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Let's Play Final Fantasy Tactics A2: The endgame


Parrhesia
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Who are your favourite units?  

23 members have voted

  1. 1. Pick up to five!

    • Kyrie, the monastic lizard!
    • Rodanu, the redeemed garbageman!
    • Nofilia, the master of lowkey wizardry!
    • Lawrn, the spicy boi!
    • Caul, midget knight!
    • Ursla, the archer who always tells the truth!
    • Wolfe, the archer who always lies!
    • Dillan, enabler of blue magic!
    • Torch, technically named Torjin!
    • Gren, who has 'damaged' tattooed on his forehead!
    • Yoana, the ultimate wingman!
    • Elm, master of the Attack command!
    • Nathala, who is a woman no matter what the game files say!
    • Pyrrh, the gunsman you voted for!
    • Yvet, who I was sceptical of but who became my best unit!
  2. 2. Who are we?

    • We do the job to the letter, no matter what.
    • We follow our hearts. The quest is a means to an end.


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40 minutes ago, Euklyd said:

I appreciate how duelhorn is so starved for half-decent war chiefs that they'll induct even an amnesiac into their highest echelons of leadership

To be fair, Marquis wasn't an amnesiac until he started taking the potion for Cyda.

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16 hours ago, Radiant Dragon said:

To be fair, Marquis wasn't an amnesiac until he started taking the potion for Cyda.

That's true, but it also doesn't really have anything to do with what I said. Alys and friends kicked out the old leaders, then they come back and tell Maquis – who by that point has lost most of his memories – that they need him for their new government.

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  • 3 weeks later...

UPDATE 116 - The Unit Overview

Spoiler

 

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GUINNESS CLEMENS, the Protagonist
Sigurd Grannvale Award for Living Up to the Billing

This is his story. He very much lived up to the part. He was built as a straightforward melee bruiser, an impenetrable hunk of steel that smashed people, the Core Guinness Experience.

In the end, he was one of the few people to keep a shield, taking the special Opportunity gear (by a distance our best weapon AND armour). Retaining the flame shield ensured that he could Backdraft in melee for added damage AND healthdrain, while Aurablast/Air Render/Air Blast/Saint Cross gave him all the geometric attacks he could ask for. Counter, well, it's hard to beat. Guinness was an earlygame unit who never went out of style.

Statistically, Guinness had the best defence of any of our units. His HP, attack and resistance were all above-average, and his speed was happily mediocre.

There was little to do differently - Fighter is one of the best classes in the game. Paladin gave a far superior gear selection and allowed the passive slot to be used on something besides Shieldbearer, making him even MORE invincible.

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LAWRN MENSA of the Limited Moral Code
Claudio Ranieri Medal for Surpassing Expectations

I wasn't really sure what to do with Lawrn. Bluntly, I didn't like nu mou.
I was wrong.
Initially, he was just meant to sort of be - and was - my meat-and-potatoes wizard. This was fine for earlygame, but, well, he needed something to set himself apart from midgame onwards with Nathala already becoming that. And, well... it turns out that Halve MP is the best Passive in the game, in terms of making some VERY nasty nu mou spells viable.

Lawrn mostly found himself using maths to attack the battlefield - using a dark robe (or boneplate as an alchemist) to ensure that blasting himself healed rather than hurt). When he did close to range, he could drain from arcanism and nuke from alchemy. In theory, he could also have used the gravity/demi line of spells... but they were too inaccurate and I never actually used them. Still, he was an extremely good damage-dealer.

Lawrn's stats weren't very good. He was one of a handful of units to exceed 200 resistance and had the best magic of any unit - admittedly, 39 of this came from equipment - and, for what little it's worth, the best mana pool. He was also the slowest unit in the clan, with the second-lowest HP (to Montblanc), second-lowest defence (to Montblanc) and second-lowest attack (to Nathala).

There weren't many missteps in Lawrn's development - he found himself in two lategame jobs. Excellent early because of the sheer power of early black magic, he couldn't quite retain that level of power but was still a strong unit who never felt like a liability.

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NOFILIA OF THE FENS

Nofilia did exactly what was needed of her. Early on, a powerful and versatile mage. Late on, a powerful and versatile mage, doing exactly the same things as earlygame only twice, and that was more than a match for everyone's new toys. Basic as she was, she was still one of my favourite units to use.

She had a very simple plan of attack - elementalism for single-target damage, black magic for when areas were needed, and being able to doublecast Every. Single. Turn. Made her insanely fucking good. She could even fence, if necessary, but it rarely was.

Nofilia's stats were strong, on the whole. Mediocre HP, average attack, speed and resistance, pleasantly and admittedly the third-worst defence. That said, she was a ribbon-bearer.

Nofilia's only weakness was the lack of an R-ability - Sticky Fingers never even triggered. Counter would have been preferred because then she could get some use out of that rapier, at least, but viera (otherwise the best race) lack it. Return Fire would probably have been the most effective. But that's all hindsight - she was one of the best units, start to finish, and pleasingly lowkey about it.

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KYRIE SMASHMOUTH, the Gallant

Kyrie was a white monk. You cannot go wrong with white monk in earlygame - or ever. In the end, Kyrie developed into the sort of baseline beatstick, never the best but always a very serviceable fighter, sometimes falling out of favour and other times coming back into it. I'm just now realising that he has two orbs of minwu for some reason.

In practice, Kyrie was very standard - I never used Haste, his one real trick, as much as I intended, so he just hit things from range with monk skills and from close up with his weapon at the time.

Kyrie didn't excel in any particular stats. His HP and attack was about average for the melee guys, his speed average overall, his defence poor and resistance good due chiefly to his robe. The low movement bogged him down, but it was worth it for the superior equipment selection and, more importantly, the fashion.

I dithered for a long time over whether he or Cid would be the master monk and which the cannonneer - ultimately, the cannonneer became a random dragoon I picked up. Kyrie's build wasn't the most exciting, and the templar skillset is pretty underwhelming, but he was a good, solid unit across the entire game. For optimisation... well, templar isn't a very good class, and Bonecrusher's a lot worse than Counter due to the caveats, but still. He was strong. He was good.

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SULLEN RODANU
Sunderland AFC Comeback King Trophy

Rodanu recovered from an incredibly crap start in which he was a liability for the duration of earlygame to become one of my absolute best units, owing entirely to the synergy of Geomancy and Parivir. He had a well-rounded selection of abilities... AND the ability to do upwards of 400 damage in one hit to basically anything. It wasn't really fair.

In combat, Rodanu walked up to things, did good ranged damage with Wind Slash/the fighter ranged attacks (and thus had a strong selection of geometry) and one-shot basically anything in melee.

Rodanu's got one stat that matters - the highest attack stat (not counting dual-wielders, since the listed number for them is kind of a lie). His defence was below-average for a melee guy but fine enough overall, his HP and speed were average, his resistance was among the worst in the clan - and that's with those wizard levels.

Rodanu is terrifyingly easy to optimise. Finish off pugilism earlier. Don't make him an archer, don't make him a white/black and then, for a significant amount of time, blue mage. If Rodanu had just gone soldier to fighter to parivir... well, I'm terrified, honestly.

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CAUL, of the Legacy of Lini

I'll be honest - I like Caul as much as anyone. But he was probably my worst unit by the end of the game. He was fine early on, sure, and still decent in the end... but other characters picked up ways to do massive damage to people from many different ranges. Caul started out an animist/thief, thus in Kyrie's shadow as a damage-dealer, had a stint as a birdsman and thus in Hurdy's and Yvet's shadows as a support unit, and ended a knight, thus in the shadow of every other melee unit.

The key thing was that Caul was painfully basic. Until four rounds elapse, he can only deal weapon damage - and that stops being terribly impressive after a while, and his only ranged attack was to do slightly less weapon damage from 3-range to a single target, which is to put it into perspective a fucking ton worse than the monk/fighter skills that half the other fighters had. The rest was mostly utility that wasn't especially useful.

Statistically, it didn't help - he was probably crippled by the mediocrity of chocobo knight gains. Yes, he was one of the fastest units thanks to those levels - third to Adelle and Gren - and his defence was third as well (Luso and Torch). But his attack was mediocre for a fighter (not much more than Yvet, Nofilia and the weaponless Cid), as was his health. The evasion helped a fair bit, and could have been raised to 30, but even so - he was a jack-of-all-trades in a squad of specialists.

In theory, the way to optimise would be to stick or (probably) twist with chocobo knight - if the latter, to pick up the full animist skillset instead to try and get more utility he could actually use. Even then, the same core issues remain.

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ADELAIDE 'ADELLE' 'ADELE' the HERITOR, Dollar-Store Yuffie

Adelle starts out as a thief and is best-served continuing to be a thief. She's very useful earlygame purely due to being extremely fast and having a kukri, which is easily the best weapon you have until the game starts to properly open up. Then she stole things, and then, at the end of the game, she fought things. She was never great, but always useful.

Adelle stole things when it was useful, but mostly lategame just ran up to things and hit them with swords. Heritor helped to give her a few decent ranged attacks and, helpfully, access to good equipment. She's got the twin Ayvuir blades for the flavour.

Adelle's stats, well, she knew what she wanted to focus on. Her attack looks huge but it's due to the dual-wielding - in reality, it's pretty mediocre, worse than Nofilia's. Her defence is mediocre too, and outright poor for a melee fighter, her resistance is unremarkable, and her HP is actually the third-worst in the party (better than Montblanc and Lawrn). She's the second-fastest unit we have, losing only to Gren (thanks to the Tiptaptwo), though, and that compensates for a lot of weaknesses. As in, all of her other stats being pretty bad.

Adelle followed the optimal theft path - specifically, into ninja, a good class with mediocre skills, and then into heritor, a good class with mediocre skills.

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PLAIN OL' ELM
Christmas for Turkeys Shield for Popularity Contest Wooden Spoon

Elm hit things. He went through much of the game with just the attack command, and then went through much more of it with just attack and Furore. Still, he only properly came into his own in the proper midgame, when he started to develop into an actual unit who actually did things. Even so, he evidently did not catch anyone's hearts with a mighty 0 votes.

Elm's stats were polarised. His attack was the third-highest, just one lower than Torch, his HP/defence was high-end but not top-class, his speed surprisingly average and his resistance mediocre. His magic was the third-least (Torch has the least), and easily the worst out of anyone who actually used it.

It should have been recognised earlier that berserker isn't a good or interesting class - it's just Furore, basically. Viking, meanwhile, was criminally underrated - strong magical ranged attacks and the only direct armour-theft in the game. Of course, the best seeq class is the ranger - they're just extremely fucking boring, hitting things for 100%-chance 400-damage every turn.

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WOLFE RAINSFORD, the archer
Leonidas Cup for Fighting in Ursla's Shade
Pet Rock of Finishing Highest-Level

Wolfe was the second-best unit we had for large swathes of the game. It took a while to grow into power - a rough start through soldier and archer, where I studiously avoided trying to level him at all, before finally finding joy in hunter. Through the early and midgame, he pelted everything with arrows, and that was really fucking good. The downfall of the class, though, is the lack of a strong 7-range neutral-element greatbow, and he plateaued lategame when melee guys started being able to oneshot things.

In practice, shooting things was all he needed to do. Sonic Boom was used less than expected, but it was still a very useful option to have, and Sidewinder was obviously clutch to just double damage against monsters (and ignore trajectory) with no downsides. Even Hunting was useful for sniping the odd extra treasure. Precision was occasionally useful - Focus was good for when you had nothing better to do, the statuses would've been more use earlygame but were usually less good than just shooting things and Lightning Strike never hurt as an option. Ranged Counter was very useful, and should have been gotten almost immediately. And, well, he got Ultima at 5-range, with no other use for mana.

Wolfe's stats ended up being pretty average across the board, not really in the top or bottom end for any stat. HP and Attack were slightly above-average, and his Resistance was weirdly good for a physical unit.

All in all, Wolfe was just The Optimal Human Archer.

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TORJIN 'TORCH' STRONGFISTS
Robert de Niro Trophy for Method Acting the Part

Torch was built to purpose. He was meant to be an enormous thug who murdered people and was impossible to kill. All of this happened.

Torch's playing style never changed. He rumbled across the battlefield. He was impossible to kill, and upon being hit at any stage would immediately get Reraise. He hit very hard, from either melee range, all around or with any of four breath attacks - Jumping as well, when a dragoon.

Torch knew what he wanted. He had the least magic, fewest mana (by 11!) and second-least resistance (to Cid). He had the second-most HP (Pyrrh, due to a higher level) and Attack (Rodanu), and the third-most Defence (the Paladins - though his Defence+ passive would have raised him over Frimelda). Surprisingly, his speed was only mediocre, though his movement was obviously poor.

Torch was pretty focused on dragoon and defender, the two best bangaa tank classes. It would be more optimal to give him counter over dragonheart, but c'mon, he had to play to type.

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URSLA TELL
Johnny Warren Award for Being the Best

Ursla was the best unit over the course of the LP. Early on she destroyed everything from 7-range. Midgame she destroyed everything from 7-range. Lategame she, well, did very strong DPS from 7-range - and any faults are from longbows lacking any really high-end weapons more than her.

The only thing that held Ursla back was the lack of much of a support structure within the viera race. She mostly just doubleshot things. It turns out that very little is better than just doing double damage from a ridiculous range every turn without drawbacks? When out of range; focus. She never really made much use of status.

Even with a poor weapon, Ursla's attack was close to the top and she was fast, as well. Her defensive stats were universally mediocre, but did it really matter?

Ursla's the textbook sniper, a class that doesn't have many other synergies - okay, so to be a bit more optimal she'd dip into assassin for return fire and maybe some of its skills, but who cares? Ursla was the only relevant character not to master any class, but it didn't matter - she was tightly-focused, and did her job.

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'TALLISH' YVET SYLVER
Athens Medallion Award for Best Reader Submission
Specta Cup for Most Overt Spookiness

I'd been sceptical of green magic in the past. I was wrong. Yvet offered a bit of everything throughout the game - never my best unit, always useful and sometimes extremely nice to have around. Distinctly a support, but one who could hold her own.

Yvet buffed everyone's accuracy that needed it and then fought, hard - a capable bit player in every fight, who could inflict debuffs along with decent damage. Magic Evade/ice absorption/a ribbon ensured she was pretty tough despite defensive stats that were middling at best, and she just locked down one or two enemies across the fight allowing them to be taken out piecemeal. Sleep came in handy a few times, too. Due to Tranq, she was essential against undead, and partnered extremely well with debuff specialists Gren and Nofilia.

Yvet's stats were mostly mediocre. Her resistance was decent, her attack slightly above Cid and Gren and her speed the fourth-highest, but a low HP score made her somewhat fragile.

Yvet made everyone around her better - and as far as that goes, her build more or less made her optimal for that.

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GREN LEDGER-MAKARA

Pure rogue. Gren was responsible for providing one of the running gags of the LP early on by repeatedly fucking me over with misaligned red springs, but then he shaped up into a real handful to deal with, and my best thief. He wasn't as great lategame, when he wasn't quite as able to put out the insane DPS of others, but he never went out of fashion.

Gren's workhorse ability was to toss knives everywhere - good damage at 4-range with a chance to disable? Sign me the fuck up. Smile Toss was situationally lovely to have, while decent stats and Counter made sure he was no slouch going toe-to-toe with enemies either. Later on, he became my main thief.

Unsurprisingly, Gren was the fastest member of the team and was surprisingly durable as far as defence went - though not a pure tank. His attack and resistance were pretty average, his HP a little suboptimal.

Gren probably should've had Concentration instead of Safeguard, but it's pretty marginal.

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BENEVOLENT NATHALA
Freedom Eagle Mark of Being The Most On-Brand

Nathala was meant to be a seer, but it just didn't happen. Partially this is because seer, it turns out, isn't very interesting - oh wow, maybe she could hit a few people physically with her clan-worst attack stat. Mostly it was because seer made her look too masculine. Did it matter? She was above-average throughout the game.

In any case, she was consistently a very solid performer who could heal or (mostly) harm as the situation required. Mostly she just blasted people with black magic - and could pick from the higher rungs if she was taking a beating - but if the tide was turning, she could just as easily heal or revive instead. Somewhat annoyingly, Geomancy meant that she couldn't take advantage of elemental weaknesses, even though it was more a perceived annoyance than an actual deficiency.

Like the other pure magi, Nathala's stats were extremely polarised. Her magic was pretty high, her resistance second only to Montblanc, her defence was pretty bad, her speed equal second-lowest and her attack lowest outright.

Nathala wasn't quite optimised, but she was close enough - she needed Seer for Replenish MP anyway.

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CID [no surname given]
Annoying FFTF Shitposter Shield for Highest Commitment to a Gimmick

Cid was a hard nut to crack early on... as a guest. Even so, he needed a place to call his own when he got back - after all, Torch was kind of holding down the Fighter tree and Kyrie the Monk, and that's, well... the two real ways a bangaa can go. Pyrrh, who is next, embraced a single black sheep class - Cid, by contrast, embraced a single stat. Evasion.

Cid was fucking impossible to hit, so he just waded right into the fight and decked people. Guys would miss him and then get shunted back for decent damage, routinely. He also had the Discipline staples to get him fighting from range, while Cross-counter and Pummel ensured that at melee range his middling base damage would be at the very least doubled.

Cid was actually pretty mediocre statistically. Admittedly, to have roughly the same attack as Yvet without a weapon is pretty respectable, and his speed was above-average with pretty decent defence and the third-most HP (to Pyrrh and Torch) ensuring he would take some time to kill off. His resistance, surprisingly, was the worst out of the entire clan.

Bluntly, Cid would have been a better unit if he'd had the whale whisker. Even if he had committed to the doubleshields, it would have been better were they fire and ice (as they were at the start). But, c'mon - where would the fun have been in that? To be even more thematic, he could have taken Reflex or Strikeback, but that would just have been impolite.

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PYRRH 'FIREFIST' ESIA

Pyrrh was another unit I was sceptical of. Bluntly, cannoneering doesn't really have a lot of synergy with the bangaa. To which Pyrrh just chuckled and was like, check this sick filth out. Pyrrh wasn't quite at the level of the two archers over the course of the game, but he gained momentum late on.

Pyrrh got a lot of mileage out of the plain old attack command, whether or not it had been prepared beforehand. But that was usually on approach to the thick of the fight - Mortar was a huge damage boost, and immobility didn't matter so much when his range was so great. Ultima 'Sword' added another high-power string to his bow, as well. Strike Back was very rarely relevant, sadly, but worth it when it did show up. Mostly it showed up to foil my attempts to break him out of charm/confusion.

Pyrrh was statististically polarised. Surprisingly, he had the most HP in the clan, and the fourth-most defence after the paladins and Caul - his resistance was poor, however. His speed was the second-lowest in the clan as well. He was no slouch in attack, high-end if not quite top-tier. His magic was the second-lowest, so yeah, any thoughts of Trickster were going nowhere from the start.

Pyrrh was very focused and there wasn't a lot of alternatives he had - though I'm just now noticing that he has Shieldbearer for some reason, but he didn't have a lot of alternatives anyway, short of taking a long dive into monk for the Templar attack boost. And, frankly, who had time for that?

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YOANA IRONGOD

Yoana was the Sole Gria because, much though I like the race, it just doesn't work out too well to have multiple ones - hunter is, well, taken, and geomancer doesn't synergise well. But ravager and raptor are both really interesting and good and cool fight classes, and Yoana was one of my consistently best and favourite units throughout.

Yoana had the full toolkit as far as I was concerned. Distant attack? She could do a windy thing, and attack in a line for good measure. In melee, she had free reign to either cripple stats or ignore reactions with her attacks... and, better still, eventually she mostly just Sneak Attacked things from behind. That was her means of ridiculous damage, and it didn't cost mana.

Statistically, Yoana's strong, but in a generic kind of way. High-end HP, attack and defence, average speed, poor resistance. Her most important stats, though? Six movement (admittedly just through the tabi), and flight.

There wasn't a lot left to optimise - there's effectively two gria classes, Yoana was them both.

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DILLAN BALBOA
Rocky Montage Prize for Being the Comeback King

Dillan only existed to try and make blue magic work out. It didn't. But I had him anyway, so I figured why not use him? And... well, Dillan was a top-tier unit by endgame.

Halve MP made Dillan. It makes the Sage, pretty much - all these niche high-end spells to crush people, capping out at the party's most devastating attack in his particular version of Ultima, available at just 16 MP. Time Magic was a pretty damn useful support, as well.

Dillan's speed was above-average, as is, it's worth mentioning for a mage, his mobility. His resistance was high, his magic somehow actually second-highest in the group. His HP was unremarkable, his attack and defence poor, but, bluntly, who cares? Still decent for a mage.

Best of all? The punchline to all this? Dillan was incredibly badly optimised! He started out as a beastmaster, for Christ's sake! And then his trajectory was... erratic, at best. It took a while to settle, and it's something of a miracle he recovered.

From here are special characters, so there'll be less to say about them.

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HURDY

Hurdy was impressive early on, moreso than I have him credit for. I was a sceptic, but it turns out that MP boosting is actually really good on its own merits? And of course he had a good supporting skillset on top of that. And then, for added bite, a pistol. The issue was that MP boosting lost its relevance in the hypercharged endgame, so Hurdy wasn't really the best unit at anything in particular. But he could do a bit of everything, and that was worth something, even if he lagged behind at the end.

Hurdy's stats are remarkably bad in all regards.

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ALDE

Alde.

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FRIMELDA LOTICE

Frimelda is pure beast mode. Distilled. The only problem is that's basically all she is - she comes with a very diminished skillset and a very powerful attack command, so if you've already got one fighter/paladin, and in fact have like a million guys with fight/monk 

Frimelda's attack was the highest in the group, but only with both swords factored in - individually it was 186, which is only average for a physical unit. Her defence was second-highest, though, and she was deceptively fast with decent resistance.

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PENELO

Penelo is a dancer and that is all she will ever be - she comes too late in the game without enough even of her own unique skillset to be properly mutable. But that's fine - dance is good! Dance is interesting! I'm a big dance fan. She can do decent damage from a range, she can inflict an impolite number of status on people, and, hell, having no plausible secondary skillset at least means she can be one of the itemsmen. I liked Penelo.

Penelo's stats are all pretty bad, apart from being fast.

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VAAN

Okay Vaan is less good, sky piracy is less good. There just isn't much interesting going on in Vaan's class, aside from the ability to disarm traps which is relevant in precisely one chain of quests, which I had finished all but one of by the time I had Vaan. 

Vaan's quite fast, but not enough to make up for being both weak and fragile.

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MONTBLANC

Montblanc is a pointless fucking unit in all honesty. Vaan and Penelo come late effectively soft-locked into their own unique classes. Montblanc is... a basic bitch black mage with all of like four skills learned, who joins in the postgame. There's nothing more to add. I gave him his Gigas Pendant at least.

He has the best resistance in the squad by a landslide and is incredibly bad otherwise.

 

 

Edited by Parrhesia
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FINALE

Spoiler

 

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I know the end of this has been kind of derailed by 2017 being ... rough. 300 quests is bluntly a lot of grunt work. So we're just going to skip to the good parts.

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Cinqueleur have the least polite rule I swear to God.

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They've, uh, sure done some grinding, huh.

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Maybe it's because of your insistence on challenging us one at a time??

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In fact now that they're throwing all five at us,

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Aaaand we're breaking the law! That was quick.

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The numbers aren't in our favour and also it turns out that Vert has reflect so Nofilia sets herself on fire twice.

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Fuckkkk.

The numbers aren't in our favour here - or, at least, the damage numbers. But something's about to come to my rescue;

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maths.

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fuckckkk

oh by the way the healing reflects off the green mage and hits the white mage a second time.

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FUCK OFF OPPORTUNITY

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We needed a confuse proc on someone there. But they've basically all got status nullifiers ffs

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I learned that a flanking magic frenzy from the blue mage, it turns out, does like 600 damage.

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eighty
with
his
fists
but hey it procs Dragonheart!

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Well!
We got one of them!

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It's okay, Rodanu. You tried your best.

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Fun fact about their black mage - he has so much resistance that Nofilia dealing fire dealt a princely ten damage. Which was then minus ten because of his absorption of every basic element, but...

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Yyyyeah we don't have the numbers for this.

Except for one man.

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One man and his fearless Sancho.

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And one trick up my sleeve.

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AHAHHAHAHAHA
AHAHAHAHAA
AHAH...
AHA-
Hah?

what the fuck?

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Well? What've you got, Montblanc?

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So, this is the deal with Dark Matter. You know those bullshit knots of rust I've been throwing as a joke this whole time?

Each dark matter deals, flat-up, no modifiers (except probably Item Lore doubling it), the number of knots thrown since the last dark matter multiplied by four. Apparently I made it as far as twenty-seven, so the precise amount of Not Enough Damage was 108. Now it's 1 because it resets. It's a weird mechanic, more an easter egg than anything useful.

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I guess Montblanc's fucking dead or whatever bye

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Let's instead end the LP on... winning.

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Its first attack? Love. Two guys get charmed, two doomed.

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The primary use for Take Aim/Blitz/other half-damage attacks.

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Actually Nathala taking damage allows her to solve doom due to Replenish Mana.

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shiiit.

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That!
Isn't very nice.

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So yeah basically we're just sort of camping out and shooting at hi-

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-fuck.

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huh.

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Yeah, this is getting complicated, but...

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Pyrrh's first action has been boosted twice, so it chunks off 300 HP.

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The earthquake finishes off Nathala.

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But it's just two guys. And the sheer power of 'having guys from a distance that do a lot of damage', well...

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Bring it home, Wolfe.

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Look at the little prints in the snow!

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But yeah, that's it. That's... pretty much the finale for this LP.

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We get a long series of notes on how the weapon came to be. Not the most exciting ending - and it's a shame I couldn't kill the Cinquleur, but their numbers are just too damn high.

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So that's the LP, I guess! Hopefully you've all enjoyed it. I'm pleased with it, on the whole, managing to do a few things that worked and a few that might not have but, hell, were worth trying.

Next up on FFTA2:
If I can get it to work? FFT1.

 

 

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Well done! I eagerly look forward to your next endeavor! Here's hoping the OG Final Fantasy Tactics isn't too archaic for ya to enjoy. Also:

On 2017/3/26 at 9:28 AM, SoloCross said:

If you are going with FFT PSP you might want to look into the slowdown removal patch. The animations are too slugish otherwise.

There's a patch for that?!

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18 minutes ago, Omegaprism said:

Well done! I eagerly look forward to your next endeavor! Here's hoping the OG Final Fantasy Tactics isn't too archaic for ya to enjoy. Also:

spoilers: it is

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So you opted not to do the 3 Brightmoon Tor watches and the secret final battle? Or did I miss that?

I understand if you left them out. Square wasn't trying to make difficult battles with them. Only egregiously obnoxious ones where your enemies are guaranteed two thousand turns to your one, and yet they still can't kill you.

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I've been really busy/distracted this last week so I didn't get to comment on this like I intended to; that was a very nice writeup and I 100% enjoyed the run.

It's a shame about Tor, but FFT1 would probably be just as interesting anyways. I'll definitely follow whatever the next project is!

EDIT:

On 3/25/2017 at 4:44 AM, Parrhesia said:

And, well... it turns out that Halve MP is the best Passive in the game [...]

Blood Price is still better  ? 

Edited by Euklyd
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4 hours ago, Euklyd said:

I've been really busy/distracted this last week so I didn't get to comment on this like I intended to; that was a very nice writeup and I 100% enjoyed the run.

It's a shame about Tor, but FFT1 would probably be just as interesting anyways. I'll definitely follow whatever the next project is!

EDIT:

Blood Price is still better than all non-Halve MP passives ? 

Funny you should mention the next project... says Parrhesia, plugging desperately

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