. Lilka Eleniak (WA2) - Yeah, no way around the status.

Red XIII (FF7) vs. Tony (WA4) - Yeah, Stardust Ray just melts Tony and he has no way around it.
Byleth Eisner (FE3H) vs. Florina (FE7) - Wow, Windsweep.

8
Arceus (PKMN) vs. Rika (PSIV) - Yeah, not feeling the Ghost > Elim argument today. And Arceus without Normal typing really, really struggles to pressure Rika, so she uh has all the time in the world to land it.
Belial (WA4) vs. Killer (SH3) - Tank Drop just 2HKOs and she insta-doubles, the usual.

Edgar Roni Figaro (FF6) vs. Asellus (SaGa) - So uh Asellus doesn't get immunity to confusion, unless Mystic Change also grants status immunity besides status healing. I SUPPOSE you could make an argument for Noiseblaster being sound-elemental, but uh. I dunno how I feel about this match.
Ness (EB) vs. Lilka Eleniak (WA2) - Lilka plops Reflect first turn with the half-FP crest assigned to it and Ness goes uguu.

Byleth Eisner (FE3H) vs. October (CSTW) - I certainly can buy Byleth doubling October.
Florina (FE7) vs. Elena (G2) - While Florina doesn't have the sleep blocker Red does... I certainly don't respect G2 techs bypassing evade as comprehensive as FE's, so yeah, Nightmare Ball spam doesn't work too well here and Florina two-rounds with an Iron Sword.

Karn (BoF1) vs. Queen (S3) - Both 3HKO on average, but Karn is faster, I suppose?

9
Killer (SH3) vs. T260G (SaGa) - Killer's sub-PC HP, so uh yeah Magnify just blows him up.
Rika (PSIV) vs. Fenrir (VP1) - See everyone else.

Arceus (PKMN) vs. Sir Leopold (DQ8) - uh yeah ghost plate just butchers Leopold, doesn't it

Levin Brenton (WAXF) vs. Lilka Eleniak (WA2) - Yeah, I really don't think I respect base WA2 character evade enough for Lilka to get going here.
Emelia (SaGa) vs. Asellus (SaGa) - pew pew

Losers:

Eirika (FE8) vs. Edgar Roni Figaro (FF6) - No real comments, Edgar against the status vulnerable strikes again.
Auron (FFX) vs. Ness (EB) - sure

Red XIII (FF7) vs. Elena (G2) - yup
October (CSTW) vs. Tony (WA4) - Guys, Tony is a good Middle.

Byleth Eisner (FE3H) vs. vs. Flay Gunnar (MK) - Burping Random.

Queen (S3) vs. Virginia Maxwell (WA3) - You need to be really good at evadable physicals to beat Virginia in Light. Queen... is not really it.

Karn(BoF1) vs. Linhardt von Hevring (FE3H) - Ouch, Karn two-rounds through Renewal and isn't 2HKOed back.
Poshul(CC) vs. Selphie Tilmitt (FF8) - Damage control. CC characters have it.

10
Rayquaza (PKMN) vs. Killer (SH3) - Yeah, 'quaza needs a OHKO here and Hyper Beam isn't even 80% PC HP before buffing. Killer just IDs.
T260G (SaGa) vs. Chaz Ashley (PSIV) - um yeah I'm not even sure Chaz avoids being OHKOed by Magnify and that's so not the only thing he has issues with. Explode is so not turn one against SaGa mec stat spreads (I'm not even sure it'd be turn two, which more or less ends the discussion forever).
Jowy Atreides (S2) vs. Rika (PSIV) - As far as the formula on Elim is concerned, to me you need to be faster than Rika to reduce its accuracy below turn one, so that's that. If you see Jowy avoiding it first turn, he obviously wins.
Fenrir (VP1) vs. Jenna Angel (DDS) - uh ladies bhairava is evadable physical damage and gets owned by fenrir spoiling so hard and even 4hko damage one-shots individual jenna phases wow

Alicia (VP2) vs. Levin Brenton (WAXF) - Yeah, don't think Alicia really has the evade to screw Levin over.
Lilka Eleniak (WA2) vs. Auron (FFX) - Really odd match, but I think this is right: Zombie Attack isn't a factor, since even if you don't see it being healed by Restore,  by the third casting of Quick, Auron isn't really hitting Lilka ever outside overdrive. I suspect she makes it out long before that's a factor.
Edgar Roni Figaro (FF6) vs. Emelia (SaGa) - Ugly-ass spoiling, Emelia doesn't really care about the stat loss from BloodChalice and AngelBroach gives her in-built confusion immunity. She just fills Edgar's body with lead.
Asellus (SaGa) vs. Eirika (FE8) - Asellus is so brutally anti-physical even before she Awakens I can't really see Eirika making this work. Doubling with Killing Edge is neat, I suppose, but it doesn't really get past Kasumi and Deflect stacking together.

Red XIII (FF7) vs. Anastasia Romanov (SH2) - I'm pretty sure Red 2HKOs average on the dot to me and he blocks Stone. I don't think Ana has much of anything to work this out effectively.
Blanca (SH2) vs. Elena (G2) - uh tell me how Blanca can actually outstall Elena here
Flay Gunnar (MK1) vs. October (CSTW) - Oh. Flay doesn't one-shot October. Goooooooooooooooodbye
Tony (WA4) vs. Sylvain Jose Gautier (FE3H) - Tony weirdly manages this because 1.36 pdur is nice, but not really enough to withstand four bullet salvos to the face and two Short Spear counters don't even add up to 40% PC HP. To make matters worse, Sylvain doesn't even have good Luck to mitigate criticals...

Linhardt von Hevring (FE3H) vs. Queen (S3) - Oh dear, Queen doubles Linhardt no matter what he equips and she's not far from 2HKOing (not two-rounding) as is. To make matters worse, she has decent mdef (decent SUIKODEN 3 MDEF), which cuts into Nosferatu's already limited effectiveness even further. Yeah, don't think this pans out for my genius twink.
Virginia Maxwell (WA3) vs. Karn (BoF1) - Thinking the evade and durability difference seal this (Ginny's pdur is suspect, but Karn's is considerably worse).

11
Belial (WA4) vs. Yuna (FFX) - Pockets.
Ryu (BoF3) vs. Sephiroth (FF7) - Yeah, I think I prefer to look at FF7 averages a bit lower in terms of HP, since twinking for durability in FF7 is uh not usually even remotely close to optimal. Two HP + per character feels kinda silly.

Worker 8 (FFT) vs. Reclaimer Dragon (WA4) - Oh wow.
Nel Zelpher (SO3) vs. X (MMX:CM) - Yep.

Bartholomew Fatima (XG) vs. Byleth Eisner (FE3H) - Levin Sword strats screwing up Bart makes me pretty happy, ngl
Lich (FF1) vs. CHAMELEON MAN (WA3) - lol

Locke Cole (FF6) vs. Ryudo (G2) - Locke kinda bad, yeah.

12
Ryu (BoF3) vs. Fou Lu (BoF4) - I distinctly remember Ryu having some dragon forms that can reach something absurd like over 5x PC HP, making surviving the first couple Dark Waves and shaving down Fou's long-term damage viable. Once he does that, I feel like victory's within reach.
Sephiroth (FF7) vs. Shania (SH3) - Sure. Wall => survive => lolololol (Shania can't 2HKO post-Wall and the recharge post-double makes it so she ain't getting the turns to do back-to-back-doubles).

Millenia (G2) vs. Nel Zelpher (SO3) - Doesn't G2 have storebought freeze immunity or something akin to that, to make matters worse? I'm pretty sure I see Freezing Daggers as turn 2 to begin with, so it doesn't matter A TON, but.
X (MMX:CM) vs. Lyon (Suiko5) - sure

Lich (FF1) vs. Roy (FE6) - Yeah sure. Hold is a win.
CHAMELEON MAN (WA3) vs. Kazan (Legaia 2) - I don't really remember Tonfa Man.

Natan (SH3) vs. Guile (CC) - I s'pose? I do think Natan does better at the consistent offense thing.

13
Tournaments / Re: RPGVO 2022 Round 3: Losers' Pools 1, Double Dragon Godlike
« on: September 05, 2022, 01:03:13 PM »
Cloud of Darkness (FF3) vs. Ryu (BoF3) - Ryu's just faster.
Mewtwo (PKMN) vs. Yuri Volte Hyuga (SHs) - I don't think any of the Yuris has much of a case against RBY Mewtwo. Open with Amnesia => explosions works against both, and they can't really stop this from happening with the one turn they get.
Ryu (BoF2) vs. Sephiroth (FF7) - Paralysis, yeah.

Naoto Shirogane (P4) vs. Edward Geraldine (FF4) - No idea where this "Naoto ID has to be turn one against Edge" stuff is coming from (besides, her ID is turn one with her default setup anyway, it's like 70-75%, P4 ID was the most accurate in the series by far). Miori Shirt makes her evade around 80%, and while it lowers her ID to turn two against average, Edge's sleep is like turn three at best against that evade. Also, since MDef factors into status resistance in FF4 and Edge is horrible at it, it may as well be turn one ANYWAY.
Ness (Earthbound) vs. Ike (FEs) - Yep.
Meliadoul Tingel (FFT) vs. X (MMX:CM) - I'll bite just because Meliadoul base slugging is so -bad-.
Vayne Aurelius (MK) vs. Margulis (XS2) - Sure.

Ashley Winchester (WA2) vs. Squall Leonhart (FF8) - I think Squall just 2HKOs first. Ashley's not super great.
Kent (FE7) vs. Koromaru (P3) - Maragidyne deals with the counters and Koro's modest evade handles the rest on average, yeah.
Crono (CT) vs. Stocke (RH) - Crono has fire resistance, but I think the real problem here is that even Stocke's kinda shoddy healing gives Crono serious issues. Crono misses the 3HKO on Stocke to begin with on both durabilities, which is a bad start. I suppose it makes the match worth thinking about to some degree, but not anything more.
Chrom (FE:A) vs. Chameleon Man (WA3) - Tonfa saves the day.

Thief (FF5) vs. Paula (EB) - Wow. You know you're special when you're a physical fighter who fails to outslug Paula.
Natan (SH3) vs. Pikachu (PKMN) - Not much fails to 2HKO Pikachu, and I'm not sure if Natan's even below the 3HKO to average threshold.
Jogurt (ShF1) vs. Zell Dincht (FF8) - Overlord!

14
Tournaments / Re: Futurama type tournament- finals.
« on: May 27, 2022, 05:43:48 PM »
Yuna (FFX) vs Cidolfas Orlandu (FFT) - Twinks for offense, goes first and should land the OHKO because Yuna pdur is pretty junky.

Lassic (PS4) vs Freyjadour Falenas (S5) - If you presume Frey hits weakness on Lassic, he actually should 4HKO at worst, because two Crimson Skies alone will hit for roughly 3.15x PC HP. However, this means he needs to double Lassic at least twice and he has only five charges on Light of Day: this wouldn't be enough for Hugo, whose healing was actually pretty dang fast, and it so won't be for Frey, who actually is kinda slow and not all that much faster than Lassic to begin with! To make matters worse, his mdur is actually below average (and S5 magic defense is very potent) unless he procs a magic resist, which... actually doesn't save him from being 2HKOed at all if it doesn't proc twice in a row! If you don't allow full levels on Royal Paradise and Untold Clarity, this may get even worse.

And no, Frey doesn't have Dark-resisting equipment. This could be a very different fight if he did.

Thief (male) (FFT) vs Dorothea Arnault (FETH) - Oh boy, charmed characters can still counter an enemy under the status, which... uh... is very, very bad for Thief, since Dorothea can't hit herself with any of her abilities. That and I may very well see Charm odds being affected by Doro's own rather high Charisma stat, which doesn't do Thief any favors. Considering Thief can only ever win if he lands Death Sentence to begin with (he will -never- outpace Renewal), uh yeah.

15
Reicher Wallach (MK2) vs Yuna (FFX) - Yeah, Anima AND Magus Sisters are a bit too much.
Myria (BoF3) vs Cidolfas Orlandu (FFT) - I'm pretty sure Orlandu can block all of the relevant statuses and they're pretty well matched for speed otherwise.

Rabbid Luigi (Mario Rabbids) vs Lassic (PS4) - EVIL EYE CLAIMS A VICTIM. Lassic 2HKOs with Weaken'd+non-Weaken'd Another Gate, so, as soon as Sleep lasts for two turns, it's game. And Rabbid Luigi's offense sucks, so that's definitely happening.
Frejyadour Falenas (S5) vs Stella (Brig:LoR) - Frey is both reasonably durable to physicals and somewhat good at parrying, so I don't think Stella has much of an argument for a victory, the odds just aren't in her favor. And his 2HKO is pretty sound.

Ophilia Clement (Octopath) vs Thief (male)(FFT) - STEAL HEART? REALLY?
Cecil Harvey (FF4) vs Dorothea Arnault (FETH) - Uhhhh this is kind of a trainwreck, isn't it? After factoring in Renewal's constant regen, Cecil actually 6HKOs Doro and she uh 5HKOs back with Hexblade before you factor in counters and she goes first. So, yeah, she -would- outslug Cecil... buuuut healing. HOWEVER, his healing erases roughly one Doro turn while making him lose over a full swing of his of progress as well, so this actually goes on for a long time, doesn't it. EDIT: Wait, Silver Swords aren't even FORGED. Nevermind, I probably would allow a THIRD Silver no strings attached. Good lord, Cecil. Though I should have expected no less from mr. I need to double to not get munched alive by fucking Flayn.

16
Tournaments / Re: Futurama type tournament- hammer time!
« on: May 13, 2022, 11:12:08 PM »
Loki (VP1) vs Myria (BoF3) - Yeah, I think so, since I do see Myria 3-2ing average.
Elc (AtL2) vs Cidolfas Orlandu (FFT) - I think Orlandu's breaks really do a number on Elc. His durability is going to HELL after he gets his shinies broken, and I'm positive Orlandu's faster, so he already starts at a net gain.

Daos (Lufia 2) vs Freyjadour Falenas (S5) - sure why not

Mario (Mario Rabbids) vs Nergal (FE7) - Heck, Jump+doubled Mario shots under M-Power deal 83% PC HP, which is certainly above what I see Nergal's effective pdur as. This is a piece of cake.

Cecil Harvey (FF4) vs Shu (AtL2) - I don't even think any of Shu's physical-based status are relevant here (the ones that could scare Cecil get immuned and all). Time Bomb is a really difficult called shot to use here, especially since the healing largely undoes it long-term, and past that, Shu's damage is abysmal. Cecil's also having a really bad time dealing damage, but he doesn't have to win a slugfest here. Very sad.
Primrose Azelhart (Octopath) vs Dorothea Arnault (FETH) - Renewal and counters make this really ugly. Primrose may not even get to a 3BP turn and she's not getting any damage to stick outside those.

17
Tournaments / Re: Futurama type tournament- other half of the field
« on: May 07, 2022, 10:14:08 PM »
Esmeralda (Octopath) vs Loki (VP1) - Four shield and probably higher than 50% chance to slam that Holy weakness before she gets a turn? Oh dear. I'm not even sure if I respect her surviving an Indiscriminate and a Dragon Orb turn, tbh, which basically kills her chances right there.
Rhea (FE3H) vs Myria (BoF3) - Do we even -have- numbers for Rhea? Also, are we talking specific Rhea forms here? Since she has two legal forms and one she obviously wants.
Elc (AtL2) vs Profound Darkness (PS4) - PD does -not- have MDef worth noting to deal with Elc's Divide even before it gets buffed. I suppose he may have some problems to close the deal near the end and the fourth form can dispel, but I suspect that, by the time Divide is no longer full healing Elc, he's already about one or two hits away from killing her. Not having actual HP buffers is a bummer for PD.

Felix Hugo Fraldarius (FE3H) vs Daos (Lufia 2) - Ouch, Daos OHKOs with Thunder and I think Felix doesn't quite 2HKO him back even if he dodges once. Considering Felix evade isn't turn one... yeah.
Stella (Brig:LoR) vs Serge (CC) - Melee damage against Stella rarely goes well for the opposing party. The White weakness barely even matters, she goes first, counters to me and that's... pretty much it. If you see her getting off a Dragon's Destruction turn two, this gets -ugly-.


Lysithea von Ordelia (FETH) vs Squall Leonhart (FF8) - EDIT: Huh, Squall DOES OHKO. Nevermind.
Mario (Mario Rabbids) vs Claire "Lightning" Farron (FF13) - Mario actually pressures Lightning really hard, he heal-locks her with his base damage - which she may well not even fully heal! - and any time he hits a Hero Sight after a M-Power turn (by way of proccing Bounce), he just gets Lightning killed pretty hard. It's quite possible she can't actually get to a third M-Power cycle alive even if Bounce never procs during an oversight turn, since M-Power turns do outpace her healing - Mario's constantly gaining ground.

Flayn (FETH) vs Cecil Harvey (FF4) - Oh. This trainwreck. So, yeah: if Cecil doesn't double Flayn, he cannot win at all because he can't break her regen: he only 3HKOs and the fight's over if she lands a Cutting Gale crit after her own turn. This said... I'm not sure I see her avoiding that double, 19 AS is a good six points below average rounded up and Cecil's only 88% average speed. In that case, she actually has to resort to Nosferatu to stay alive and that's not a very good prospect. Frozen Lance also gets resisted by Cecil, which is a baaaaad sign. EDIT: Yeah, I think assuming Cecil doubles is reasonable. Though it speaks volumes to his issues that he -needs- to double to handle Flayn.
Shu (AtL2) vs Locke Cole (FF6) - Sure, I'll bite Dhyer's logic, especially considering I certainly see Shu countering.
Primrose Azelhart (Octopath) vs Noel Chandler (SO2) - Yeah, I still allow Allure summons and good lord, is Noel's offense appalingly bad. He has a painfully slow 6HKO against PRIMROSE and I think the chip damage from the calls actually put a bit too much pressure in conjunction with Primrose's 3BP turns.
Dorothea Arnault (FETH) vs Jane Maxwell (ACF) - Jane does not like the counters and Dorothea has the damage edge to begin with. If Jane even doubles, that just normalizes their damage in Doro's favor anyway, and I'm pretty sure Renewal just goddamn walls Jane to begin with.

18
Godlike:

Melfice (G2) vs Reicher Wallach (MK2) - Reicher's timed spheres and concrete durability are way too much for Melfice to handle. I'm not even sure how much credit I give to his evasion against Reicher given how limited it is in-game.
Rudo Marco (Brig) vs Yuna (FFX) - 120% accuracy on Clean Military Rule... I don't think it's quite enough to make Yuna evasion turn 2 unless I go by straight subtraction here? But I don't think it matters, I believe Yuna's faster than Rudo going by threat range even to me and that's game.

Rabbid Luigi (Mario Rabbids) vs Red (SaGa) - This is actually kind of ugly because Red's best shot here is trying to ID Rabbid Luigi via DeadEnd on turns where he can't use Super Barrier, which is... jesus, something like turn six? Seven? Even with Red's evade, this feels too much, especially when almost half of Rabbid Luigi's admittedly junky offense isn't even evadable. Landing a two-rounding on a double is mostly out of the cards as well, since he nearly THIRDS Red's damage as a rule of thumb.
Lassic (PS4) vs Hugo (S3) - Yeah, Hugo doesn't have the resource depth to deal with this. Four charges of Healing Wind ain't cutting it and Hugo's True Fire Rune spellcasting, at least for the big spells, is almost as slow as Lassic at best (IIRC, the L4 is actually SLOWER than he is and the L3 isn't much better. And Lassic has over 3.5x PC HP), so it gets very risky.

Hahn Mahlay (PS4) vs Guy (Lufia 2) - This is a lol if I have ever seen one. Hahn has more ways to win this fight than he can shake his stick at and Guy can do approximately zilch against it all.

Ophilia Clement (OT) vs Setzer Gabianni (FF6) - EDIT: Trump is turn five? Yeah, this changes things considerably, Ophilia just wins in this case. And Fixed Dice continues not to really be an option.
Thief (male)(FFT) vs Kain Highwind (FF4) - Jesus, Thief is actually faster and outdamages Kain... while having just about the same durability. If Kain runs Blood Spear, then he very likely gets outpaced by fucking DEATH SENTENCE (yeah, Blood Spear damage is just really sad, that accuracy just... jesus).

19
Tournaments / Re: Futurama type tournament- because why not?
« on: October 20, 2021, 01:42:13 AM »
Edelgard von Hresvelg (FE:TH) vs Melfice (G2) - Eh, pass. Not willing to ponder how much I respect Melfice evade.
The Dark One (AtLs) vs Reicher Wallach (MK2) - Yeah, starting from turn two onwards, Reicher's just pumping somewhere between 2x and 3x PC HP a turn. Dark One does -not- have the slugfesting power to break through that with his decent 2HKO and nothing else.
Genevieve (VP1) vs Rudo Marco (Brig) - So, Rudo goes first and survives an Indiscriminate string. Do I see Genevieve dying to around 1.4x PC HP in physical damage? Gut says... yeah, if not by much, her DEF isn't great.
Yuna (FFX) vs Oz (Wizard of Oz) - This is probably kinda ugly. Oz probably eats it real bad to Magus Sisters at worst.

Claude von Riegan (FE:TH) vs Lassic (PS4) - That's -a lot- of HP Claude has to chew through.
Eliza Uzala (Brig:LoR) vs Hugo (S3) - EDIT: Oops, indeed I undersold Final Flame and it's faster than Exablast Eliza to boot. Yeah, against that 2HKO, she can't really climb that hill, I thought her red orbs would give her that light fire res, but that's not the case.

Therion (Octopath) vs Crono (CT) - Sure why not.
Hahn Mahlay (PS4) vs Lion (Wizard of Oz) - Lion stun can stall out Hahn for a surprisingly long time, but not long enough for him to never get a turn, given Lion's accuracy woes in general. Alert would keep Savol from being turn one, but it does nothing to stop Eliminat from killing turn one itself. If Lion could afford to give Hahn a single turn, he'd have this.
Talia (Brig:LoR) vs Guy (Lufia 2) - Oof, of all things, Guy struggles with Talia's -counters- and he can't avoid melee range. After her first turn, if Guy attacks, he's a double away from death and he uh actually can't deal with this at all without stalling with Tough Hide healing... which opens him to just get Poison-stalled to death, methinks, and puts him in range of a 3HKO off physicalx2 => her special OFF THE BAT. I really can't see how he can work this properly when he's 5-4'd by average speed and constantly risking an effective two-rounding when he goes on the offense. Without counters in play, I think super would be right on the money here, but they seriously tilt control of the fight towards Talia.

Ophilia Clement (Octopath) vs Lucca Ashtear (CT) - The magic spoiling is a huge problem for Ophilia in a vaccuum... but I'm inclined to see her as faster given OT speed and Boost => Reflective Veil SCREWS LUCCA OVER SO BAD. She risks being 2HKOed by her own reflected Flares and is reduced to her horrible physical to win a slugfest against a healer.
Setzer Gabianni (FF6) vs Gen (Child of Light) - Gen's pretty trash.
Hanneman von Essar (FE:TH) vs Thief (male) (FFT) - Ew. This is bad.

20
Tournaments / Re: Proving grounds L/M- Sylvando slapfights ahoy!
« on: April 23, 2021, 04:38:18 PM »
Caspar von Bergliez (FE3H) vs Golem (PKMN FRLG) - I think I'm amenable enough to Fists being classed as fighting-type, sure, and Caspar not only doubles but bypasses Golem's physical resistance that way. And Golem doesn't even 2HKO Caspar... yeah.
Caspar von Bergliez vs Red Mage (FF5) - Pretty sure. Caspar goes second and Tomebreaker in FE3H actually isn't that good, so...
Caspar von Bergliez vs Alice Eliott (SH1) - I think Caspar fails to 2HKO Alice even before Gospel due to Panties assuming he -doubles- with Silver Gauntlets. Post-Gospel... yeah.
Caspar von Bergliez vs Meru (LoD) - Caspar ORKOs with Brave Axe, so even being nice and allowing Meru to break counters doesn't save her here.
Caspar von Bergliez vs Rasputin (SH2) - 2HKOs and is 3HKOed, probably goes first to boot. Honestly probably wins even if you don't see him 2HKOing, unless you're insane and see Rasputin as above 1.59x PC HP, and Tomebreaker may actually buy him an extra turn so he could afford to 4HKO and... yeah, no.
Caspar von Bergliez vs Umaro (FF6) - Umaro is bad and should feel bad.
Caspar von Bergliez vs Tim Rhymeless (WA2) - That brawling one-rounding, sheesh.
Caspar von Bergliez vs Logg (S5) - Good lord, that's a lock. Logg certainly isn't as physically durable as Alice - or even particularly close - and is so much slower.
Caspar von Bergliez vs Ruprecht (SO2) - Ruprecht sucks ass.
Caspar von Bergliez vs Oswin (FE7) - I think Random's analysis at first is right on the money, but... Oswin just equips a Killer Axe to avoid Lancebreaker here, I think. This... probably gets Caspar outslugged in practice, I want to say? At least, puts the math against him quite a bit, since Os 3HKOs Caspar with a Killer Axe -anyway-.

Ramza Beoulve (FFT) vs Golem (PKMN FRLG) - Guys, Ice Brand+Black Robe Ramza hits a 4x weakness on Golem. That's an effortless 2HKO, it bypasses Golem's phys resistance.
Ramza Beoulve vs Red Mage (FF5) - Ramza kinda laughs at Red Mage's trick bag in theory... outside of the healing. He just can't really outpace the healing, can he. I mean, he could try to fish for Assassin's Dagger Death sentence, but... actually, Confuse. Sleep. There's a lot of status options capable of shutting Ramza down and he can't block them all at once - he has to block Toad! Shout meets, of all things, Protect, which makes Ramza take a VERY long time to land a kill. Iunno - Red Mage does take forever to kill (he 8HKOs average...), but feels like Ramza needs even longer to get a game going here and one of those unblocked statuses will do him in.
Ramza vs Alice Eliott (SH1) - Oh dear.
Ramza Beoulve vs Meru (LoD) - Well, Ramza spoils Meru's magical damage with an Ice Shield, but... is it even enough? He barely 2HKOs before Dragoon kicks in and every damage Meru deals to him sticks. Iunno, she might just be able to alternate healing => attacks on dragoon turns and use a high-SP string to stay in that form longer. But then, her damage becomes -truly- wretched (below half-average on Dragoon form? Yeah). I dunno.
Ramza Beoulve vs Rasputin (SH2) - Between two 3HKOers, whoever goes first wins.
Ramza Beoulve vs Umaro (FF6) - Do I even -care-? But, on average, I think this is right: Ramza 4HKOs at best and certainly is slower than Umaro if he's going the Ultima route.
Ramza Beoulve vs Tim Rhymeless (WA2) - I'll go with Random here.
Ramza Beoulve vs Logg (S5) - This I think Logg can handle, especially with him likely resisting Ice with some trivial equipment shuffling.
Ramza Beoulve vs Ruprecht (SO2) - Like 22% of Indalecio's HP is kind of a ridiculous sight. Ramza probably just 2HKOs first.
Ramza Beoulve vs Oswin (FE7) - If Ultima could double, this would've gone differently.

Kylin (SaGa) vs Golem (PKMN FRLG) - Thank you, NEB.
Kylin vs Red Mage (FF5) - Heh, I forgot the problem with dualcasting Frog. But yeah, I think this isn't a good outlook for Red Mage.
Kylin vs Alice Eliott (SH1) - That instant death immunity, man.
Kylin vs Meru (LoD) - That ice durability isn't really in a place where it can effectively handle Meru, no.
Kylin vs Rasputin (SH2) - Yyyyyyyyyeeeeeeeeeaaaaaaaaah.
Kylin vs Umaro (FF6) - Vanish.
Kylin vs Tim Rhymeless (WA2) - Sooooo, this may be a battle won by DISPEL. Kylin is faster, so gets first Vanish shot in, then Tim casts Thanatos X, then gets Vortex'd, then it's back to square one and this doesn't favor Tim if he recasts Thanatos, since WA2 PCs do -not- build FP just by getting turns - they need to be damaged or use physicals or dodge physicals for that. Tim even could attempt to deal damage, I suppose, but that gets him nowhere since there's nothing he OHKOs Kylin with until 100 FP, which... yeah. Unless there's a very compelling case to see Thanatos X bypassing dispel, this is Kylin's match, since he has some 30 turns to get a double here.
Kylin vs Logg (S5) - Nice washing prowess.
Kylin vs Ruprecht (SO2) - Jesus christ, Ruprecht.
Kylin vs Oswin (FE7) - Yeah, goes first, 2HKOs and probably doesn't make Vanish turn one.

21
Discussion / Re: Ranking characters by in-game use: obscura edition
« on: April 14, 2021, 04:15:29 AM »
* Black Mage feels like the undisputed worst class long-term, but the "Poisoning bosses" gimmick puts in some real solid work, especially if you're underlevel or in some sort of challenge run.  It's especially worth hype vs. Bernard, who's tough and has parasitic healing, but Poison will keep the pressure on.  The better your offensive setups get, the less relevant Poison hype is, but hell, even in Chapter 2 Poisoning some of those tanky bosses is good, and mastered BM can break all of those annoying immunities the support demons have.  Halving / immunity is definitely frequent enough that the BM Passive2 is not just for show.  The fact I can write all this about a class that is Mostly Bad just goes to show how good the balance is.

Poison being solid is good, but I feel its main use dwindles right around the time you get... Red Mage, who actually gets more status options if you're going that route. I wouldn't have beaten Anihal without poizn, of course, but Prologue and C1 are the only points where Black Mage really makes its mark.

Quote from: SnowFire
* For Monk, my recollection is that if you go in unarmed, you get a huge natural Aim boost, so they're pretty good at the "actually hit enemies" part?  But I didn't use 'em much.

I'm not sure if that's the case, I felt Monk needed to run Bare-knuckled Brawler for their Aim to keep up.

Quote from: SnowFire
* I'm a bit skeptical of hyping up Beastmaster TOO much, as it is a "greedy" class slightly in that it wants you to leave the Pokemon collector passive equipped the entire game, and ideally requires some trial & error to learn what the good summons are.  That said, if you do so, you get some amazing raw stats on demand, and if you don't then you just collect Spearhead and move on with your life.

I know you're always super harsh on Gau archetypes, but just messing with the job randomly shows that... you really don't need knowledge at all to realize Beastmaster is -that- busted. The game's scaling on the monsters is completely, completely bonkers: from the dungeon you first get to use Beastmaster in, all the offensive monsters you get at worst match what is likely your best damage off capstone skills like Pressure Point (which you might not even have by that dungeon if you're running a bit underlevelled!), and at best beating it by a magnitude of anywhere from 2x to 4x. This pattern repeats itself all over - I paid very little attention to the specific monsters I captured, just looked at the name of the skill, the element and tossed shit at the wall to see what stuck - and this had Beastmaster being consistently my best boss slayer by a significant margin. When Off The Chain kicks in, this just becomes utterly -gross-, you're nearly ramming the damage cap at late C2 at worst because almost every monster that deals damage just chunks off things. The finesse you describe becomes a factor mostly on challenge runs, but in a casual run, you mostly just press butans and one-round asterisks with whatever junk you just randomly got from that passive (which is the easiest slot in ever for the entirety of C2-4, why yes I want to equip this passive that fuels the unit that kills C2-3 bosses in a single chain). To give you an idea, I was ramming the four-digit damage cap on a portal asterisk fight with a random C2-C3 border monster casting Banishra with Off The Chain. The scaling is -THAT- batty.

(Small caveat: in C3 and C4, you will probably prefer to use magic attacks on your monsters than physicals, since their AIM actually scales kinda poorly, but monster magic damage scaling is just as bananas as monster physical damage, so it's not a big deal)

To make things even dumber, the monster pool is shared by -all- people running Taming (not even Beastmasters per se!) and multiple people equipping the beast capture passive also multiplies your monster roster (and the stat boosts given to your Beastmasters) even further. The job's personal perks just snowball the package into complete insanity. I think the theoretical effort in capturing monsters is the only thing keeping Beastmaster from a straight 10/10.

Quote from: SnowFire
* For Red Mage I'm convinced that Swords is just a trap for them, just go for staves, especially if you have access to the Earth or Wind boosting stave (or some other elemental boost staff and the right passive).  Their problem is that their base M Atk is weirdly trashy (WORSE than Freelancer?  Equal to Vanguard?  WTF?) so they need to stack that as much as they can, or else they're chainspelling two spells that each do lol damage, but it's usually fixable, and the healing is workable.  Agree it makes a solid package overall.

Swords are -mostly- a trap, but there are a couple weapons (Flametongue in C2, Icebrand in the C2-C3 transition if you find the Mudkip lookalike parked near Halcyonia) that give Red Mage more magic than any of the rods you can get at that point - C2-C3 kinda starves you for good staves! The ones that boost their favored elements are also consigned to later points in the game. But by C4, once your staff roster starts getting real robust, yeah, you transition back to rods, both for the elemental boosting and better magic. Which, of course, is important for the reason you pointed: Red Mages have the worst base MAG of all mage classes.

Quote from: SnowFire
* I'm a bit harsher on Ranger than you?  I think it may require a replay, but I'm just down on Bows early because they're both heavy and they mean no Shields, and Shields can be pretty darn helpful for stuff like elemental resists or just a pile of HP.  Counter-Savvy is obviously aces though.

I mean, Rangers can't equip shields with bows, yeah, which is a point in theory... but the reality is they shouldn't be touching shields ANYWAY, that E means shields give very diminishing returns. They lose so very little from ditching shields and dual-wielding without the Phantom passive is complete junk. It's a valid comparison to other classes, in that Rangers are obviously frailer than other fighter builds, but they compensate by just having higher offense (I was dealing damage that wouldn't be out of place in a Berserker build with them in C2-C3, running bows at S rank is just that stacked at that point). Not to mention... not a whole lot of classes at that point can even make good use of shields, I ran a lot of C1 and C2 shieldless because any shield other than stuff found in the -prologue- often encumbered non-Vanguard/Berserker classes way too much until I gained a few levels! And, at that point, the sacrifice offered by bows just becomes more enticing, especially with A/S ranks on that weapon. They benefit somewhat disproportionately from a good rank on them because of their bases.

Quote from: SnowFire
* In the same way, I didn't seriously use Salve-Maker, but I'd question ranking them that high, their status mixes didn't seem to have THAT high a hit rate from my occasional use of them.  Obviously bonkers in combination with Phantom 12 but I feel that's Phantom being broken less Salve-Maker.  That said, Thrust & Parry is great, even if you're wielding just one weapon, and I respect that Widen Area + Healing Amp X-Potions is a very solid alternative to White Magic if you want a healer that doesn't need to care about magic (which can become Widen Area Elixirs very very late).

I never hyped their status rates, though - I pointed way up in Freelancer that you need luck manipulation with Miscellany to make status builds viable before Phantom. This said, I just think the combo is -that- broken, and you can't access that level of status manipulation without Compounding. It's the only skillset that has all of the boss fight-breaking statuses crammed together -at all- - and in full AoE manner to boot! Sure, Phantom being broken is the bigger deal, but no job enables that hard-as-nails game breaking the way Salve-Maker does. And there are of course the perks of being the other big-name healer class.

Quote from: SnowFire
* I think I'm a bit more down on Hellblade than you.  BD2 fights can go long, and it's not uncommon to have "Whoops, boss wiped 3 party members but whatever, time to Brave out 3x Phoenix Downs then recover."  You can't unequip the aptly named Deal with the Devil, so... meh.  It's not a big deal if you run just 1 Hellblade I suppose or set up for overwhelming offense that ends the fight fast, but if your fights are so fast then what's the point of a sustain passive like Deal?  Surpassing Power isn't THAT necessary either, but Jo'ou already notes that as far as using classes that have multi-hit combos for their big damage - Vanguard's Neo Cross Slash for one easy example.

Deal With The Devil mainly felt like it made me go a lot less times on the menu to recover MP for my mage, it's just a neat convenience that doesn't cost slots (unlike MP Regen or Solar/Lunar-Powered, which all cost slots while being less powerful MP regens). As for the downside... I dunno, it didn't feel as bad as it does sound even when it DID kick in? If your strategy does rely on reviving a lot, I agree it's a bitch, but by then, you also have a lot of ways to keep people from just dying anyway? I wouldn't run more than a single Hellblade in a party, though (they may be the best carrier for pure mage damage builds - mainly they don't die to a sneeze and can actually have some weight flexibility -, but pure damage also isn't the only way to go for mages either. The thing is they also have the stats for being quite capable physical carriers, and that flexibility has some value too).

22
Tournaments / Re: Proving Grounds Heavy- why not?
« on: April 09, 2021, 08:22:03 PM »
why do you do this to me aiel

Fuse vs Claude C. Kenny (SO2) - Fuse actually shouldn't be that much faster than Claude after Awakening. The evade does give Fuse some issues, but he puts in a lot of pressure. Coup du grace could be an option, but uh Claude immunes ID. Palsy... yeaaaaaaaaaaaah, not respecting a lock with that when Fuse can only do it somewhat reliably when he's under Awakening (the duration on that, man).
Fuse vs Wugui (SH1) - Fighter. Status immune. Check please - not even the durability hit from BloodChalice helps Wugui.
Fuse vs Odd Eye (SF2) - Between the status odds and the initiative, I think Fuse just doesn't get enough time to put down Odd Eye. Maybe if I saw him OHKOed post-Awakening, but no, the support's too good for that.
Fuse vs Sierra Mikain (S2) - Fuse should get a double before running out of JP, certainly, and he 2HKOs Sierra even without Awakening's status boost. THIS SAID, equipping the BloodChalice is a huge hit to his mdur - as in, he actually may get OHKOed by Sierra's Black Shadow (and uh, taking Dhyer's updated averages, she probably does). So uh yeah, nevermind.
Fuse vs Daos (Lufias) - EDIT: Daos is specifically weak to MACES. Oh well, it doesn't really matter, Fuse 4HKOs under Awakening, 3-2s constantly and isn't under real pressure here.
Fuse vs Ryu (BoF1) - Iunno, I think Fuse may actually land a coup du grace here in time even with Ryu's durability factoring in, since he takes his sweet time to untransform and transform back.
Fuse vs Sync (TotA) - Iunno, I see Sync as fragile enough to be chip-2HKOed by Fuse post-Awakening. Considering he doesn't 2HKO Fuse even pre-Awakening at full HP, that is not good.
Fuse vs Hect (G3) - The question is: does Hect get two turns with Awakened Fuse frozen? She really needs to, because he 2HKOs her ass and she doesn't get a second shot at Freeze to do so. Given we have no updated notes on Hect, I... dunno, I'll just abstain on Hect in general.
Fuse vs Zapdos (PKMN) - Even with Thunder's accuracy issues, I think Agility puts a lot of pressure on Fuse.
Fuse vs Hiro (Lunar:EBC) - Not much to say, I'll never play EBC at this point in my life.
Fuse vs Geddoe (S3) - Hammer of Raijin is faster. Good night, everybody!
Fuse vs Rosa Farrel (FF4) - Berserk kinda wrecks Fuse's game at worst, I think, and I kinda don't respect Palsy locks even against slow people, especially given Rosa's MEvade is actually pretty decent. Even at higher speed, I can't really expect 6HKO physicals to scare Rosa at all, especially once she piles an additional Mini to the fray.

Rudo Marco vs Claude C. Kenny (SO2) - I'd be willing to say White Conviction doesn't hit Claude's Light immunity, but Clean Military Rule does. This... creates some PROBLEMS for Rudo, especially since Claude can circumvent counters with Ripper Blast.
Rudo Marco vs Wugui (SH1) - As above, this means Rudo just OHKOs Wugui's ass and that's all she wrote.
Rudo Marco vs Odd Eye (SF2) - Clean Military Rule OHKOs and Rudo even has a case for going first. Not that it MATTERS, anyway.
Rudo Marco vs Sierra Mikain (S2) - I'm more and more amenable to taking threat range as turn one speed these days, which means Rudo is faster than Sierra and OHKOs. This... is going to happen a lot in this field.
Rudo Marco vs Daos (Lufias) - Oh good lord.
Rudo Marco vs Ryu (BoF1) - Chips with White Conviction, closes the deal with Clean Military Rule if Ryu tries to detransform cheese, I think.
Rudo Marco vs Sync (TotA) - Rudo either tanks a fucking Mystic Arte and kills Sync with his own turn+counter if he goes first or just counter+splatters him if he goes last. Jesus christ.
Rudo Marco vs Hect (G3) - I don't need updated notes for this. Clean Military Rule OHKOs.
Rudo Marco vs Zapdos (PKMN) - Pretty sure not a whole lot can keep Zapdos from dying to Rudo on average.
Rudo Marco vs Hiro (Lunar:EBC) - Rudo doesn't immune ID, I think, that's kind of a problem.
Rudo Marco vs Geddoe (S3) - Oh my, Geddoe 2HKOs first with Thunder Storm.
Rudo Marco vs Rosa Farrel (FF4) - Another OHKO.

Oerba Dia Vanille vs Claude C. Kenny (SO2) - I still think Dhyer's topic undersells FF13 status a lot, though I see where he comes from in it, so I'm still amenable to seeing Pain hit turn one and Claude has really no recourse against it.
Oerba Dia Vanille vs Wugui (SH1) - I feel amenable to seeing Vanille resist Wugui's ID with her blockers, which makes it turn never (he can't recast it, I think, and it actually can miss, if very rarely?). And Commando physicals are shockingly not -horrible-, who'da thunk.
Oerba Dia Vanille vs Odd Eye (SF2) - Not really.
Oerba Dia Vanille vs Sierra Mikain(S2) - So, this frankly depends on whether Vanille hits Fog turn one assuming death blockers can reduce the accuracy of Deadly Fingertips below 100% (Sierra does 2HKO through Vanille's healing with Final Bell/Black Shadow), and Sierra has unremarkable mdef and shitty Luck. This said... don't think I feel amenable to seeing the Death blockers work in this particular case, mainly because only actual spell evasion makes Deadly Fingertips/Final Bell fail in-game outside of full immunity. So, tough luck.
Oerba Dia Vanille vs Daos (Lufias) - Daos 2HKOs through Vanille's healing. His focused damage is stupid, honestly.
Oerba Dia Vanille vs Ryu (BoF1) - Vanille just gets heal-locked.
Oerba Dia Vanille vs Sync (TotA) - Another heal-lock, Sync's damage actually isn't trash at full HP. Vanille is shockingly bad against Heavy bosses.
Oerba Dia Vanille vs Hect (G3) - Another abstain.
Oerba Dia Vanille vs Zapdos (PKMN) - Zapdos is one whose stats I respect enough to crack Vanille status below turn one and he should be able to Agility into a 2HKO here. She doesn't even have a guaranteed win if she lands either status anyway because of him hitting both defenses off -that- speed...
Oerba Dia Vanille vs Hiro (Lunar:EBC) - See Sierra, really.
Oerba Dia Vanille vs Geddoe (S3) - Hammer of Raijin is horrible murder.
Oerba Dia Vanille vs Rosa Farrel (FF4) - Rosa does immune Silence with Rune Armlets at worst and Berserk+Mini - or, more realistically, Confuse - once again works its magic here.

Fuse: 5-6
Rudo: 10-2
Vanille: 2-9

23
BD2 - I beat this a couple weeks ago, but I keep thinking about the game quite a bit, so decided to toss in some random thoughts into the topic.

So, the game definitely feels rushed past the end of C4, with a bunch of weird omissions (Snowfire talked at length about the most glaring of them, and also about some of the worldbuilding holes, so I won't really delve into it, but it is pretty noticeable) and the feeling the game ends up kinda unpolished in a few fronts, but, in a sense, I actually feel the game isn't exactly WORSE off for it? The biggest problem with BD1 was that it dragged it out way, way too long in order to force its script twists in and the whole game structure suffered for it. In BD2, while there is the feeling that things sorta fall apart in the seams, the game actually respects the player's time a lot more and doesn't really want you to take the plot very seriously, which does a lot in building goodwill towards its end product. The writing ends up going for the short and sweet approach to close things up rather than doing a huge buildup and falling apart under its own weight - less ambition is something I've been appreciating more and more in most things I play and, frankly, BD2 ends up better for not being very ambitious in its writing, especially since the writers seem to know their own strengths (mainly making the cast overall pretty dang likable and reasonably memorable within the script scope). It's kinda like "what if Grandia 3 but the characters are actually likable and reasonably written instead of a raging dumpster fire" in that sense. Which yeah, that works for me.

Gameplay-wise, I feel the game gets way, way absurd in the power levels you reach late, but the way to power is very fun and layered, while the battle design makes you feel rewarded for reaching those levels (randoms are kinda rocket-taggy from the word go, but bosses are really fun and punishing if you don't know what you're doing and setup in BD2 is so, so important. This really hits my biases front and center). The game also offers insane replayability with scene skip, amazing NG+ options for player/challenge-friendliness and just overall variety to build a party, so I expect I'll replay this game a lot. Heck, I had to stop myself from doing so a couple times already.

Iunno, BD2 ended up being bigger than the sum of its parts to me, with a core gameplay system that can keep me coming back for ages and a baseline cast that I expected to hate, but ended up enjoying throughout just by being earnestly written. Probably an 8/10, which I frankly did not expect - though part of this may be just by virtue of the game addressing precisely my main complaints about the first game and scratching the horrendous weaboo shit Bravely Second dabbled in.

24
Discussion / Re: Ranking characters by in-game use: obscura edition
« on: April 05, 2021, 09:42:04 PM »
Bravely Default 2 Jobs

Not much rhyme or reason here, just going off memory here.

Freelancer: 6.5/10. The statline ain't too hot and the weapon ranks are um not great either (C across the board isn't as bad as it'd be in BD1, but still kinda bad). THIS SAID, you can actually bypass this during the earlygame with one of Monk's low-leve passives (more about this on their entry) and the utility on the skillset, both on passives and actual skills, has niche uses (mainly related to farming, so not sure how much it really weighs on me, since I hardly did any farming, though it also plays into status builds pre-Phantom, and THAT is actually big, since status hard-breaks BD2). Body Slam as a first capstone skill is also a good carry, but I'm not sure if it's running  a subjob just for it good. Post C4, the class gets a kick in the nuts, where Late Bloomer actually ramps up its stats something fierce and Freelancer becomes the first class to have its level caps lifted (also the only one given to you for free) and Mimic easily works its way into a billionfold of broken setups (it's a lot more wieldy than BD1 Mimic, which was made very awkward due to classic turn-based mechanics). The weapon affinities remain a problem forever, though, and rule of thumb you're not getting the skills to fix this without delving into asterisk portal fights. Does this mess work out to above average? I suppose, and I frankly may be underselling this job anyway. This is going to be a recurring theme, by the way: there are MANY ways to snap BD2  in half and many of them require similar amounts of effort while achieving satisfying, impressive-looking results in a wide variety of ways.

Black Mage: 3/10. Magic has issues in BD2, and Black Mage honestly has the absolute least to offer for magical setups. S in Staves is nice early and black magic is decent damage in the prologue, but even mid-C1 it starts showing its issues (very expensive and multitargetting it dampens its power -real- hard, so brave-bombing gets PROBLEMATIC). The MP regen passives in the early game do help with this a lot, but the biggest problem is that they're still not really that great at damage -anyway-, and the class is otherwise a dead zone for mage builds. You'll probably master this before other mage classes show up (mainly because BD2 really BLITZES your job growth in practice), but man, this class really has nothing to offer outside its low-end jagen mage stopgap. Not quite the worst class in the game, but it certainly makes a case.

White Mage: 8/10. The class got hit with a nerf bat from BD1 and it's still really, really good. Having a healer, while not as borderline mandatory as it was in BD1, is still obscenely good and Angelic Ward is a great class passive as usual. The defensive buffs are less potent and it has no offense at all (they yanked Aero and Holy from it), but it honestly doesn't hurt the class in practice much. Healing items being more accessible and more affordable lowers its value a bit, but it's still the best class for action economy in healing and, as a subjob, it now gets much more flexible synergies with tanking classes and whatnot. Simple, but very effective.

Vanguard: 7/10. The first dedicated physical class, it tries to dabble in a bunch of things between damage, utility and tanking, doing all of them competently enough but not being standout in any of them. Neo Cross Slash is very functional and actually pretty impressive for a while, though it being a capstone skill means you're spending most of your time in the class using its weaker counterpart. Debuffs being nerfed from BD1 also hurts it a bit, but it's still fine. Reaching job level 12 is a big benchmark, though, since its second specialty is -really- powerful, especially later in the game, and it can work as a substitute for setups like dualwielding or two-hands to save slots. Specializing in Axes is kind of a bummer, though the job's okay enough at spears and swords to work with anyway.

Monk: 4.5/10. It's very much a Jagen job: pretty good physical stats and early damage skills at a glance, Bare-handed Brawler is a great passive in the earlygame (since it lets you ignore the weapon slot and still deal competent damage, at times even better than armed fighters, while not having to worry nearly as much about equipment weight on the armor slots. It's a nice setup for flexibility until early C2!), there's some extra damage synergy and utility running in those skills... but they don't last nearly as long as a carry. Unarmed combat starts having pretty serious issues in the midgame (with both weapon power and accuracy becoming more of a factor) and the skills themselves don't keep up with their mults either. Monk's weapon affinities also have some problems (Only A being STAVES kinda hurts, since most rods have poor physical stats, emphasizing, obviously, magic or restoration). Good enough to carry into mastery when you get it, but unlikely to see any use later outside some very specific setups (most of which are frankly pretty whatever, I feel the magic threshold for offensive stats in the lategame hovers around the 490s-500s and there are many, MANY ways to achieve this with less caveats than Monk needs).

Bard: 8/10. Statline and affinities ain't too hot (sketchy offensive, best weapon being bows at a B, somewhat fragile... at least they're fast), but Singing is a great skillset whose utility changes considerably as the game goes on. Early on, singing has a mostly defensive bent, since the damage buffs take a while to show up and raw damage reduction matters more at the earlier parts of the game. Late, when those offensive buffs stack multiplicatively with stat buffs and can be piled up up to over triple damage from base, um yeah, they become staples of many blitzing setups, even working well with lower-level/speedrunning strats. Some status and even crowd control damage utility complete the package, and the turn parcelling skill is also a nice capstone. There's some worth in running the job as a main even though it's not a great carrier too, since its specialty passives are quite solid for its buffs and the class' special move is pretty good.

Beastmaster: 9/10. Frankly has a very legit argument for best class in the game. Until C5, Beastmaster just does everything you want before any class you get before it and often even better than classes you get after as long as you don't neglect capturing monsters (you don't even need to care much about WHICH monster as long as they're at roughly your power level because the monster abilities are scaled off higher than PC abilities as a rule of thumb). Oh, and the class has a passive that gives you a chance of automatically capturing enemies you kill. And it has one of the best passives in the game (Spearhead, which gives you initiative as long as you have a spear equipped and aren't ambushed by enemies. Oh, this also works on bosses and you have pretty much absolute control over whether you get ambushed or not). And it also has great passives for bursting power. And it has a decent statline. As for weaponry... A in Spears and Bows is not quite the dream, but an A on the best weapon type in the game (partly because of Spearhead!) and one of the best weapon types in the early-midgame certainly doesn't hurt. Its specialty 2 is also bananas, giving you stat bonuses based on how many monsters you have captured. Even if you stop capturing monsters period by the end of C4, if you were running the auto-capture skill, your Beastmaster will have bonkers stats. And when you think the class starts falling off (monsters don't get to cap break damage and their side utility falls off), you get the L13-15 skills, which have a fantastic DPS skill in Muzzling Maelstrom and Nature's Blessing - oh, and they still have all the stats. The only problem I can say the class has is that it initially looks a bit unfriendly and it doesn't start off game-breaking. Still, really damned good class that leads you into many possible ways to power for your physical builds to boot.

Thief: Godspeed Strike/10 7/10. Thief's in a weirdass place: the class isn't super enticing to stay in outside of speed (best weapon affinity is an A in Daggers, which is pretty whatever, durability is shoddy, attack isn't all that great) and its skillset isn't very good besides one skill. HOWEVER, that ONE skill just happens to be pretty much the strongest single-target physical move for about 80% of the game. Godspeed Strike is bananas, having a super high mult that scales ridiculously off speed (it may be affected by ATK as well, certainly seems to not scale off too poorly off bad speed) and repeating itself after a short delay. And Thief, along with Phantom, also happens to be the game's fastest job. Godspeed Strike is so good it actually merits running Thievery just for that - or even running the class just for that. It has some use for farming setups as well, but I frankly don't care much about that (and hell, stealing sucks -ass- without dedicated twinking)? This is just mainly a check of how good you see Godspeed Strike being, and I think this is fair enough as a balance.

Berserker: 7/10. On the one hand, Savagery is the best randomslaying skillset in the game (Crescent Moon and Level Slash control crowds like nothing else can in terms of resource economy for your physical fighters) with a few decent tools for bosses as well (defense debuffs, both Double Damage and Amped Strike). On the other hand, the class is not super fun to stay in (very slow, specializing in axes kinda sucks because the weapon is both very heavy and kinda inaccurate) and its passives, outside of Bloody-Minded (which I do -not- like because boosting Aim feels more effective and less costly than having all of your physical damage cost you 25% mHP a pop), do not work well without Savagery itself. This said, I kept both my fighters running Savagery all the way to the very endgame when dealing with grunts, that efficiency is just unparalled. Guess somewhere around the area of Godspeed Strike works.

Gambler: 2/10. eeeeeeew spending money to do stuff go away. While BD2's in-game economy is kinda wild, it's not so wild as to warrant a class that can make you drop money down the drain like Gambler does. To make matters worse, its first passive is complete bullshit, randomly yanking out money, XP or JP from the person in the job. The skillset itself has potential on paper, but everything being tied to either money spending or prohibitive BP costs just makes me toss the class away. It even has shoddy stats and affinities to boot! Raise it solely for its money-boosting and drop-boosting passives and run away otherwise. I actually thought as whether this was worse than Black Mage and listing all the ways I don't like it just made me go "... yeeeeeeeeeaaaaaaaaaah, fuck off".

Red Mage: 6.5/10. Offensive magic has issues in BD, but honestly Red Mage goes a loooooooooooong way to make it viable, though it's not the only venue to power mages have. The main problem with Red Mage is having awkward weapon affinities (A in Swords for your best is kinda awkward for a mage, though the game does have quite a few high-magic attack swords... at least B in staves means they're not actually TANKING magic stats by running them) and not actually very good at that magic stat itself, but they have considerably better weight allowance than most mages (it actually lets them run bows somewhat well, and bows have really high offensive stats in general to compensate being two-handed and super heavy) and decent speed, which helps make up for it. The skillset mixing up status options attached to damage (which can be emphasized further by mix-matching other elements from different mage classes and leans naturally into status builds - Red Mage even has no-strings attached access to some of the most powerful status procs in Sleep and Stop) and single-target healing isn't bad either and both its equippable passives are really good - in fact, Magic Critical is pretty key for your magic damage builds, since crit rate can be tweaked in so many ways. Revenge, on the other hand, just makes a great filler slot at worst and can create inane deathtanking bravebuilders at best. Then, it also hands you the first L4 spell you'll likely get in the game two full chapters you'll even dream of getting the second one and its second specialty doubles all the damage and magic-based buffing or healing your mage does for free. Pretty neat class and works well as the starting point for any advanced mage build. I'd rate Red Mage higher if I actually thought BD2 magic was better than it is (though it can actually be where the ultimate damage comes from, but it's pretty shenanigansy).

Ranger: 6.5/10. Iunno, this class feels like it should be so much worse to stay in than it is. Outside speed (which is good) and accuracy (which is -insane-), its statline is pure trash. Shoddy STR, bad durability, those really don't make for a compelling base carrier. THIS SAID, Ranger has some really powerful equippable passives (Counter-Savvy is nearly indispensable to have at least on your fighters, hard-neuters so many enemy counters so hard it ain't even funny. It's actually worth delving into the class with your MAGE CLASSES to pick it up if you're so inclined), good specialties and having an S in bows is hilarious in the early to midgame, since bows have such stacked base stats on both ends to the point you could actually make a RANGER a credible mage for a while. Thanks to all these piling up, along with good base crit, suddenly Ranger actually deals way more damage than you'd think it should and really clocks things up before the endgame. The accuracy also helps a lot, because enemies in BD2 have actual evade and missing moves in a brave-chain HURTS. Once you reach lategame, though, I feel like you just get a lot more options to do huge damage and Ranger stops standing out. I may be mistaken, though, bows still have insane bases by endgame and Ranger is the only class that gets S rank to put them to max potential... but the skillset being very one-dimensional and scaling kinda poorly into the endgame/aftergame hurts that... though they're one of the only classes to have straight access to paralysis, so they can have uses for status builds (albeit kinda edge case in practice, their stats do not lend well to status procs at base). On the other hand, dominating chapters 2 to 4 is really worth an accolade, that feels like the time where the game has the most bite to it (and some of the hardest maingame bosses are there!). Also, half a point for possibly underselling its lategame potential.

Shieldmaster: 5/10? This one's difficult to rate. On the one hand, Shieldmaster is obscenely, -obscenely- tanky and has quite a few proactive tanking tools at their disposal. On the other hand, it has absolutely miserable offense and also has problems turning enemy offense into straight damage as well. The speed is also a huge problem until late, especially when a huge part of the durability comes from equipping crazy heavy armor. Once Shieldmaster reaches mastery and can dedicate some of its passives to fix those speed problems to a degree, it actually comes together and can pair with other classes for some hilarious anti-damage and anti-BP combos, but the offense and non-tanking utility will always be a problem (also, offense is usually easier to twink for and really goes completely ballistic by the time you'd feel comfortable using mastered classes without worrying about some degree of JP spillover). Can pair somewhat with White Magic for a near-immortal healer, but I feel another class does the carrier tank job better.

Pictomancer: 7/10? I like this class. Decent magic stats, acceptable physical stats, fast, more potent debuffs than its Vanguard/Berserker counterparts and has them all stacked together, alongside having Daub and a special that applies it at perfect accuracy to all enemies along with an omnidebuff. Not very good for randoms, but it's quite a neat package for bosses and Pictomancer also pairs well with a bunch of other mixed setups. Sub-Job BP Saver is also a great ability that should be learned by anyone running Savagery or other BP-hungry setups (and those are pretty common!) in the midgame. The game-worst durability and shoddy weapon ranks are rather problematic, but their BIS being spears and rods works as a silver lining. Also pairs really well with Bard and their passives.

Salve-Maker: 8.5/10? I wanted to give it a 9/10 at first for Compounding being easily the easiest carrier for BD2's status hard-breaking builds, but that probably overrates the class. This said... well, the class statline doesn't have much offensive punch and its stats overall are pretty middling. Compounding is the very first skill on the skillset and it's probably the best thing by far in its set, so, outside of running Phantom/Salve-Maker, you actually don't get much out of it in terms of varied builds. THIS SAID, however, Compounding is just bonkers good, giving you really insane sustainability options for dirt cheap. Everything you'd actually want from the class in terms of healing and status is storebought and the fundamentals are very cheap to maintain as well. And, of course, the synergy between this and Phantom is just degenerate in more ways than one (like infinite MT Elixir spamming for the cost of 40 MP a pop. Like, seriously, what the freaking hell). On the other hand, Compounding isn't as potentially versatile as it was in BD1: you use it for resource control, healing and status. Granted, this is... probably enough.

Dragoon: 7/10? Iunno, the skillset itself kinda unimpressive, though somewhat versatile (has crowd control, Jump for its dedicated DPS, some element damage, MP draining... it just they don't have much -punch- off a cursory glance), but the class got stats (fast, high strength, decent durability - though that mdef base is oof, the HP and defense aren't bad). Good passives for crowd control as well, stuff like Full Force pairs well with both mages and skillsets like Savagery. Upon mastery, getting a free Dual Wield as long as you're equipping spears/swords (AKA the best physical weapon types in the game) and having respective S and A on those proficiencies also kinda slaps - and that is likely to be your earliest access to Dual Wield-like passives ever, along with always, always being an option if you're looking to save passive slots running off a capable statline. I also may be underselling Draconics to boot, you can do some SHENANIGANS with Jump parties from what I've seen on Youtube. Granted, there are just so, so many ways to power in BD2...

Spiritmaster: 8/10. The classic Spiritmaster/White Magic combo from BD1 doesn't function quite the same here, though it's still very good. Spiritmaster, though, just functions very unlike BD1's counterpart to begin with. Mainly, its idea is passively keeping your party up with wisps that can heal or revive or heal status or restore MP or, post-mastery, actually all of those at once just hovering around passively. The healing itself isn't SUPER potent, which means you probably want White Magic paired with it before mastery. This said, post-mastery and particularly post-JL cap breaks, the class becomes hilariously broken with wisps that passively restore BP and cast reraise. Oh, and Spiritmaster's passive also has a partial status immunity+guts-like effect that keeps you alive as long as your HP is 20% or above while wisps are around. So, you can play with many, many party-wide immortality setups with this class, though the dispel wisps can be a problem with a lot of offense-geared setups. Not one of my preferred anchors, but people like Snowfire will certainly sing praises to heaven regarding this class, since it enables low-offense, high-sustainability builds in a hilarious manner.

Swordmaster: 7/10? Comparing this and Dragoon, there are some pretty striking similarities: the skillset bases aren't great - Swordmaster in particular has bad options for the first six levels or so and, until getting built up, the basic physical builds are just not any good. On the other hand, Fluid Stance pairs very well with Shieldmaster's tanking game, allowing for ridiculous BP-draining combos, and Swordmaster gains some pretty good single-targetting builds. And there are always the stats: Swordmaster has very high attack and good speed, along with that S in Swords and Two Hands is one of the big equipment passives you will look for when weighing lategame offense builds. Mastery, though, really brings the class together - in particular, it's the only class that can access sub-jobs' specialty passives for no skill slot cost, and the only way to get the SECOND specialties without Bravebearer, which makes it quite a potent carrier, especially with Phantom's Dual Wield. It does feel less flexible than Dragoon until mastery, though, but then Two Hands is a really good passive to pass around. Same overall score works.

Oracle: 6.5/10. So, Oracle. This class is -painful- to stay in before mastery: awful stats, crap weapon affinities, the full monty. However, Divination is a great skillset that synergizes amazingly with its excellent first specialty passive (especially once you land Triple and Triplara) and can outright delete a surprising amount of fights with its elemental manipulation gimmick. Said gimmick also factors into a lot of offensive setups you can do and obviously gels amazingly with other mage setups. Once you master the class, its second passive turns Oracle into quite an interesting carrier, since it gives the stats and weapon affinities of your subclass to the main job, effectively erasing Oracle's big downfall and actually making it possibly an omnicarrier as well while lugging around Divination's kickass skillset, viable for both physical and magical builds. This said, the pre-mastery drudge is just too hard to ignore, so I figure it can't really go above the 6.5 mark, especially considering you're dealing with a bad mage class in C3 - AKA the worst time in the game to be a mage.

Phantom: 9/10. Oh boy, remember how Dark Knight in BD1 completely warped game balance by itself because it was just so BUSTED? Yeah, Phantom does something similar to BD2, but in a more layered manner. The class itself is kind of a double-edged sword - great offensive stats (Thief-level speed, has an S rank in daggers at a point where daggers start actually having power, actually good ATK), junky durability, trashy skillset outside the self-buff (which, in fairness, is actually good and works well for all kinds of offensive builds, but gets outshone soon after you get it!)... but then, you look at Phantom's passives. For starters, all three of Phantom's equippable passives are excellent: Critical Amp is amazing in a game where crit rate can be tweaked as high as BD2's, and it can be worked in both physical and magical setups (also working well with Phantom's kickass specialty 1, which raises crit rate of any attack hitting weakness by 50%). Rewarding Results is kinda niche in the sense it needs a status build to work, but in a game where status SMASHES its battles to hell, it's certainly kickass to get another turn every time you land a status! Then, there's Dual Wield: this or Two Hands is how you bust open BD2's ATK/MAG scores to play into the insanity that is its lategame/aftergame, and Dual Wield offers you a lot more flexibility in equipment tweaking than Two Hands does. Any offensive build worth its salt in BD2 should have a way to access Dual Wield or Two Hands, and obviously this is super big. However, it doesn't stop there: Oracle's mastery specialty, Results Guaranteed, completely breaks the game open, making any chance-based passive or attack have a guaranteed chance to work at an extra cost of 40 MP per proc. Landing debilitating status on the final boss? Sure, fam. Always proccing Revenge for ten billion BP surplus? Why not. Having Salve-Maker's passive where sometimes it doesn't spend the item ALWAYS WORK so you can spam items forever and ever? Of course! All you need to worry about is the MP upkeep, and in a game where MP flows in as freely as BD2 past the C2 mark, that's quite frankly trivial. Oracle makes pretty much one of the most dominating carrier jobs in the game for that alone and also gives incredible passives that work their way in most of the game's advanced builds. Only real problem with the class is having such a trashy base skillset and not doing much in-job for non-status mage builds (though those still want Critical Amp and Dual Wield anyway), but that hardly keeps it from being obscenely broken. It's obviously not as exciting before mastery, but frankly the stats and buffing do keep the bases afloat very well until its overwhelming power sets in.

Arcanist: 4.5/10. Oof. So, Arcanist has cast-best MAG, S in staves and high-powered elemental spells of many varieties, along with an equippable passive that regens MP and another one that raises magic damage by 20% (at the caveat of higher MP cost). Sounds good, right? Weeeeeeell... it has some PROBLEMS. First, its first passive makes multitarget damage not suffer unfocusing penalties, but also makes the user a target of the spells. Second, its multitarget spells also target the party. Third, its mastery passive improves magical damage once again, but gives all spells a chance to target your party in addition to enemies. Oof. I get the design with this class' high risk-high reward tenets, but it's frankly quite annoying to set up for. You need to either have party members dedicated to mitigating the self-damage (like an elementally immune Shieldmaster or an Oracle to manipulate elements) or to equip your entire party, including your Arcanist, to immune/absorb the damage you're going to use. This is -workable-, but it's a lot of work and you have much, much easier ways to deal huge damage even with magic to make the class worth it. The statline outside its magic is also shit, that durability speed/combo is uguu. The passives are valuable, at least, and if you find the drawbacks worth the trouble, you can actually make some surprisingly fun things with this, like a party that gets healed by Arcanist's AoE damage. In spite of how awkward the class is, I'm actually willing to experiment further with its stuff in another playthrough, which does say something about BD2's overall job design.

Bastion: 5.5/10? The skillset doesn't impress me, tbh: Rampart/Vallation (immunes the next physical or magical attack for the entire party) and, depending on builds, Sanctuary feel like the only actually potent abilities in that set. This said, the passives aren't bad at all and, most importantly, I -really- like Bastion as a carrier: good durability stats across the board, high weight allowance and excellent weapon affinities (S in Spears! A in Swords and Staves!) and even acceptable offensive stats on that statline make for a really good base to house a supporter or healer who can build BP pretty well. Only problem is Bastion speed is pretty dang bad, but can't win 'em all. Not a whole lot besides that, but that's frankly good enough sometimes.

Hellblade: 7/10. They nerfed the Dark Knight equivalent to hell and back from BD1 and it was actually warranted, of course... but I think that, skillset-wise, they went a bit too far? The attack skills on Hellblade have elemental variety, but are otherwise not worth using (the base mults are just too low even after factoring in the delayed add-ons (though there are actual upsides to using those moves with their second specialty passive, it's interesting). The speed being bad is also a problem. The class has it real good on passives and carrier perks, though: Deal With The Devil's downside is pretty hefty, but the HP -and- MP regen are actually pretty good, especially on caster classes. To boot, Hellblade has great ATK AND MAG bases and runs off S in Swords, A in Staves and -also- A in shields, so they can equip well for offensive builds no matter what (I frankly was shocked at how good staff-wielding Hellblade was at casting magic, even). And, to that respect, Death Throes is actually a great skill for offensive builds across the board and is worth putting up with the rest of the skillset as a main carrier, since it gives you an easily accessible, easy to use omni-stat boost for setting up huge damage burst. Finally, Surpassing Power is one of the most important passives for post-C4 damage builds for pretty self-explanatory reasons: you WANT to break the damage cap on most offensive builds worth their salt (not all, though: Swordmaster damage builds, for instance, rely a lot more on huge amount of hits that struggle to break cap). So, yeah, there's a lot to work with here, even though the bases need some work. It's actually a nice class to stay in if you run it as a build carrier, regardless - heck, there's a non-negligible argument for Hellblade to be the best carrier class for straight offensive mage builds, even, that MAG and A in Staves+Death Throes off actual weight allowance cap and defensive stats are quite a sell.

Bravebearer: 8/10. So, this job is absolutely bonkers. Has all the stats (and I mean ALL the stats), a good, interesting skillset based on advanced BP manipulation, absolutely incredible passives (only job to get a S Rank passive pre-cap unlocks! Allows picking subjob second specialties!) and even the B rank on all weapons across the board isn't much of a big deal. There's only one problem, though: eeew, super late game class. This said, this thing unlocks so much power while being so desirable to stay in that I have to grade it very highly. Ultimately the best carrier in the game, Bravebearer is everything BD1 Conjurer wishes it was.



25
BD2 - Just beat the Ranger asterisk fight, going into the Tower in Wiswald. The Ranger boss fight can be notoriously unstable, especially if you let the boss get a turn at full BP below 50% HP, and the support is pretty annoying... but Godspeed Strike and Neo Cross Slash to the rescue there, after I set up my buffs, Seth was dealing 4k per GSS under -resistance- (the boss resists Daggers, y'see), which is just gross. This said, because of the aforementioned instability, that took me two resets to really get it going, paralysis blockers are a very good idea there in general, especially since Quickflurry deals more damage to paralyzed units. Red Mage asterisk also got me a reset, but that was mostly me not paying attention. The status can be a bit of a pain there, but it's fortunately not hard to setup for it, be it via status healing items, be it via equips.

The writing seems to have gotten some steam as well. I like how the game doesn't dump the former asterisk holders into the void after their fight, and some of the reappearances got me to smile a wee bit (Bard in particular being an entertaining loser). Out of the main cast, Seth feels like the loser characterization-wise, just sorta generic. Gloria is very good - no-nonsense, duty-driven and very logical at what she sets out to do. Elvis is just goddamn likable and good-natured, all while having that thick Scrooge McDuck accent. Adelle... well, she's meant to be the girly girl out of the cast, and those moments are kinda eeeeeehh, but she has some good stuff going, mainly in her rapport with Elvis (the shoe sidequest is a pretty good example. Also, her first line after the Gambler asterisk fight got me smiling a bit as well, because she's so good at showing she's tired of that shit). The main thing, though, is that the characters definitely feel more adult and thoughtful than the usual, which makes sense given they're supposed to be, y'know, adults. Elvis is 35, the others are all in their mid-20s, so they actually do think things through and make logical connections. It's frankly refreshing in a sense.

Anyhow, my setups:

Seth - Mastered Freelancer/Monk/Thief, currently running Ranger with Thief sub-job. Ranger has a lot of damage and good speed, which lends well to running Thievery as a sub. Monk is a great earlygame carrier if you're willing to deal with the HP costs on their skills, Bare-knuckled Brawler also helps a lot with mitigating bad weapon affinities in just about any class you want and Pressure Point kicks ass. Freelancer... is all about Body Slam after Berserker asterisk, tbh, and Body Slam -is- really good, but not really "worth a full skillset slot" good. Thief is fucking bananas, though, mainly because of Godspeed Strike - granted, the speed also helps quite a lot. Thief just gets a lot of turns and this is important in BD2. Stealing sucks -ass- without farming setups I have no access to as of now, but if you're running Thief, it's because you want to abuse GSS and the speed.

Elvis - Mastered Black Mage/Bard, L6 White Mage, currently running Red Mage with Bard sub-job. Bard doesn't sound compelling at base, but I'll be upfront and say I'd be in SERIOUS trouble in half the asterisk fights if I hadn't run Singing in my setups. Stacking those full-party damage buffs and reductions really helps both blitzing through boss fights and surviving the necessary turns until my setups are ready to melt bosses down. Sleep and non-elemental MT damage also have their place in dealing with randoms. Black Mage... I'm frankly not impressed, MT really waters down the damage potential and the spells are EXPENSIVE (though the latter frankly isn't a big deal, with ultra-cheap Ethers and the MP regen passives, it's honestly hard to feel pressed for resources in BD2). Still functional enough and BD2 does a lot of specific damage spoiling, so you want multiple damage types waving around in your party. Red Mage seems pretty neat so far, covering elemental weaknesses Black Mage doesn't have and a more balanced stat spread, along with having a status game attached to its damage (and it also extends to a Black Magic sub-job if you care!). The healing not being MTable is a bummer, but it makes sense.

Gloria - Mastered White Mage/Black Mage, currently Red Mage with White Mage sub-job. White Mage remains borderline unskippable in BD2 and I setup Gloria for ultra-tanking with tons of HP equips and Res-based staves and shields. Offensively, she's kinda inept, but she's the lynchpin of my party just by virtue of keeping everybody alive.

Adelle - Mastered Vanguard/Beastmaster, currently running Berserker with Beastmaster sub-job. Spearhead, Crescent Moon and Mow Down mean she's my random-deleting button, no questions asked. Beastmaster capture is also super powerful, the damage is scaled upwards (Petunias with Aerora were dealing more damage than Neo Cross Slash -before- factoring in weakness...) and you can access status and debuffs you'd normally not be able to use with them. The chipping could be annoying, but Mercy Strike and Mercy Smash help A LOT with it, and it doesn't hurt Mercy Smash in particular is strong damage you can use just anywhere. Beastmaster is kinda busted, guys. Berserker has a lot of damage and axes are -powerful- (having an A in spears so I can abuse Spearhead with dual-wielding doesn't hurt either, and they're so bad at using shields that you don't really want to use those with them anyway), but the speed is a bummer. Vanguard has both damage and utility, which isn't bad - debuffs have been nerfed from BD1, but they're still pretty dang useful (I do -not- want to consider dealing with Berserker asterisk without Bard's damage reduction and Defang, for instance). She may be my offensive MVP overall as of now.

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