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Messages - Tonfa

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51
Last Remnant: Disc 2.

Got suckered into getting the 360 version? It is basically a beta for the PC one which has a number of important fixes like redoing the BR calculation in a way that actually gives you benefits for fighting scrubs, autosaves/save anywhere in general, selective disabling of unit commands and removing the leader cap. I enjoyed the game and its ridiculosity enough to beat every superboss, The Seven and The Lost are even more nightmarish than the frue final. and I still need to do NG+ on Hard, sell off all carryovers/spend all the money, and then use the trainer to bump the party size cap to 25 from the very start

52
Discussion / Re: DLC6: Travel
« on: May 17, 2011, 12:58:24 PM »
Arrival:

Flight number   BA0197
From   Heathrow (London) Terminal 5
To   George Bush Intercont (TX) (Houston)
Depart   15 Jun 2011 14:35
Arrive   15 Jun 2011 18:45
Cabin   World Traveller
Operated by   British Airways
Booking status   Confirmed
      
Departure:

Flight number   BA0194
From   George Bush Intercont (TX) (Houston) Terminal D
To   Heathrow (London)
Depart   29 Jun 2011 16:20
Arrive   30 Jun 2011 07:30
Cabin   World Traveller
Operated by   British Airways
Booking status   Confirmed

53
I've been meaning to ask, how much has Move-Find Item (or rather, the maps) been improved? Are there any particular "If you get this M-F item you will have a tremendous advantage for the next X maps or at least save you some time poach farming!" or just more elixirs or something?

Rares range from getting storebought stuff a little earlier to tremendous advantage. Commons are usually current tier gear.

54
There are a bunch which are "Fire and pray"; ideally you use these to punish bad blocks, but alas, its not as good against the AI which sometimes just cheats with dodges.

The AI never does anything physically impossible, so if the followup fails it just isn't an airtight link.

55
Good to see the rest of the FF13 rant. I mostly agree with the assessment, with the exception of not enjoying the battle system much until chapter 9ish. Sazh-Vanille sections were OK but the rest of the 2 person parties were just abominable after getting to use 3 PCs for a short while early on.

Rhapsody DS: Beaten. Would have been a nice light romp but

<RichardHawk> It's kind of awesome but then its generic cave fetish goes so far it actually has a generic cave eat you while you are exploring a generic cave and then you have to get out of two generic caves to find another generic cave.

That is no exaggeration. Dungeon design sinks it back to average, and it only gets that high because it has already mapped minimap and autobattle.

Dissidia 012: Got all the labyrinth gear.

Ys Seven: Beat up the flame dragon. Boss design just isn't matching up to the standards of Felghana or Origin, though the music is equally amazing.

Naruto UNS2: Flashy shallow fighter for PS3. Provides fun 2P so mission successful.

Yakuza 3: I found some shady scientist in a back alley that hooked me up to a virtual reality fighter. Now I know how to use brass knuckles.

56
Discussion / Re: Best in Show
« on: May 15, 2011, 05:24:18 AM »
Hey it's an interesting list topic for once.

Nintendo Entertainment System (NES)
1. The Legend of Kage
2. Ice Climbers
3. Super Mario Bros 3

Bad but fun ninja game, something I played 15 years ago and have a vague positive memory of, and a platformer that is technically solid but I've never found enthralling enough to finish. Let's move on.

Write-in: Gameboy (GB)
1. Golf
2. Super Mario Land
3. Great Greed

Why do I enjoy golf games on early systems. Solid platformer and amusement are enough to take the other spots.

DOS/Windows 3.x PC Atari 7800

1. Ninja Golf
2.
3.

Yes

Super Nintendo Entertainment System (SNES)
1. Kirby Super Star
2. Kirby's Dream Course
3. Final Fantasy V

Excellent RPG eclipsed by its remake, excellent platformer eclipsed only by its remake, and excellent multiplayer madness e- oh.

Sega Genesis (Gen)
1. Michael Jackson's Moonwalker
2. Zero Wing
3. Super Hydlide

I may not have played the broadest selection of games for this system

Windows 95/98/2000 PC
1. Vantage Master Online
2. Worms Armageddon
3. Heroes of Might & Magic III

Brilliantly designed SRPG that actually works as a balanced multiplayer game (if only it had more players), The Party Game, and a malicious time-eating contraption.

Sony Playstation (PS1)
1. Final Fantasy VII
2. Tenchu: Stealth Assassins
3. Spyro 3

First one where there's a ton of list-worthy entries. Honorable mentions to Crash Team Racing, Tenchu 2, Star Ocean 2, Vagrant Story, Rollcage Stage 2 and Crash Bandicoot 2.

Nintendo 64 (N64)
1. Sin & Punishment: Successor of the Earth
2. Super Smash Bros.
3. uh pilotwings?

S&P is pretty much 2 hours of compressed RICHARD. Nothing else I would go back and play anymore.

Gameboy Advance (GBA)
1. Final Fantasy V Advance
2. Riviera: The Promised Land
3. Castlevania: Aria of Sorrow

And here's the better remake. Also featuring a nice concept RPG that forgot to have anything challenging and a the only Metroidvania I've finished.

Playstation 2 (PS2)
1. Shinobido: Way of the Ninja
2. Soul Nomad & The World Eaters
3. Okami

Oh this isn't even fair. Peak ninja ridiculosity, peak NIS, and peak chillness. And a dozen other games I want to fit on the list.

XBox (XBox)
1. Metal Wolf Chaos
2.
3.

Tracked down friend's roommate's modded Xbox because I saw a youtube video.

Nintendo DS (DS)
1. Kirby Superstar Ultra
2. Ace Attorney (series)
3. The World Ends With You

Bester platformer ever, some of the most fun I've had reading text off a screen and an unique experience that hit all the right notes with me.

Playstation Portable (PSP)
1. Dissidia 012: Final Fantasy
2. Vantage Master Portable
3. Ys Seven

Easily the most fun I've had with a fighting game, my favorite SRPG with audiovisual upgrades and new content on the go...and a good ARPG with great music. Hm, a big gap there.

Windows XP+ PC
1. Trackmania United Forever
2. Laggy Fantasy Tactics
3. Ys Origin

Online multiplayer racing game with perfect arcade physics and a very easy and flexible track editor, best ARPG, eye candy RPG that does some experimental stuff I liked. Another gap. How did I forget about LFT?

Nintendo Wii (Wii)
1. Super Smash Bros. Brawl
2.
3.

I haven't played anything else on the system but felt it was worth mentioning using the "would play again" criteria.

Playstation 3 (PS3)
1. Gran Turismo 5
2. Tekken 6
3. Yakuza 3

Great driving sim with an aggressively bad interface, fun fighter made more fun by dressup hilarity, and an almost uncategorizable hit-and-miss game that hits notably more than it misses. Earlier systems crush this as of now but the games have been worth playing all the same.

57
General Chat / Re: Good Morning 2011: Wherein the emo comes to roost
« on: March 24, 2011, 12:53:59 PM »
It's official: A mere car crash cannot stop a true defender of Justice.

58
Grandia 2 - Finished. What Grefter said applies, it really does a decent job of making the player feel they did something to break the game rather than just press x to win, that's just how the skill system rolls. That said it goes on way too long for the feeling to last and is a chore by endgame. The plot is just laughable. Heart of Valmar was a nice scene capped by a freaky monster design I guess? Overall bad game but I don't feel like I wasted my time experiencing it.

59
That is supposed to be speed mult, not growth. Typing oversight.

60
Honestly the one ASM hack I would like to see the most would be Oil fix.

61
Grandia LLG! The exciting finale.

A few notes first. Right here at the top of this update is the last time to buy anything in the game. This point of no return is obviously not announced. You get three dungeons with a ton of moneybags in them but nothing. to. buy. And very few stashing places for that matter. Grandia would be regarded as a ridiculously badly designed game if any of this mattered at all on a normal playthrough (it doesn't because you can't die)

Oh and you lose Feena for yet another extended period of time because what kind of scrub would rather have a full battle party anyway, right FF13? Also I wished to free you from those wings that torment you so. Mullen is almost Chaos Wars bad.

Mage King (Justin 25, Rapp 25, Liete 31) (1 reset): Body, Head and Wand. Body and Head share their HP, Wand is an optional target. 4500/3000 HP I believe. Body spams Howlnado for 70 MT damage every turn. This is very bad. It does Vanish away your buffs if you try anything other than damage and healing obviously because that is how lategame Grandia rolls. Head uses Atomic Shot that covers a quarter of the platform you're on. Sometimes this ends up firing at nothing, most of the time you're looking at 30-50 damage though. Wand mostly uses a scrub AoE physical for 20ish damage. Occasionally though it OHKOs a PC with GadZap (150 damage). First time through I die because I can't keep up with Howlnado once resources start getting depleted and there's the occasional Gadzap thrown in. I then reload, put on a few wind blockers, take 15 minutes to trek through the dungeon, and steamroll the fight. Oh and obviously the boss is right next to the save point but the game doesn't give you a path back once you reach the boss even though the dungeon gimmick is about new paths being created between platforms when you do stuff because that would be entirely too sensible and clearly defeat the true challenge of the game. Haha Grandia designers you sure got me.

Gaia Battler 4 (Justin 26, Rapp 26, Liete 31): 4500/2500HP. No this isn't hard even with a missing PC. Obviously this one has Vanish too. Of note, the sleep physical gets Liete once even though she's wearing a Talisman.

Mullen (Justin 26) (2 resets): Hardest beatable boss in the game !! I am actually serious, Justin has 150 HP and Mullen hits hard and is crazy fast. As a small mercy I have one auto-life Revival Stone left on Justin. First time in, I take hits in the face for 40x2 from his standard physicals and the rest of his skillset isn't any more merciful. I can't really chop through 3k HP fast so back to the drawing board we go.

I need to equip for defense obviously, but this leaves Justin sorely lacking in speed and I can't have being doubled on a regular basis. I swap out the Talisman for Hurricane Belt (+50 wit). This leaves me with +4 status resistance from the Spirit Shield. Which means Mullen can and will inflict Moveblock with any physical hit. Ah status resistance, you are almost universally worthless. This means I have even less offense, oh well. I hang with him for a bit and then make the grave mistake of trying to Defend through one of his specials. Protip: Never defend against anyone faster than you in a duel. The defend command fails ANYWAY (what), and I get tripleturned and die.

I decide to ditch my axe training plan and get the Spirit Sword for pure offense. This means I hit for around 250 with a combo, which aside from turn 1 Midair Cut is all the offense I will use in this battle. Well, I do cancel almost any special I can with Critical for 150 damage or so. With Mullen's speed this is often not possible though. So Mullen has physical hits, 5-20x2. One of the least threatening parts of his moveset and he loses the basic combo quickdraw to Justin, amusingly enough. Sonic Boom hits for 30-40, not worth cancelling since there are much worse things. Like Rising Dragon Cut, which hit for 70. Or Fireburner for 80, or Zap-All for almost 100. He also loves placing buffs on himself. When this happens I lay down one level of Diggin' to bait him into Vanishing it, which is a losing trade for him turnwise and means he can't get up to +7atk/+7spd or something equally ridiculous. Finally he can cast Alhealer+ for 300. This is really annoying but not worth canceling, while you are doing damage slower than he heals it is at least a turn he is not crushing your face with Zap All. Healing is done either with Healer or with Crimson Potions when you just need stronger faster healing. I lose the revival stone to a double turn but eventually manage to prevail and become the mightiest swordsman in all the land.

Nice of you to return for the final dungeon Feena, you've only missed half of this disc's bosses.

Gaia Trent (Justin 27, Feena 24, Rapp 26, Liete 31): It is almost unscaled from the original Trent, Flowerbeam hits for 100 I guess, woo. Oh and it has Vanish and the final dungeon boss gimmick, universal elemental resistance. Hooray for making even more battle options useless, now you can't do shit with magic. Sleep Pollen hits through Liete's Talisman a few times here, which means:

a) Talisman is actually +7 status resistance and Liete has undocumented status vulnerability for some reason
b) Grandia coding is fucked

I could buy either one.

Gaia Armor (Justin 27, Feena 24, Rapp 26, Liete 31) (2 resets): Scaled up Massacre Machine. 6500 HP. Standard boss gimmicks. Eye casts Gravity (-4 to -7 MOV on one, essentially makes them immobile), Vanish and Healer for 500. Body either uses various worthless physicals or Killer Tackles a pack of people for 80. I lose twice because of doubleturn Killer Tackle. Third time of the same gets the win, standard stuff, bait Vanish with one buff layer, use physical attacks, heal with the -MOV character.

BAAL, IS ACTUALLY A TENTACLE (Justin 28, Feena 25, Rapp 27, Liete 32) (1 reset): Four targets. Baal has 7000 HP and beating him ends the battle. Tentacles have 6000 each. Gaia Cyst has 4000 and is straight up immune to elements instead of just resistant. Baal has Seed Smash for 50ish MT damage, Grand Cross for the same deal except it sucks the PCs in front of Baal first, Gaia Tail for 40-60 to one PC and dispels their stat changes. And Vanish because ST Dispel with damage is obviously not enough. Right Tentacle uses pretty much every stat debuff in the game and can cast Alhealer+ for...300, I think. Left Tentacle spams a whole lot of mid-high tier offensive magic. Gaia Cyst spams Deathmark, which is a giant laser sweeping the whole room and does 40ish damage. First time in I get overwhelmed by all the damage and die in short order. Switching in an equipment set built for maximum magic resistance I head back in, and...surprisingly there's no negative status to be seen. Huh. One layer of Starlight Symphony both gives a nice boost and counteracts the stat-down assault as Baal will eventually use a turn to Vanish it. Damage is manageable when you roughly halve Left Tentacle's spell rampage and cancel Gaia Cyst every chance you get. Once Cyst is down (this phase takes plenty of consumables). I go after the main body, since killing the tentacles would just drag out the fight. It's fairly easy to cancel the main body's big hitters in this phase too. Not that bad despite first impressions.

Gaia Core (Justin 28, Feena 25, Rapp 27, Liete 32) (GAME OVER): There are two Mega Gaias and they spawn 2 1300 HP Gaia Tentacles every turn they get (unless there are tentacles on the field, then they either do that or order them to do combo attacks). I can't cut them down that amount of HP in any reasonable amount of time, so I have the main body slinging high end spells and Vanish (of course) at me, 2 Mega Gaias spitting out tentacles and 6 tentacles doing unspeakable acts to my party. Game Over.

Oh well, I am satisfied since I wasn't sure I would get to endgame anyway. Quite a few of the boss battles were a lot of fun to figure out/mock, and now I remember what an awful game Grandia is and will never touch it again.

And just for the record's sake, final party stats.

Justin
Level 28
163HP 76SP
46/39/23MP
111STR 58VIT 121WIT 53AGI
Sword L19 Mace L13 Axe L14
Fire L12 Wind L4 Water L15 Earth L9

Feena
Level 25
158HP 49SP
62/29/16MP
91STR 58VIT 103WIT 47AGI
Dagger L3 Whip L16
Fire L18 Wind L6 Water L17 Earth L11

Rapp
Level 27
164HP 101SP
46/35/15MP
103STR 62VIT 136WIT 127AGI
Dagger L20 Sword L14 Throw L26
Fire L15 Wind L2 Water L13 Earth L6

Liete
Level 32
145HP 65SP
83/58/30MP
87STR 62VIT 145WIT 63AGI
Mace L14
Fire L16 Wind L21 Water L20 Earth L21

Grandia 2 - Why do I do this to myself? There is a good battle system concept buried in here, I like the skill system in general. But the enemies have trouble even keeping me awake. Got to village of spooky eyes. A minor thing I enjoy is the Regional tab in shops, this would be brilliant and multifunctional in a RPG that used it correctly;

1. It alerts the player of items unique to that shop. Stock up.
2. It gives a little extra flavor to areas.

Unfortunately G2 botches the first part by only having consumables in there and the world does not seem like a coherent construct in any way, simply a collection of unrelated towns and dungeons. Oh well.

62
Miracles happen if you believe in the heart that believes in America.

63
Did people enjoy this?  I know having the images on the page makes it a much more fun endeavour like Feeling His Full Length Edgeworth was.  Is anyone even reading this anymore?  I don't know, but I do know I need to get some more serious articles written as well.

It is definitely something I take the time to go through and compare with the pictures each day. Very entertaining. Serious articles are good reads as well, keep it up.

64
Final Fantasy 13 is Game of All The Years

My favorite completely pointless plot tumor you forgot is Rosch gets gunned down and dies in chapter 7 on camera. He presumably gets Bart-revived because uhhhh....

Also I can't wait for what you think of the finale. I'm still not even sure what the hell happened.

65
Baal (Justin 22): Oh joy a duel. Actually dangerous because Justin has 140 HP and Howlnado hits for 70. Boom-Pow at 60 and Zap! at 50 are not fun either given the Grandia turn system. His physicals get nulled half the time after Diggin' stacks which is the small blessing that actually lets me get an offensive game going. He also has Shhh! (blocked, thankfully) and Healer to heal 200 (less than a Justin combo). I defend when I see a spell coming, heal as necessary and get lucky with him never deciding to doubleact Howlnado.

I buy a fourth Talisman. So basically I run around blocking all status unless something comes up where I need another accessory. I no doubt will be missing status fun times boss specials can cause because of this so for those who want that kind of encyclopedic knowledge go make a stat topic. >_>

Guido leaves nooo.

Level 25
137HP 80SP
0/0/0 MP
88STR 48VIT 118WIT 90AGI
Dagger L19 Sword L10 Throw L31

Better than Sue as long as he has a ranged weapon I suppose. With a melee weapon? hahahahahahaha

Hydra (Justin 22, Feena 20, Rapp 23) (1 reset): Oh hell. So this is a recolored Serpent, my favorite boss. 4.5k on the main body, heads range from 1.7k to 3k. I decide to go after the heads for multiple reasons.  Hydra's main body can Head Crash one PC for 70, Crackling for 50 MT damage and cast Vanish, which dispels all stat changes on everyone in the field. Hot Head is the same as ever, doing its 30 MT damage. Toxic(?) Head uses Poison Gas which does absolutely nothing to my party. Nice Head's Recover Gas heals...400 to all. Argh. Last, Pearl Head replaces Mean Head. Can't be that bad with status blockers, Mean Head was a scrub on damage. Pearl Head's attack is...Sudden Death. Which does exactly what it says. Talismans don't catch it.

What the fuck, Grandia?!

Okay once I get over the fact that there is a five part boss where one of the parts dishes out OHKOs on literally every turn it gets I gear up for the second attempt. I can't really go for ID block accessories over Talismans because negating POIZN is just too valuable in terms of turn economy, even more so with the strategy I'm using. I have two Revival Stones (auto-revival on death) and give them to Justin and Feena. I decide to game the turn system here by abusing a certain part of it - once a part of a multipart enemy reaches the "act" part of the ATB bar all other parts stop so you can't have nonstop spam. The idea is to knock back Pearl Head behind the other parts every time it is closing in on a turn. (And yes, I tried canceling the move entirely with Critical - it just doesn't work on the hydra). I open the battle by busting out the Slouch Weeds I've had for a while to itemcast Cold - dropping Pearl Head to -4 speed. I also use Smarna to itemcast Def-Loss for a quick -1 defense mod to all hydra parts. First to fall has to be Nice Head because I simply don't have the resources to deal with that kind of healing indefinitely. This takes some rather intense rounds as I have to juggle doing the big damage, not letting Nice Head get turns, not letting Pearl Head get turns, turn denying the hydra in general with MT, and dealing with Crackling + Hot Gas spam. Luckily Nice Head has only 1700 HP and thus falls fast. Bad news: Pearl Head has 2900 HP and Hydra wises up and casts Vanish to get rid of the debuffs. Sigh. Toxic Head is a real blessing here as its turns delay the others and do absolutely nothing. Pearl Head bites Rapp (sigh) and I have to waste valuable time to resurrect him. I do manage to kill it before it gets anyone else. (It might have gotten a second turn and wasted it on a Revival Stone PC? I don't recall perfectly) Rest is fairly simple though I have to use consumables to keep my MP high. Kill Hot Head, finish off Toxic Head.

Great Susano-o (Justin 22, Feena 21, Rapp 24): Recolored Ruin Guard. 4500/2500 HP. Honestly a joke after that last battle, not worth doing a real writeup for. Main body has Howlnado for 70 damage and the other parts just suck. Has Vanish to make buffing of questionable worth though. This will become a theme.

Phantom Dragon (Justin 23, Feena 21, Rapp 24): Recolored Madragon. 3800 HPs, 2 parts 1 body. Has Vanish. Loves spamming Crackling with both parts, had a hell of a time trying to keep up, used remaining revival stones and a ton of consumables. Maybe it has some kind of MP score because it stopped using it after I weathered the initial assault...it becomes a joke afterwards. Claw attack for 30ish to a small area, Fire Breath still never hits anyone.

Liete get. Having 3 PCs was getting just a bit painful.

BAAL, LORD OF TENTACLES (Justin 23, Feena 21, Rapp 24, Liete 30): PC HP is in the 120(Liete is frail)-150 range. Baal has 6000 HP, Gaia Tentacle has 7000. Killing either one ends the battle. All their attacks are physical but...Baal has Vanish. And a physical for 50, and Gaia Power to heal himself for 400. Tentacle has Gaia Strike for 70-90 + binding effect (like paralysis status without actually being a status effect, apparently). Worse, it has Gaia Fang, which does 80 damage to a large area around Baal and causes -2 to the defense of those hit. It can also heal itself for 700 with Hoist Heel. So uh okay. Lots of healing needed to keep up, yet I need to keep a steady offense to overwhelm the boss healing. Liete's Zap! proves quite wonderful here as it does ~250 damage to both very quickly and cheaply. Justin and Rapp use various physical techs, everyone but Liete uses Burnflare. I go through a ridiculous amount of SP/MP restoring items in my frantic race to keep up as well. I try to evade out of the way of Gaia Fang when I can - when I can't, I Diggin' once to have some parts of the party at 1 Defense mod and some at -1 - Baal will eventually waste a turn to cast Vanish in this situation. I have to res Liete once during the battle and cast a Resurrection spell with her on Rapp too, with a ton of other close calls. One thing that proves advantageous is that Baal and Tentacle are terrible at coordinating their attacks. Baal spends plenty of time moving around the battlefield because the tentacle wants to attack a different target than he does. Once they have been whittled down to 2000ish HP Baal starts spamming Gaia Power like crazy while the tentacle attacks - I decide to focus on a singletarget assault on the tentacle at this point. Victory.

Gaia Battler 3 (Justin 25, Feena 23, Rapp 25, Liete 30): 4500/2500 HP. A joke at this point, though it does have Vanish (oh for fuck's sake). Lightning does 60-70 damage, POIZN Gas has been replaced with Rust Gas which causes -2 Defense to an area, the arms are still bad...a breather after the previous fights. Edit: Okay it could have been good if Right? Arm had used Rayspread more than once. It was ~35 MT damage.

66
Grandia LLG. My memory may be off on some of the party level notes, fever is a bitch.

Milda (Justin 17, Feena 16): HPs are somewhere slighly over 100 here. Milda's physicals hit for 20x2 or so, Drop Kick is a bit of a joke, and Milda Hit hits for 85(!). I assume she can use Splitter but I never saw it. Diggin' up while you can in between the healing, reducing Milda Hit to a much more sane ~50 damage. Defend when you see an incoming attack on a PC. Beat on her when no defensive action is needed. Not hard, just takes a while.

Gaia Battler (Justin 18, Feena 17, Rapp 20, Milda 35): Central part can use POIZN gas for mighty 1-8 damage to an AoE around it. And Poizn, but I never saw it connect. More importantly it has Lightning for 40-50 damage to all, a solid 3HKO to all but Milda. Right Arm is weak to physicals and near-immune to magic and does some scrubby arm flail attacks for bad damage. Left Arm is the same as right, just reversed. Central part has 2500ish HP and arms 1000 less. I first concentrate on taking out right arm, then left, then the main body while easily keeping myself healed post-Diggin'.

At this point I ninja loot the three optional dungeons. This results my gear ranging from storebought in Dight to best axe in the game.

Gaia Battler 2 (Justin 19, Feena 18, Rapp 21, Milda 35): Each part has 1000 more HP here, but the offensive boost nicely negates that. POIZN gas tinks entirely most of the time this time but on the other hand I see Justin get POIZNed twice (easily taken care of with Cure). Lightning does 50-60 damage, inching into 2HKO territory on Feena. Right Arm can cast GrandHealer for 300 healing to all parts, woo. Left Arm's physicals have a chance to cause sleep. Same as before, just ever so slightly more threatening (not very).

Milda leaves.

Level 36
270HP 78SP
0/0/0 MP
119STR 51VIT 56WIT 48AGI
Sword L20 Mace L30 Axe L30

Gadwin remix, in a part where she's no longer god. Just very good at being a beatstick that is almost immortal.

Ruin Guard (Justin 20, Feena 19, Rapp 21, Guido 24): PCs have 130-140 HP. Including Guido. Damn your stats suck Guido. The main body spams Zap! for 50 AoE damage, occasionally taking a break to Healer one part for...100. *golf clap* Axe spams physicals for 30ish AoE damage, barely damaging past Diggin'. Boomerang is absurdly fast but the only thing it can do is cast Boomerang for like 10 damage to one. Ruin Guard has 4500HPs, the parts 2500 each. Honestly this is just a worse version of Gaia Battler. I do get some key skills here - Justin learns Midair Cut, Feena learns Alhealer, Rapp learns Burnflare, and Guido is using his mace-Sue level bad Sword physicals to learn Power Up, which is a nice buff on paper but doesn't get used in the next boss fight anyway. Oh Guido.

NANA SAKI MIO (Justin 21, Rapp 22, Guido 24) (2 resets): No Feena here, le sigh. I get utterly murdered the first time in. I learn three things from this: 1. Defensive play is not going to work here, they get way too many turns if you try to buff up. Many of those turns are used on debuffs 2. I really could use a storebought armor upgrade and some of those full status immunity accessories from Zil Padon. 3. Grandia designers are dicks for putting a disproportionately difficult fight in a point of no return area.

For those keeping track this is the third time in the game I buy gear.

Two hours later...

Okay so. Saki has 5000 HP, buffs herself with Speedy and WOW! and has Boom! for 40 AoE damage and various physicals, including the horrifying Max Lariat for 70. Nana has 4000 HP, a variety of status spells including Shhh! (now useless in the face of my Ribbons Talismans), Zap! for 50 AoE damage and some yo-yo attacks for either bad damage to a wide range or 30ish damage to cone area. Mio has 3000 HP, Stun Gun for 40 damage+Paralyze, Super Balloon for unpredictable AoE Poizn+Sleep, debuff spells like Cold, Freeze and Stram, and Alhealer+ for 200 HP restored to all sergeants. Worst of all, when all three sergeants are alive they can use Trinity Attack for ~60 damage to a very wide area on any of their turns. Yes, it doesn't consume all three of their turns. I have no idea what the activation trigger is, they always use it on the first turn though. I assume it's not at-will because they don't use it that much.

So as you can see status blocking is absolutely mandatory here. They still get an insane amount of turns if you let them with all of their AoE nonsense, so the only proper plan here is to blitz Mio. So I do MT stuff for turn denial and Alheal with Justin when necessary. This ends up in me getting caught with two Trinity Attacks in a row just a bit before Mio dies which is death.

Third try. Alheal is not good enough to waste turns on, it's time to bring out the consumables. Guido uses Mogay Bomb twice for good AoE turn denial, then acts as item boy to restore the party's HP/SP whenever they're even slightly depleted. He also has Bond of Trust to pass his turn to either Rapp or Justin when appropriate. I try his boomerang physical when I get the chance and shock of shocks - it's actually competent. Three shots that are accurate, fast, do decent damage and tie up a target for a good while. Mogayshot is also not bad for ST damage. Note to self, never use melee Guido again. Justin uses Shockwave, Burnflame and Midair Cut as appropriate for maximum damage/turn denial ratio. Rapp does the same with Discutter, Doppelgang, Burnflare and Burnflame. I get lucky with Trinity Attack, they only use it once at a start. I do manage to bring down Mio soon enough, which makes the rest of the battle fairly easy and I can do the rest without further consumable use. Once Nana goes down Saki just doesn't get the turns when locked down even with her +4 speed modifier - so I use her for skill training some wimpy attacks. Ah, vindication.

67
Grandia LLG.

Madragon (Justin 11, Sue 9, Feena 11, Gadwin 30): HPs are in the 60-80 range, with the exception of Mr. Invincible. Madragon is another one of those bosses like Ganymede with two parts that take shared damage and cannot be MTed. This will become a common theme during this arc. It has Burn! for 15-20 damage to a small area, a claw physical that hits MT for 40, Healer for 100 points of healing and uh...Flame Breath for never actually hits anyone even if they're in the visual range of the move. The claw is the only threat, obviously, and it gets nullified by a single Alheal from Justin or Feena while I stack up some Diggin's. Gadwin is equipped with the Chain of Gems, giving him a three hit basic combo. This, augmented by WOW! is my main damage. Justin and Sue chip at the beast with their comparatively sad strikes. It doesn't take too long for it to fall.

And that's the last fight Sue actually fights on this run. Final stats:

Level 11
65HP 32SP
9/4/1 MP
35STR 27VIT 43WIT 20AGI
Mace L8 Throw L6
Fire L1 Water L1 Earth L2

Sue consistently just has less everything than everyone else. Rah-Rah Cheer is serviceable healing up until Gadwin shows up at least. Still, a character slot that can stun enemies, do chip damage, heal and use items never hurts. Maces were built up to save her durability from the junk heap. Round Whacker actually saw use against the trash birds too. Actual attack animations with them are slowest in the game though, woo.

Twin Towers, solo Justin section again has a no run restriction. I have to fight two groups of horned toads, one in a room that is a clusterfuck of them and another in the Leen cutscene. They're just skill level fodder.

Massacre Machine (Justin 13, Feena 13, Gadwin 30): HPs are in the high 80s here. Another "two-part" boss. Burnflame does 15-20 damage to a big area, some kind of twirly attack does 20ish to all, Hurricane Mixer is 10(...)+reposition to a tube area. Can Healer itself for 200. So yeah, damage is really sad. Occasional Alheal takes care of things while the Gadwin Pain Orchestra feat. Justin administers the beatdown.

Massacre Machine 2 (Justin 13, Feena 13, Gadwin 30): This time with updated moves and 200 more HP. Howlslash is 20-25 damage to all, twirly attack and Healer are still there. Basic physical hits for 40ish, the new move is Body Slam. Which is like Hurricane Mixer with more range and 30ish damage. Still nothing really threatening but forces you to keep up on your healing since MM can easily lap the people hit by Body Slam on his next turn.

Gadwin leaves. Sadness.

Level 30
273HP 48SP
17/10/5 MP
98STR 40VIT 54WIT 27AGI
Sword L23
Fire L6 Earth L7

Absurdly overpowered, does not die. That's all there is to say really.

Gadwin (Justin 13): Justin enters the fight with 96 HP. Basic physical combo is 10x2 or so. Occasionally completely tinks after Diggin' stacks. Flying Dragon Cut is 45 damage, Dragon Cut is 55ish, Eruption Cut...8. Yeah I don't know. Anyway, stack Diggin', defend when a big move is coming up, heal accordingly in case you won't have Defend up for a big move. Critical cancelling won't work because crits straight up tink on him. Might just be the horrifyingly outdated weapon. Speaking of which, beating him up takes a while. So long that Justin exits the battle at 110 HP before level-ups.

Grinwhale, Lure (Justin 15, Feena 13): Lure spams Entice for 30ish damage to Justin and brings him to Grinwhale's melee range every turn. Damage is effectively nullified after Diggin' stacks. Grinwhale itself has Spew for 10ish MT damage, occasionally nullified after Diggin', Body Blow, which does 40ish(25) damage to melee range and cancels, and the terrifying Electric Shock, which is 45 MT damage + cancel. I have a rough start here as he loves spamming Shock and end up having to revive Justin once. Strangely he stops using Shock completely at one point, only resuming after Lure is dead. Justin defends if Body Blow or Shock is next, heals in an emergency, and beats up Lure with his free turns. Feena defends if Shock is next, stacks WOW! on Justin, keeps up the party's HP, and joins in the damage dealing with Burnflame when all buffs are up. Whale alone is manageable and eventually goes down.

Trent, Flower, Arm (Justin 16, Feena 15, Rapp 20): Party HP is in the 105-125 range. Trent's main body has 2200ish HP, both side parts have 1300ish. Trent either uses laughable physicals or casts Sleep Gas which is MT, accurate, and actually rather scary despite the usual lol grandia sleep sentiment. Arm uses area physicals for ~30 damage. Flower uses Flowerbeam, which despite its name is actually the strongest attack in the game so far: a whopping 65 damage to a beam area. Usually only catches one, but sometimes you get unlucky. I try playing defensive first. Several revivals later I learn this is a terrible idea, since you simply do not get the necessary turns when eating area attacks and sleep gas spam. Blitz blitz blitz with only the absolute necessary healing to keep Trent from getting turns, then! Rapp thankfully does pretty great damage, Sidethrow does almost 300 to all. Feena finally has the MP to cast Burnflare for a huge chunk of damage to the fire weak Trent, too. Justin uses Shockwave. After SP/MP runs out on the big moves, I downgrade to Burnflame spam. Eventually the arms fall off and Trent's main body can do nothing but defend and be target practice for fire skill ups.

68
Soul Nomad

Fuck N1 games with their "Any new unit that isn't plot gained starts at level 1" bullshit.  Especially in games that start handing you new interesting looking units.  Its a pain in the ass to have to buy one, and raise it from scratch, to see if its worth anything.  Would it really be so hard to, say, have an option of buying a stronger unit for a higher price?

Are you trolling?

Seriously, the game literally allows you to buy higher level units up to your Main Character's level.

69
Great topic, incidentally, Trance/Tonfa/everyone. Bumping this, because why not.

I'm flirting with the idea of getting back into RPG design (I did it a bunch around... oh, a decade ago <_<). Back then I just coded my own stuff, which ultimately I think is why I gave up on it - my biggest project I abandonned because I didn't really like the idea of coding all my own graphical environment/input handling/all that. So what I've actually read of RPG Maker software is quite intriguing, as it lets me avoid the stuff I really don't relish spending hours and hours on. For years I'd kinda assumed it just wouldn't be very good/versatile, but reading up on it recently makes it sound like I misjudged it. Basically, I'm looking for something that greatly streamlines the process of making an RPG (which it sounds like the software does) but still allows someone knowledgeable about computer programming and willing to learn the scripting system the tool uses a fair bit of freedom (e.g. if I decide I want to make an enemy who counters fire magic specifically, I don't want to find out that this is literally impossible to create, regardless of scripting). So since I know there's a few people around here who use it, any general opinions on the software and your experiences with it? Bascially I want to know if it's worth my time and money (though I do note there's a one month trial period with regards to the latter).

VX is basically exactly like you described, so you've got nothing to lose by going for the trial. >_> Try poking around for scripts and games made with the software, too.

Edit: Hit #rpgmon if you have any questions, we occasionally use it for RM chat.

70
Djinn: Yes. And a pre-emptive no.

Grandia LLG:

Saki, 3x Private (Justin 8, Sue 6, Feena 8): HPs are in the 50-60 range. The scrubs get easily dispatched with some quick AoE blitzing in the start. Saki herself has Power Lariat for 40ish damage and some weaker attacks. Diggin', heal, be careful. Not too bad, takes a while and some items though.

Nana, 3x Private (Justin 8, Sue 6, Feena 8): Like the previous battle except Nana is terrible. Her yo-yo specials do something like ~10 damage. One of them is MT, oh no.

Mio, 3x Private (Justin 8, Sue 6, Feena 8): Mio has Balloon, which has entirely unpredictable targeting, usually hitting 1~2 PCs for 1 damage and POIZN+sleep. Stun Gun does 30+ damage and adds Paralysis. While the occasional poizn hit, Grandia Sleep and Paralysis are pretty unimpressive on their own, all three add up to a whole lot of turn loss to the point it's not impossible to see Mio lapping your party. Justin died at one point to POIZN after a barely survived Stun Gun hit. Poor Justin. Wasn't really close to a reset though.

Scrubs on the train: Skill Exp fodder. I do have one character death due to underestimating Sergeants though (39 damage Wave Cut? Ow)

Scrubs on the mountain: Sergeant parties. Easy to deal with when you take them seriously.

You can't run from End of the World randoms. Of all the places for Grandia to make sense. I get caught by one formation of sonic bats no matter what, oh well. There are a few forced fights guarding switches and such in End of the World too, culminating in...

Emerald Birdx2, Clay Bird (Justin 9, Sue 7, Feena 10) (stopped counting resets): Good grief. Emerald Birds have an AoE attack that does 40 to all and paralyzes and none of their other moves are very nice either. 265 HP is sadly not entirely trivial to this party, and I have a number of resets on the fight, one getting caught by a formation while running from the save point, and an absolutely infuriating one where I actually get stuck in the world geometry. I finally manage to ambush this formation and blitz two birds before they manage to kill anyone, then heal and mop up the last one.

Gadwin (Justin 9): yeah well

The randoms at Mt. Typhoon splatter non-Gadwin people if they get an ambush. This and the Emerald Bird fiasco finally make me upgrade from New Parm armor. >_> This is a very noticeable upgrade, reducing taken damage by ~20.

Serpent, Hot Head, Nice Head, Mean Head, Cool? Head (Justin 9, Sue 8, Feena 10, Gadwin 30) (1 reset): No points for guessing the MVP. The rest of the party has 62-77HP, Gadwin has 273. You need to either kill the Serpent (1000 HP) or its heads (423-800HP each)to win. Serpent itself uses 4Head Attack, doing 20ish physical damage to an AoE. Hot Head is fast and does 25 fire magic damage to a giant area. Cool Head uses Stun Gas, doing 0-10 damage to an AoE and causing paralysis. Mean Head's Killer Bite does negligible physical damage and causes moveblock. Finally, Nice Head heals all enemies for 100 every time it gets a turn. First time through I start slow, buffing myself up with Diggin', the works. I soon find out I have no way to cure moveblock and seemingly can't keep up with the healing with the dragon getting a whole lot more turns than I do. Oops. Second try, I blitz the Mean Head so I can't be permanently screwed. Feena gets Moveblocked though! I have no reason to care. Feena supports Gadwin with WOW!, occasionally healing herself with items, Gadwin does the damage, Justin and Sue can't keep up and die. Oh well. I take out Hot Head, bringing the hydra's damage output to levels manageable by Alheal. I resurrect Justin and Sue, then start grinding down the hydra. Cool Head falls, Nice Head falls and the Serpent dies.

71
Grandia LLG. Yes.

Rockbird (Justin 2, Sue 1) - Gets in one hit for 6 damage despite the fight taking four rounds. Is a worthy contender for the worst first boss ever.

Orc Chief + 2 Orcs (Justin 2, Sue 2) - Makes me use healing items! Firebreath is a respectable 3HKO.

Squid King (Justin 4, Sue 3, Feena 6) - According to test runs you get no more exp for killing body parts of multipart bosses, making this less of a nightmare. Use the Burn!/Burnflame items that have been piling up with Justin/Sue and have Feena spam Burn!. At this point the tentacles are almost dead and you can go to town on him. His attacks are scary (point blank Shockwave OHKOed Sue on a test run) but when he almost never gets turns...

Chang (Justin 5, Sue 3) (1 reset) - I get curbstomped. What do you mean I have to buy equipment sometimes on this playthrough

After the gear upgrade his punch combo is down to a 3HKO on Justin and 2HKO on Sue from the previous high 2HKO/OHKO, making the fight much more manageable. Tornado Punch is just a slightly worse basic combo and Spin Kick sucks unless your PCs are bunched together. Timely use of defend and liberal use of healing items takes the fight without much trouble.'

Ganymede (Justin 6, Sue 4, Feena 6) - Everything the boss has is physical so Diggin' completely trivializes the fight. After 7 stacks of Diggin' I just wail on him to win.

72
Tournaments / Season of Champions: Finale!
« on: November 10, 2010, 08:54:12 PM »
Faiel strikes again.

Jade 7, Lady 5
PD 10, Yuri 2

Cecilia 7, Rubicant 6 (Laggy tiebreak)
Ted 6, Jecht 3

Berserk 10, Ultros 4
Rune 5, Tristan 3

Cait Sith 10, Lani 2
Shabon 9, Elly 1

Godlike:
Jade (BoF1) [Piastol, S17] vs Profound Darkness (PS4)[S58]

Heavy:
Cecilia Lyne Adelhyde (WA1) [S17] vs Ted (S4) [S40]

Middle:

Berserk (WA1) [S32] vs Rune Walsh (PS4) [S14]

Light:

Cait Sith(FF7)  vs Shabon (S3) [S58]


HALL OF SHAME:

Menardi (Season 2, Godlike) vs Rena Lanford (S2, Light)

73
General Chat / Re: Sigs & Avatars: Internet Vanity at its Best! 2010
« on: October 20, 2010, 07:33:04 PM »
Yeah well apparently they no longer exist on the internet.

If you had embraced your President Spirit earlier this would never have happened, MICHAEL!

74
General Chat / Re: Sigs & Avatars: Internet Vanity at its Best! 2010
« on: October 20, 2010, 05:36:50 PM »
RICHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARD!!!

What's wrong, Michael? You seem particularly inanimate today. This is why nobody wants you to be President !!

75
Clearly you have not seen PKMN Richard!! the PA twinked Two Hands Toad Rod Charge Battle Wizard in action. *crosses arms*

It is a fine piece of equipment, a bit silly but you can use that niche and have a good time turning people into frogs with rod beats. I don't see why making it a bit better at its niche is such a point of contention. It's certainly more interesting and noticeable than yet another slightly tweaked magic boosting rod would be. If you want to do serious powergaming obviously you use some other setup, there are hundreds to choose from and that's the beauty of FFT.

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