Final Fantasy Hacktics

Projects => Completed Mods => Celdia's Complete Patch => Topic started by: Wiz on June 24, 2011, 02:50:07 pm

Title: CCP - Battle Logs
Post by: Wiz on June 24, 2011, 02:50:07 pm
Post your progress of CCP here, whether it's in the form of a video, a photo, and/or a blob of text. It doesn't matter ;)
Title: Re: CCP - Battle Logs
Post by: TigerKnee on June 29, 2011, 11:40:26 am
Continued from the old thread

Dorter: Patched version is much easier. Crossbow Nomads means the 3rd guy doesn't get to do much while the 2 nomads closest to you actually have to expose themselves instead of being able to snipe at you indiscriminately.

The Red Mage and Champion managed to walk in a way that I could Dolphin Kick a few times both helped too.

Sand Rat's Cellar: Lots of Champion means quite a long battle but I managed to get a few Stone Strikes off which REALLY helped.

There was a tense part at the end where my Champion had 0 left on his crystal clock with my only unit left being Ramza but I managed to pull off a chain of sandbag revives that went Ramza->Champion->Alchemist->Red that made me win without any dead dudes.

One of the enemy dropped a crystal and my Alchemist picked it up. He gained a pretty crazy amount of skills which makes me wonder exactly how pumped enemy class levels are.

Thieves fort: I have a feeling the Training Vest item is actually counterproductive. I entered this fight with level 13-14 opponents wearing 40-80hp heavy armour items which means I'm facing a bunch of brawlers with twice my champion's HP and a 200 hp Miluda who has Move-HP Up and can cast Regen on herself.

Try 1: Red Mage ran and got off a Thunder which killed Algus and my Alchemist and reduced my Champion's HP into half. Restart with better formation.

Try 2: Champion had best compatibility with Miluda beating 70HP per Frost Brand hit. Miluda actually ran into the deep Water causing me to lose because she regenerated her health while I was trying to blitz her, which is hilarious.

Try 3: Replaced my Red Mage with a Black Chocobo (Oh yeah, I grabbed one earlier in a random with a Demagogue) and blitzed Miluda pretty much. Can't really kill the entire enemy team like I usually do in Vanilla FFT because of level scaling.  :|

Random comments: I'm not convinced that the nerfed Martial Arts deserves to cost 300 JP and for that matter, considering there doesn't seem to be an easy way to raise Brave, punching people with a 25% bonus only doesn't seem that great at 70 Brave (highest you can get from Soldier shop I think.) There's also a lot more special abilities on weapons now which decreases its worth.

Also Demagogue has like single digit numbers and charging for Invite? I guess it's to stop abusive stuff but even after I defeated everyone else and crippled the monsters I want to recruit... man does it take a while to land.
Title: Re: CCP - Battle Logs
Post by: Celdia on June 29, 2011, 03:28:50 pm
On Miluda: You will find in CCP that battles with a "Kill _____" objective are going to be much harder than a "Kill all enemies" battle. The idea behind this was to make players focus on actually following the objective to succeed rather than wiping out the entire enemy force. You are still welcome to try, of course, and there are more prizes to be won for doing so in most battles but just keep in mind that it is going to be a lot harder than if you just focus on the target of the battle.

Easy way to raise Brave: See Homemaker skill "Ambrosia". I may lower the cost of Martial Arts in the future, though. Attack Up is the really dangerous Support skill with it being a higher bonus now.
Title: Re: CCP - Battle Logs
Post by: RavenOfRazgriz on June 29, 2011, 07:05:19 pm
Re: Training Vest

You're right, it's a counter-productive item I've sold and never bought again and I've voiced how Ramza starting with one is completely awful and punishes every player except the ones she wanted to punish for no reason.  I honestly think it should just outright be removed, but that's me.
Title: Re: CCP - Battle Logs
Post by: Celdia on June 29, 2011, 07:36:57 pm
Hmm. I liked the Training Vest as an idea itself and yes, I'll admit to an amusing bit of vindictiveness at the kinds of people that obsess about low level runs in my designing it as such a low-tier item. Maybe I'll rethink it and Ramza's Hero class getting access to Equip Armor in Chapter 1 so he can start with Steel Armor instead at the very least. I'm looking at modifying R/S/Ms with ALMA for a future update actually so I might pull the Exp Boost in favor of something more interesting. We'll see.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 01, 2011, 11:17:01 am
Lenalia Plateau: This is surprisingly easy compared to Thieves Fort for some reason. Miluda not having Move-HP Up and not being any Brawlers REALLY helps the fact that Training Vest has dicked me over. I was able to eat 3 crystals (none of them gave me anything good) and pick up a Torero Suit from a chest or something (What does Innate: Enhance do...?)

Map sets up for Fire Dance really nicely here.

Also you can field 5 units here.

If it carries on like this I might actually have a decent time!

Windmill: Oops, spoke too soon. Wiegraf gets super lucky and stops 3 of my dudes on my first try with one Stasis, prompting a restart.

Unfortunately I couldn't really find a way to beat him. The standard vanilla FFT strategy of slapping him with weapon break doesn't work because... gunslingers are pretty high on the job tree and enemy brawlers having 2-3 times my HP from awesome equipment and being only able to field 4 units doesn't help.

Can't grind because things will get even worse so...

Sad to say but I "cheated" and RNG-scummed Pummel until Wiegraf rolled over and croaked.

Fort Zeakdan: I had a lot of trouble with this one. The thing I remember most is that there's a Champion with 200 hp who will happily sand-bag you with potions/phoenix down or disable a dude completely per turn with Venom, which seems extremely overpowered on the enemy side. 100% gurantee "screw 1 character over" for a few turns seems crazy.

The important setup for me is having Ramza in Nomad with Move + 1 and Imbue Silence from Enchanter. You have just enough move to walk forward and knock the first Red Mage with Silence, which no enemy ever thought to cure, although she did slap Delita for 40 HP with her staff which is hilarious.

Oh yeah, my Chocobo pooped out a Red one which is great, though I seem to have terrible luck with monster Brave, rolling low 40s all the time, sigh. It was fat which was great for tanking in this mission, is fast and can deal good damage.

After seeing Venom used on me I basically used it myself to kill Algus. Poison doesn't trigger Damage Split and the Knight didn't use Potion on him for some reason so... shrug.

Misc thoughts:
Brawler: Still disappointing. Ramza does 28 per punch with 70 brave and 6 PA in Brawler. My Champion does around 40 with a 2H sword, while a Black Chocobo does 55 and a Red does 44 with superior mobility. True Dolphin and Fire Dance are AOE but normally if you get 2 you're very lucky and you're likely to be screwed by enemy Red Mages using Heal. I guess I could grind for Bum Rush and Mantra.

Chocobos: Still a pretty good unit... for now anyway, although Yellow isn't that great due to 90 HP potions existing.

Alchemist: Is poison intended to nerf Faerie Dust and Potion 9? One trigger of poison knocks them out of it meaning you get 1 round of either poison or charm.

Venom seems kind of crazy because the negative effect of haste ends at exactly the same time Don't Move/Act wears off, meaning the target doesn't benefit from it. Hum.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 01, 2011, 05:50:35 pm
Enhance: To quote the creator of the hack that made that new Support ability (I just named it Enhance as a working title and never changed it)
Quote from: Xifanie
Blank support ability over Short Charge adds 25% bonus skill hit - Abilities like talk skill, spells, physical abilities gain 25% to hit unless they are 100% to hit to start with.

Its a pretty powerful little Support and the Torero Job has it innate. There is no other way to access it without hacking the game yourself though.

Windmill/Zeakden: Yeah, now it just sounds like you are way out of the assumed party level range at this point. (Just how much did you grind while wearing that Vest? o_o ) I'm kind of afraid for your first attempt at Dorter 2. Also, there is no way to 'cheat' while playing my hack. As long as you're having fun playing, anything goes. ^_^

There is another hack I may implement in the future that will limit enemy equipment access by story progression instead of level, making it much less likely to run into 200HP Champions at Zeakden and things like that because they won't have access to the higher tier gear no matter how much you level.

The Enchanter's 'Quiet' skill is a good one but for the highest level of chaos on the field, get your hands on Dazzle. The only reason it wasn't nerfed like Faerie Dust was is because its not a 100% hit (even if the status proc still is 100%). And yes, Poison was added to Number 9 and Faerie Dust because of how incredibly powerful those items were without it. Venom is a nasty damned item and if you're on the wrong side of it getting spammed it can spell all kinds of disaster for your team. For the sake of balance it will likely lose either the Don't Act or the Don't Move status in a future update - I'm reluctant to remove both if only because Poison alone doesn't feel like a good balance to Haste and it is so easily subverted as a negative status...maybe I'll change it entirely and make it Death Sentence + Haste. Hm. A thought for later.

Chocobos: They're actually still Vanilla, truth be told. >.>

Brawlers are an absolute pain in the ass to try and balance because of how you can stack up things like Martial Arts and Attack Up. I don't really want to remove one or the other which is why I nerfed M. Arts but as you go on about it I'm wondering if now they need both of those just to compete with other units now. I just haven't had the time to test as much as I would like to on them sadly.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 01, 2011, 11:10:09 pm
Quote from: Celdia on July 01, 2011, 05:50:35 pm
Windmill/Zeakden: Yeah, now it just sounds like you are way out of the assumed party level range at this point. (Just how much did you grind while wearing that Vest? o_o )


I alternated between playing random battles and doing Dorter 1 around 3 times (before you patched it to be easier) until I suddenly realized that the enemies were scaling. After that I don't think I really did any more but when every enemy spawn is 1/2 levels above you with 200~ hp, you tend to gain quite a bit of levels after slugging it out unless you blitz the boss.

QuoteBrawlers are an absolute pain in the ass to try and balance because of how you can stack up things like Martial Arts and Attack Up. I don't really want to remove one or the other which is why I nerfed M. Arts but as you go on about it I'm wondering if now they need both of those just to compete with other units now. I just haven't had the time to test as much as I would like to on them sadly.


Well, lowering JP cost might help. I can't remember how many times I went "Well, I sure wish I had Dolphin Kick/Fire Dance here", except that I only had one, because both of them would cost 550 JP (if I don't buy Pummel).

Continuing on...

Dorter 2: This is Dorter 2 right? The one with the thief ambush, who magically has his hat on and off when he turns to talk, some sort of sprite glitch, hahaha.

Anyway, you would be surprised to know that this is... surprisingly easy. Chocobos are extremely mobile and can find nice places on top of buildings to snipe people. Agrias does obscene damage with a Frostbrand, dealing 70 damage at WORST (I've seen her deal 140, probably best compatibility and crit) to multiple people. Gafgarog is quite a wuss though with 35 damage, which is okay, because he's Gafgarog.

I managed to kill everyone and eat some crystals but not get much abilities, so I assume they aren't very well-skilled.

Araguay Woods: It's full of goblins. Goblins that have to walk up to you to actually accomplish something. Goblins that are weak to ice. And there is an easily accessible weapon that has 8 base power and Ice elemental.

So yeah.

Edit: Oops, missed a battle.

Waterfalls place: Hey, Gafgarog is actually equipped even though I stripped him. I guess you got rid of that trick.

Anyway, this is really easy because... Demagogues have a terrible skillset to be honest even with overly scaled equipment. I can think that maybe if you equip your entire party with status immunities or something they would be good? I dunno, but most of the Demagogues in this mission just spent their time using Imbue. I think one of them blinded his entire team just to blind Delita, who ignores hit rate with Holy Sword anyway.

Zaland Fort City: Chose the Save Mustadio version... which I hope is the version that gave you more Brave because I can't remember.

First Try: Vanquisher got really lucky with whip, Mustadio rolls over dead in one hit. Welp.

Second Try: Not much to say, a few well-placed Silence shots will take care of a lot of stuff. Everyone should get Jump + 1 through something like Spring Shoes to hop on the walls and go for a ranged strategy.

Red Chocobo died in one hit when an enemy Vanquisher used Thousand Blades on him, but I'm thankful that at least he didn't use it on Mustadio I guess.

Speaking of Mustadio, he spent the entire battle throwing Faerie Dust at people. After the battle I realized that for some reason he didn't have any skills learnt, so I gave him Seal Evil. Then I realized the next battle is Barius Hill, whoops.

Random thoughts:
Enchanter: Why are their attack stats (both PA and MA) so terrible? Imbue is a decent secondary on something like a Nomad but an Enchanter using a Tome usually deals like 20 damage, ew. Because of that I don't think Enchanters can carry any secondaries well either, except Item which... everyone can carry actually as long as they have half-decent move.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 02, 2011, 12:39:38 am
Dorter 2 is being very odd. I've seen it be a complete pain in the ass and now I'm hearing its a total pushover. I guess it jut depends on your team...

Araguay: Yeah, this is a joke battle still because goblins are goblins.

Zirekile Falls: The AI is iffy there. Sometimes it does really well and sometimes they blind their entire team with Speechcraft. But yes, immunity gear on everyone when using Demagogues yourself is very dangerous. AoE 5 Death skills when your entire team has Cancel: Dead accessories is a fun build.

Zaland: I haven't seen how this goes since I changed Musty's skillset. Not sure what to expect from that. Lucky Vanquisher shots not withstanding, the Quiet skill definitely owns hard here. That you got Thousand Blades tossed at you has gotta hurt though.

On Enchanter: They're so weak because if they weren't they would be outshining Swordskills with their Imbue. They are a status-inflicting class, not a damage dealing class. Imbue is MA based and those damage numbers can shoot up pretty quick. Also the Enchanter gets access to pretty much every ranged weapon in the game, including Guns. Which means they can use the Two Guns support skill. Boost that MA, give them a pair of WP 7 (buyable) or WP 8 (easily accessible in Ch 4) guns and you can be doing MA+1*8 damage from eight panels away twice a round for 3 MP (Blackout) or 4 MP (Cripple). That adds up quick. The low PA is just because they're not intended to be a physical class. They got good equipment access and powerful skills but they give up good stats for it. Its not perfect balance by any stretch of the imagination but I did try not to make them super-broken.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 02, 2011, 12:56:37 am
Quote from: Celdia on July 02, 2011, 12:39:38 am
Zaland: I haven't seen how this goes since I changed Musty's skillset. Not sure what to expect from that.


Musty still has his original base skillset as an NPC (although his RSM is different) for some reason. I'm guessing you forgot to change like the 2 other classes he has as an NPC in the editor or something? Shrug.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 02, 2011, 10:01:58 am
Barius Hill: Lapidaries are overpowered, at least in the AI's hands. They can knock off like 90 hp from multiple targets lined up or heal themselves and others for 100 hp for exactly no cost because the CPU cheats.

That being said, I managed to get a Magic Attack Up Warlock who basically wiped the entire enemy team in 2 spells (finishing off the Lapis in between each casting, because they'll easily heal themselves back to full if you don't!)

Swamp: Reloaded around 5 times, figured the pig wasn't going to show up, decided to just carry on.

Anyway they all died to Warlock. If I didn't had Warlock, between Potions, Seal Evil and an entire bunch of Holy attacks I don't think they would last long either.

Goug Machine City: See Barius Hill, except slightly harder with a naked Mustadio and no Agrias. Mystic Knights seem to deal way too high damage if you ask me.

Execution Site: The two party members under the bridge had better be extremely tough heavy armour users because they're going to get everything thrown at them from the first strike. The first party of 3 can thankfully hide one member reliably which happens to be my warlock. I probably wouldn't have won if I couldn't get a Warlock shot off.

Lionel Castle 1: Sigh, stuck because I got too greedy.

I didn't realize how lucky I was in my first try at this battle but then I realize I forgot to buy Steal Weapon for Ramza and opted to restart.

There are so many ways this battle can go wrong for you. The computer gets first strike in an enclosed area and can easily wipe out your team with Storm Ring depending on your formation setup (there's no real good way to avoid this) and the Torero can berserk key members of your party. Hilarious they can also Berserk Ramza, which results in you losing this battle since he'll get killed by Gaf and then there's no way to open the gates before he crystallizes.

The strategy of wiping with my Warlock fails here, because she'll pretty much die due to Lapis targetting her right off the bat with Storm Ring. Not sure what I'm going to do except reload until I get extremely lucky that the computer doesn't generate with too many Storm Rings and Berserk.

Misc class thoughts:
Warlock: If your opponent can't kill him in one turn these guys seem way overpowered. If I had known their power and used 2 or 3 of them at once I think you can pretty much wipe the entire enemy team before they get a turn. With one Warlock on a team only the enemy at least has a chance to heal up in between blasts.

Lapis: So overpowered in the enemies hands. I suppose a human player can't abuse them because the gems are expensive but a CPU can knock off 90 damage off multiple targets or heal multiple characters for essentially no cost. Urgh, thank god they don't have much in terms of HP but because of level scaling the enemy usually goes first and knocks me out before I can do them in.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 02, 2011, 01:00:05 pm
Patched to the latest.

Lionel 1: Well, I got lucky with not getting Storm Ring'd or Berserk, and with the nerfed armor, pretty much everyone outside died to one Warlock blast.

Managed to steal Gaf's sword and armor with Ramza. Come to think of it, I haven't trained any dedicated thieves. I definitely don't have someone to steal from Elmdor... hum.

Lionel 2: Wow, how much HP did you give Queklain? The battle took forever and I was wailing with him with Bum Rush and other high power moves. It's basically sandbagging him while he bios your team. Did you remove Nightmare from him? because that would have made the battle a lot more interesting to be honest.

Chapter 1 done whoo.

Goland Coal City: So anyway between Galaxy Stop and Warlock everyone died and I probably should have stole the Rifle first but oh well!

By the way Olan used Updraft for some reason. His secondary was Cooking.

Lesalia: If everyone didn't die to Warlock this could be a little difficult because Zalmo is really good at staling with White Wind which can heal like 150 HP per shot.

Though Berserk renders him toothless, yay!
Title: Re: CCP - Battle Logs
Post by: Celdia on July 02, 2011, 06:19:14 pm
Elmdor does still have a unique equipment set so you might want to train a thief. :D

Queklain: I'll look into Nightmare but he should still have it. I guess he just liked Bio more. If you hit him at the target level I had in mind he has a bit over 1500 HP I think.

Goland: Nomad skills overwrite the old Squire skillset so Olan ended up with a couple of them on his skillset. I keep forgetting to change this because it honestly doesn't bother me too much.

Lesalia: Zalmo is still susceptible to bad status here? God damnit, I thought I made him immune to all that shit. -_-
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 03, 2011, 10:20:41 am
Chapter 3 done!

Edit: No real place to put this but Wand weapons seem broken. They usually deal like 3-5 hp damage which is... clearly wrong.

Orbonne 1: Oh no, an enemy Warlock! Thankfully if you have some bow users (and Imbue) you can take care of this easily. Guns don't work however because of the terrain layout. If you didn't come in with those, then you can try to Engrave Protect/Shell on all your dudes and last out the 2 blasts.

Orbonne 2: Izlude doesn't jump and he doesn't break stuff either, just use a bunch of Champion stuff. He has Innocent Blade but since that doesn't protect his other people from dying to Warlocks all you got to do is beat him down after.

Orbonne 3: Wiegraf has a nice helmet to steal, arrange dudes so he only hits 2 at once, hopefully not your Warlock.

You could break his sword if you have gunslingers but I didn't. Didn't had too much trouble anyway since I managed to pull off a steal on first try.

Hill: The hill with the deserters, forgot the name. There seems to be some decent accessories here like Titan Guard and Running Shoes you should try to grab. Otherwise while the enemy happen to be better than Vanilla's FFT squire/chemist, they still aren't that threatening.

Zaland Fort City: Everyone here is a squishy, including Malak who isn't much better than his Vanilla form. Hopefully the Gunslingers don't break anything of yours.

Yu-Gi-Oh Woods: It's full of undeads, and Holy/Fire is by far the most common property of attacks in this patch I find, so yeah, easier than usual.

Riovanes 1: Enemy starts out on high terrain that's hard to reach, but Warlock ignores that totally. They managed to break some of my equipment before I killed them all though, annoying.

VELIUS: HURGH.

Okay, so Wiegraf has 400 hp or so and has a sword which grants always Protect and deals around 80 damage per shot, you're not going to last with a magic build since he'll definitely Silence you with Lightning Stab eventually so you basically have to punch 800 hp or so. If you equip shields and Magic Armor you can half both Earth and Lightning which will cut his damage down to 40 hp and make him more manageable, but he's still going to outslug you.

Unfortunately Ramza is extremely underdeveloped since I basically end most fights with a Warlock in about 2 shots, so I had to go for this extremely ghetto setup of Hero main/Item Secondary.

I basically did the strategy of running around Accumulating and then healing 90 hp with potions until I got up to 30 PA. Unfortunately my only spare weapon was a Nebula whip and none of my secondary involves dealing damage which means this took a while but the side advantage is that Tend Wounds suddenly hits 100% success rate apparently... didn't realize it was PA based....

This fight would probably be trivialized if I had Speed Save. Alas, it's 900 JP and I don't want to grind that.

Velius has Warlock skills and he basically killed my own Warlock every time and only once did I somehow manage to catch him mid-charge to deal extra damage, which is just crazy... those spells charge way too fast! The 3 Ultima demons aren't a pushover either and I had to try to lure them into using Dark Holy, then Bum Rushing or Mystic Sword them.

I don't know how much MP Velius has but there seems to be an "AI" advantage you can take of in that if there's an easy target in front of him, Velius would rather use "Void" to kill instantly as opposed to slapping your team with Warlock spells, even though the time spent charging is insignificant. I took advantage of this by having Mustadio be a dead punching bag. When you get him down to killing only 1 character per turn you can win a sandbag battle.

Riovanes Roof: Well, it's the Elmdor fight. Haha he's equipped with Necklace of J. Funny that.

If you have quick, hard-hitting ranged moves, you win this fight. Otherwise you do the entire Riovanes over again, I guess. There's no easy answers like Ninja but stuff like Running Shoes REALLY helps the blitz.

Misc Class Notes:
Champion: Why does Death Ward have a huge mana cost that basically takes up his entire pool but has a success rate of... like 20% at good compatibility? If you use it, it's likely to just fail and leave you mana-less. If I wanted to blow my MP load on something it might as well be Behemoth Power at 100% success.

Vanquisher: I can't figure out when I want to use this class skillset. I mean, he's just about the 2nd highest thing on the job tech tree so I end up not having much use for say, Dagger in favour of whatever I'm carrying in the secondary. Hohum.

Ramza: Not... a great class compared to vanilla Ubersquire.

Bandage doesn't get much use since the percentage is way too small, and doesn't affect Ramza himself.

Tend Wounds IS technically revival, and more revival is always nice. On the other hand, it has a charge time, required you to be right next to the dead body, and has a chance of failure, maybe it the worse revival pretty much.

It has Accumulate and Accumulate... the magic version, which has a charge time here, meaning it's not as safe an action as it is in Vanilla. Accumulate was only useful for JP grinding in the original game past a certain point anyway and no one used Bards even though they could give +1 PA/MA to everyone...

Lend Spirit is actually kind of nice if I had went for a magic Ramza build I guess. Still, I would have to use the secondary slot for Heroics instead of something more useful.

Chapter 2 Ramza gets... Steal Heart with lower range, eww. It was a half decent move on the old Thief but...

Chapter 4 Ramza gets... a move that restores HP and MP to full at instant speed?! Wow! Oh wait, it costs 99 MP. I must be missing something here. I guess I could grind Half Of MP but I'm certain there are easier set-ups that doesn't require that much grinding...

I'm not sure if Ramza can still learn Ultima now but I suppose it would be extremely ironic if it ended up one of his better skillset abilities just because the rest of his abilities were lacking IMO...

Agrias: I think it's missing ONE of the good Holy Sword moves but otherwise removing the worse Swordskills in favour of some flexibility in healing plus the ability to use huge 2 Handed Swords does help her. I don't know if Holy Knight still has that terrible PA multiplier though.

Mustadio: Hmm, not sure what to think. Mustadio came with Alchemist level 5 for me making him quite usable from the get-go! Sort of.

Arm Aim purpose is kind of changed now, since the Don't Act/Poison procs once in a blue moon. Instead, it has this weird effect of setting accuracy to 100% which guns don't normally do in this patch and thus the status effect is more of an after-thought. Maybe Leg Aim does the same thing too but I haven't bought it yet.

Seal Evil isn't really needed. There are a billion other ways to kill undead, including just throwing Phoenix Downs at them.

Holy Shot and Dark Shot... seem to does the exact same damage as just shooting the dude. Which means they're only useful for taking advantage of elemental weakness... I honestly can't think of anyone who's weak to Dark though... and Holy weakness usually means undead... see Seal Evil.

Flame Kick is hurt by its PA based formula (I think?)... Engineer doesn't have much of that. You could carry it on something like Monk I suppose but I think that would make the Aims and Shots useless because they're weapon-based? I've used it in the "I'm trapped in a corner and this is my only move!" sort of situation but it isn't very tactically useful or anything...

I think the best use of this class is that it gets Two Guns without having to move up the Techtree for it.

Rafa/Malak: One of them has half of the Red Mage spells with a crappy healing move, and the other has half of the Red Mage spells with a crappy attack move. They both come with no job levels whatsoever at Chapter 4... Yeah, unusable unless it's changed.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 05, 2011, 12:35:40 am
Bervenia Free City: Miluda doesn't have anything to steal unlike the original where she had a perfume meaning you can go all out. There's a lot of breakers in this map but Berserk works extremely well here, including Miluda who isn't immune because the terrain makes it very hard for Berserk characters to actually attack anyone. Amusingly enough I actually had a berserk enemy gunslinger kill his own teammate trying to shoot one of my own.

Finath River: First try had too many chocobos and my guys were too far out in front. Second try had a bunch of yellows and a pig which I forgot to recruit by bringing a Demagogue. Then again, I suppose Perfumes don't exist in this version (do they?) so I probably don't need to bother.

Zeltennia Castle: Wow, 2 Warlocks in a hard to reach location! Thankfully it takes a while for the two forces to collide so you have more than enough time to throw up Shell and Haste on your guys. Zalmo isn't that hard once his forces are out.

Bed Desert: Yikes, Balk has Martial Arts/Blitz with Bum Rush meaning cornering the dude or stealing his gun at the start isn't THE optimal strategy. Mantles are really helpful in this mission because Guns don't have 100% hit rate anymore (unless the enemy uses Arm/Leg Aim due to a bug... I think)

By the way, there's a Warlock with Bone of Selune with Maintainence, which I don't know whether it was intended, but it's possible for him to drop the wand as a treasure chest, along with one you get after the battle, and then you get one after the water sluice battle, meaning... you can get 3. Which is probably more than you'll ever need.

South Wall (Uh, I think, I just picked the first option): The Lapidaries start in a position to be killed straight off the bat, and the Gunslingers somehow decide to jump down and get themselves easily killed for me. Demagogues in the back probably won't join the battle until it's lost.

Sluice: There are 2 warlocks here but if you are using a gun user they will be easily killed since they don't hide in the back where they're safe. Great place to eat a lot of crystals like in vanilla FFT.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 05, 2011, 06:30:21 am
Germinas Peak: Haven't seen Nomads for a while. Not much to say here.

Poekas Lake: It's full of undead! Strangely enough, the undead guy who says "Give us the stones and we'll ascend to a higher plane of existence" is under YOUR control. He spawned with Item secondary so I made him kill his own teammates, which is pretty funny.

Limberry 1: Apandas are fat and annoying. Getting the assassins to cast Ultima isn't that easy especially if they spawn with OTHER ranged attacks like Red Magic but this is the best place to do it I guess.

By the way, in this battle and the next, both Assassins are not immune to a whole bunch of status effects, including Berserk which makes them... surprisingly easy.

Limberry 2: It's the steal stuff from Elmdor stage!

Elmdor is a lot weaker because he has Mystic Sword instead of Drawout, which is effected by evasion! Elmdor can be affected by blind which will increase your advantage in that regards even more. Controlling him is extremely easy and for some strange reason his blood suck doesn't give vampire status but instead Berserk and Undead.

This is actually pretty bad since apparently there is no way of curing Berserk I can find in this patch except killing your own guys, and then once his dead you can't revive him because of the undead status. You basically want to always line up your guys in an AOE bunch ironically so he doesn't use it.

Speaking of his equipment, the innate Half of MP on the helmet doesn't work. I don't think his equipment is any good honestly. The helmet would have been worth using... but yeah, it's bugged.

Zalera: *Incoherent screaming*

Okay, so Zalera is extremely fast and will double-turn you quite often. He clearly has Short Charge or something because the first thing he usually does is fly up to my guys and cast Flare 2 for damage in the high 200+ even with neutral compatibility before anyone can act, pretty much killing any of my mage classes like Warlock which means I basically have to change them to Heavy Armor using classes to live.

But ok, let's say you manage to survive, revive everyone and protect them with Shells. Unfortunately, he still has Nightmare (huh?), Confuse 2 and Void which he can use to screw over your strategy. Pray that his Nightmares give something tame like Don't Move.

Oh yes, let's mention his support. The two gunslingers will annoy you by breaking your equipment, forcing you to restart the mission if they break a rare item. They can be killed with Phoenix Downs but there is a chance that they will raise again after 3 turns so you better hope they turn in treasure chests. Unfortunately they usually reraise or turn into crystals for me and I was dumb enough to let Zalera eat like 3 crystals which basically reset my progress.

There's also 3 skeletons in the back. Skeletons are lame but if you're usually hanging around with single-digit hp because you're sandbagging, a badly timed Skeleton revival will just screw you over. Their biggest role is to make Meliadoul act stupid because she usually deals terrible damage to them with her sword or sit in a corner doing nothing, despite spawning with some Ghaele's moves if I'm not wrong since I did see her use them sometime.

I really wished I learned Seal Evil because it would have be extremely useful for this fight... but I didn't because pretty much anywhere else with undead you can finish the battle with phoenix downs quickly. This is about the only battle which dragged on long enough that Phoenix Downs can't cut it. Joke is on me I guess.

I basically abused savestate in this mission by save-stating reraise castings (wow, Topazs only have a 25% chance of triggering reraise?) and reloading when I fail to proc Slow from that Torero's ability, because if Zalera isn't slowed at all times he will just slaughter your team with his double-turns. I used 2 of my elixirs on this fight and I wonder if it's possible to farm more or whether I just blew them.

By the way, apparently I got a Cursed Ring from a Treasure Chest which means I don't think the Cancel: Treasure on the item does what it says. Nifty, now I have an innate maintence item!
Title: Re: CCP - Battle Logs
Post by: Celdia on July 05, 2011, 08:31:29 am
...well shit.

That post is just full of shit I need to fix. >_<
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 05, 2011, 08:37:59 am
Dycedurg's elder brother: Hopefully you pick skillsets with a good vertical tolerance like Mystic Sword and not Blitz (unless your Brawler has Teleport and Fly I guess.)

This is surprisingly easy. Dycedurg can be taken out from where you start assuming he doesn't run into a corner or something... incidentally I think he is just about the only time Holy Shot is actually useful since I can't remember any other character who is weak to Holy that is not vulnerable to being killed with a Phoenix Down. Too bad Ramza's onii-chan has innate Defense Up though so it's not as effective as you would like.

Adramelk is really easy. Like Velius he basically casts Warlock spells repeatedly. Unlike Velius though he doesn't have support you need to off first plus you should have much better equipment to survive those spells. Due to the base game bug you also get a free turn when the 2nd part of the battles starts, which if you have haste will probably translate to like 2 free turns to whale on Adramelk.

Murond 1: This is surprisingly hard. There are two Warlocks with a Mime and if a Warlock gets his shot off you will quite likely be dead.

Surprisingly enough you should probably put your mages in the first group. They're safer from the gunners there than in the 2nd group. The 2nd group should be able to take out stuff above them by having guns of their own or Mystic Sword or other similar skillsets.

Group 1 should have a way to get to the top of the tower (Teleport/Fly) and kill Warlocks and mimes, which isn't easy to do because those guys are pretty optimized in terms of equipment. One fun way to kill the Warlocks is to give Damage Split to everyone (and make sure they can survive a blast.) Essentially you'll take half damage and then murder the Warlock with reflected Damage Splits.

Vormav and co: If I'm not wrong Vormav and his flunkies do have some unique armor on them, the Ironheart Armor (+250 hp and charm) and Kleteinne has Crown of Glory (Mag + 2) which collectionists should steal.

I didn't have maintainence on everyone and I didn't want to risk being hit by Mighty Sword (assuming they don't have entirely new skillsets) so I basically ran up to Kletienne, stole his Crown with my Thief (Concentration as ability since you're going to have to steal through his evasion cape) and then blitzed him to death (he only has like 350hp compared to his buddies)

Zalbag the douc... excuse me: Zalbag isn't immune to Don't Act.

Yeah.

Special characters update notes thing:

T.G.Cid: Awesome, it's T.G Cid! Let me steal his Excal... oh, it's a pretty crappy sword that makes you weak to Dark and whose innate status is not as good as either Earthcutter or Queen's Guard. Well, at least I can use his overpowered skil... oh, he has a bunch of MA based skills with only one element (albeit a really good one in FFT) and no niches he can fill. Welp.

Meliadoul: Well, ranged breaks aren't really that unique in this patch since Gunslingers exist, and Meliadoul still can't do anything to monsters with her skillset. Let's see what new skills she has to help her out...

Um... choco cure? I don't think this is right at all...

I'm probably not going to do the sidequests, since I hate Deep Dungeon and I forgot about the Colliery which means Beowulf and Reis wouldn't be of much use to me now, so I'll probably finish up Orbonne within the next few hours (later if I get distracted.)
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 05, 2011, 12:08:30 pm
Airship go boom.

Orbonne 1: I think the equipment scale is wrong here, the enemy units that aren't named Warlocks are wearing stuff like Cold-Iron armor (huh?).

Anyway, the Warlocks are right in the open so general Warlock strategies apply. Nothing interesting here.

Rofel: Now that I think about it, the dude has the Soulcutter sword which actually is pretty good because of its Immunity. The item list says you're supposed to get it from Dycedurg as a war trophy but you don't. You could steal it here which will also prevent him from using MIGHTY SWORD on you if you're feeling lucky.

Look, the 2nd time Holy Shot is useful!

Kleteinne: Kleteinne will hurt you with Warlock spells, but he's squishy. However, he has a lot of good stuff too so this is going to be a bit tough. It's not that hard to wipe his support with your own Warlock, but Kleteinne can't be silenced so there's no easy way out and you're going to have to sandbag if you want him stuff.

Personally I just stole his rod (wait, that sounds wrong) and called it a day.

Balk: If you don't have a Warlock, I would pretty much call you insane for trying to steal from Balk, since this is one of the hardest fight in vanilla FFT and it's been made harder.

However, Hydras have a weakness to ice and you can pretty much wipe them in one or two casting of the Warlock ice spell, leaving Balk alone for you to steal stuff from him.

However, I don't find his WEAPONS really good. The ice and lightning element of his weapons are honestly quite pointless and you basically just have a 9 power weapon. Eh. You should already have the Inferno from Balk 1 and an 8 point weapon isn't a huge downgrade...

Now his armor, that's the good part. He comes with a speed + 1 hat again, and an armor that gives you always immunity, which will be useful vs Altima.

Hashmalum: He casts blasty spells that cover a wide area and deal huge damage and is immune to Slow so no advantages there. Still he has no support and doesn't seem to use Fear a lot so he's easily controlled if you can heal or revive multiple people at once.

Altima 1: Alma has some really obscene natural MA. Too bad she dies if you don't protect/shell her ASAP but I suppose if you keep her alive you can receive the benefits of a 300 hp heal once in a while.

The 4 Ultima demons aren't immune to any status effects I believe, so here's your last chance to throw all your Ahriman Eyes! Budget option being your Venoms or something.

Altima 1 can deal huge damage, either through physical (300 with a really awesome animation), Ultima (around 200) or use Grand Cross to really screw up your plans. Make sure your most important Ghaeles and Alchemists have Immunity in some way (Ribbon, Soulcutter or Balk's armor.)

You should probably have good movement (at least Move + 2, best +3) or her teleporting will really annoy you but if you can take down the Ultima demons fast it shouldn't be hard.

Altima 2: Um, terrible. Her physical only does around 150 damage now for some reason, and she doesn't cast Ultima anymore, trying to either Grand Cross me or be inefficient with her physical. She also gained a weakness to Holy which means your Mystic Sword and Aura Bolts will do obscene damage and Mustadio is finally happy to be able to use Holy Shot for a grand total of 3 times in the entire game. Not much to say here, it's Altima 1 but worse.

Final thoughts coming soon!
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 05, 2011, 01:47:22 pm
Class rundown:
Warrior: Well, the good news is that they can equip crossbows (not stat-reliant) and have speed save. Otherwise they are lame.

Cook: I never delved too deep but the skillset is worse than Homemaker to be honest, for one thing you're running off a Male MA.

By the way, I don't think I have ever managed to once cancel anyone because every charge skill seems blazing fast in this game. If I get a turn while someone is charging it's basically never with a unit that has a "cancel" skill like Frozen Meatball. Either that or I can just kill the charging guy. Which leaves the Cook's early skillset being a random damage skill and... poison. I never had the chance to try out the end of the Cook's skillset.

On the other hand, not very good skillset means it's nice to just grab Work the Line and ditch the class.

Homemaker: Now this is much better. Sugary Candy is cheap spammy JP gain and if you have best compatibilty it actually heals decent very early game. Early single haste is crazy if you have something like a Chocobo. Ambrosia is targeted Scream but the 45 MP makes it unusable in actual battle (compare 50 MP to a Warlock blast) but it's about the only Brave increaser. The damage spells aren't great though so I don't think she has any late game potential as a secondary.

Terrible RSMs though.

Champion: Nice class. High PA means it's good for carrying physical secondaries like Blitz, and the skillset is solid, with the exception of Death Ward which will blow most of your MP for a 20% chance of reraise at melee range (huh?)

Red Mage: Well, it's basically the only real "mage" class you have early game. Works well enough for said time period. Once I unlocked Warlock though it basically never gets used (even by the enemies themselves it doesn't show up a certain point.)

Enchanter: Well, it's good early. The MVP skill is probably Quiet for allowing you to "kill" mages at range or disable any annoying abilities. Cripple is good and so is Dazzle so the early game is solid.

Now, Envenom is lame (because it's poison), Gamble is exactly what it name says and Slay is silly because Death Sentence is a weak status effect and yet it costs like 20 mp per shot. I must be extremely unlucky with Solidfy but I suppose two gunners will love it.

Nomad: I only use them when I need to equip a bow. Which I don't think scales up very well as a game goes on, unfortunately. Skillset seems nice but like I said, I never spent too much time here once guns were unlocked... oh well!

Brawler: Nice damage after the patch, but takes way too long to get going without propositions. Bum Rush surprisingly doesn't wow me for its 1000 JP cost. Mantra heals too little HP and doesn't heal self anymore so it's hard to justify using it especially with Vertical issues (by the way, Air Slash is very buggy on uneven terrain). I personally think this class could use a huge cut in most of their JP costs.)

Alchemist: Sooooo borked. Any class that has instant revival at no in-battle cost is basically going to be broken but in addition to that, Alchemist has very good free healing, both HP and status until the late end-game and pretty much the best "control" moves in the game.

Venom just screws so many people over, especially any AI silly enough to equip a Time Egg on themselves. Adreline isn't really a buff item as I believe was intended, it's "kill target mage", because the only way to cure Berserk in this patch is an expensive Ghaele spell. It also works pretty good on Gunslingers too, who will start shooting at walls and killing their own teammates in the way most of the time.

Fairy Dust is okay for early game and Number 9 is an upgrade although by that time I basically moved on to using the above two for control.

The only thing I found silly is Mosfungus and its 900 JP for a weak status effect. Uhhh? Ahriman eye for 1000 JP is kind of silly too, since you only get 3 from war trophies. Or can you poach them...?

At least one aspect of the class needs to be toned down, and I suspect it's probably going to be Venom/Adreline.

Demagogue: Only way to access Invite. Never really used the rest of the skillset but I suspect even if you equip everyone with Phoenix Charm they wouldn't be broken at all.

Ghaele: Wow, a class with instant AOE revival, healing (hp and status) AND haste and can wear Heavy Armour so it won't die to Zodiacs? At least it's limited by those huge MP costs but it fills a very nice niche.

Warlock: So overpowered that basically every battle after I unlocked it became "Can I protect my Warlock as it shoots off 2 blasts"? The answer is pretty much always "yes" except for cases like Lionel 1 where they start in the thick of things.

Imagine if the summoner in Vanilla FFT could hide in a corner and almost be absolutely sure that once he starts charging, maybe ONE character might be able to take a turn before they are hit for 3/4 of their HP, if not dying outright to one of their spells.

While 600 JP is quite expensive, you should unlock them by the time you get propositions and you really only need ONE spell, with getting the rest being a small bonus (you want another 400 JP for Magic attack up later on).

They should either have a longer charge time or scale down their MP cost/damage ratio, because another side-effect of how their skillset works is that they can basically only carry Item or Engrave as a secondary. You will never use Red Magic if you can cast an Eldtritch spell.

Vanquisher: I honestly can't quite judge this class. They're quite late on the techtree... do you blow your JP on the cheap skills that will probably be worse than your secondary command? Or do you save your JP to spend on the finishers, which will drain most of your MP and is inferior to anything a Warlock can cast anyway? It's hard to fit this class into a strategic role, since it doesn't fill any real niches. It's just damage and more damage.

Mystic Knight: Nice. With 2H swords it can deal solid damage for an affordable MP cost and has a wide variety of equipment choices meaning it can carry a bunch of secondaries. JP costs are affordable compared to something like Monk too and the RSMs are good, if pricey.

Bandit: They can equip Crossbows which already means their fighting abilities is much better than vanilla thieves. Unfortunately it's a hard balance between combat abilities and stealing abilities, because you will slap yourself when you come into a battle and find out the enemy has a nice helmet but you only have steal shield. Propositions REALLY help in training a thief.

For my money, I find helmets to have the best steals throughout the game. Second would be weapon steal.

I've gotten great use for just about every skill not named "Blinding Powder" on this set... uh, and steal Gil. Good job with this one.

By the way, Steal Spirit is bugged. It uses Weapon Range instead of Range 1.

Torero: Interesting class. Spears aren't a great weapon honestly without Jump, and it's a mix of half good skills and half I don't use.

Good:
Slow: A lot of bosses AREN'T immune to Slow, such as all the Zodiac bosses before Adramelk.

Berserk: Really high percent chance (50-75%) and a long range of 5. I already said how good Berserk is back when I talked about Adreline and this is pretty much the same, except not certain to work (but still quite high)

Quick: You can cross the battlefield with this and get into position depending on how much mana you have. Combos well with the next skill...

Terminar: This thing just does obscene damage. Ramza dealt 300-500 with one casting of this and if you catch someone mid-charge you'll probably hit them for 999. It's 40 MP which is high but you can generally take a huge chunk off a boss HP and kill off any supporting mook in your path.

Bad:
Poison: Duh.

-2 PA: Most of the time I'm being beaten by a magic user, not a melee unit... Blitz is about the only melee skillset anyway... actually what the hell does Vanquisher use anyway?

Provoke: Uh, I don't think this works? Great for JP grinding though!

The class also has Move +3 which pretty much everyone wants. Overall this is one class you want to bring in when fighting bosses when you get the skills I listed as good. Quite a painful start it has though!

Lapidary: Completely overpowered at the start at the hands of the enemy. They access Storm Ring VERY early and will slaughter your mages and take 3/4 of your fighters health in a shot.

Once you get the money to fund it, I think this skillset is indispensible for its strategic purpose. Even characters with not great MA can heal for more HP than a potion, and Protect/Shell makes you not die to enemy Warlocks. Amber and Storm Rings can make for a decent ranged attack in a pinch although it's a bonus and you should get the first two first.

Reraise is... okay depending on whether you abuse save states. I can see how casting Reraise on multiple people might be abusive enough to set the rate at a low 20%

Never tried Ruby because I didn't go into the DD.

Tactician: Bugged, sorry. Damage Split was basically the Reaction I used on everyone in the end though!

Gunslinger: I HATE THESE ASSHOLES.

In normal FFT, Knights move 3 squares and are extremely slow and are unlucky to break anything of yours.

In this patch, Gunslingers have 2 shots at a pretty high rate of breaking your nice rare equipment at 8 slots away.

They aren't even that great when you use them because breaking enemy equipment aren't as valuable to them and they unlock really late.

Other than Warlocks, Gunslingers are my number 1 go to target for Venom or Berserk.

Not sure what you can do about that though.

I only had experienced of Arm Aim and Leg Aim through Mustadio but basically you don't use them for their status procs, since it happens once in a blue moon. Don't know about the rest of their skills.

Best designed classes: Mystic Knight, Champion, Bandit.

MVP Support skill: Equip Shield. It costs 200 JP and your mages probably don't need the Champion skillset so it's easily buyable with spillover. Even fighter classes like this ability actually because shields offer such a wide variety of abilities.

In general I think RSMs are still almost entirely too expensive and there needs to be a bunch of cheaper, if crappy ones. Just about everyone used Equip Shield (some have to use Martial Arts) and had their Reaction slot empty throughout the game. I only slapped in the Movement slot with Dash right at the end by doing a lot of propositions.

Misc comment: There's a bunch of people equipped with an accessory called Enhancer. You can get one as a war trophy. You can't do anything with it at all like equip it and the description is completely blank. What's up with that?

Equipment breakdown tomorrow, it's 2 am and I need to snooze.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 05, 2011, 02:31:36 pm
Wow. o_o  I am totally blown away by all you have to say TigerKnee. Let me try to just cover a few of the iffy things through your last few posts.

Wands: They're supposed to be doing MA*WP. 3-5 damage is exceedingly low damage.

Death Ward: The hit% on this is supposed to be a fair bit higher. The only thing I can think of for why its so low is its using both a Faith and MA based formula which should yield around 45%-50% even on average Faith units with neutral compat...unless I'm completely missing something.

Rafa/Malak: I feel I should apologize for these two since their skillsets were kind of hastily thrown together when I was far too tired. There will be some rebalancing on them in the future.

Elmdor: His Blood Suck skill did get purposely changed to that Berserk/Undead combo because of the DD fight with the 'Vampire' which pretty much turned any unit in your team into a vampire-destroying, 999-damage dealing machine. Half of MP on the helm not working is something I'll have to mention to pokeytax for his ALMA workbook.

Zalera: So...you liked the Zalera fight then? XD  *hides*
-> Topaz: That should hit a WHOLE lot higher than 25%. I mean, like 100%. Those skills shouldn't be able to hit lower than that.

Cursed Ring: Yeah...its not supposed to do that.
-> Enhancer: This is another AI Only item that you're not intended to be able to actually win for your party. If that Immune: Treasure trick isn't working though I may have to rethink my entire plan with these items.

Meliadoul: She had her skillset modified a bit to function as a Blue Mage in addition to her Mighty Sword skills. She can learn an odd variety of skills, up to and including both Flare 2 and Zodiac.

I've gotta run for now. I'll try to post a bit more later.

Title: Re: CCP - Battle Logs
Post by: Joseph Strife on July 05, 2011, 08:11:42 pm
Hi Celdia, i downloaded your patch and started playing it, i'll give somes reports here as soon as finish the chapters (onde report for each chapter)
the patch is complete, but i think refining and correcting some eventual bugs or thinking over on how to make it better are worth of it.
Btw, i've already played somes matches and i realy loved the new job/class system, i can feel the fft adiction running through my veins! :twisted:
Your sprites are just PERFECT, i lover what ive so far, i'll post later once i finish ch. 1  :)
Title: Re: CCP - Battle Logs
Post by: Wiz on July 05, 2011, 08:51:20 pm
heh, here's a few of them :D

Celdia's COMPLETE Patch part 3 (http://www.youtube.com/watch?v=Ld6IpEGfyoA&fmt=18)

Celdia's Complete Patch part 4 (http://www.youtube.com/watch?v=vJ7odqhb_TU&fmt=18)

Celdia's Complete Patch part 5 (http://www.youtube.com/watch?v=QjrSOb0e85U&fmt=18)

Bonus Vid (http://www.youtube.com/watch?v=h9ldTkYFffI&fmt=18)

That'll be it for a bit, gonna go back in Kick 1.3's ass and then return.

Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 05, 2011, 10:08:49 pm
Well, I opened up Meliadoul's skillset and took a look because I had absolutely no idea she was supposed to be a blue mage. I mean, it's not entirely obvious and I was just confused that she started with a Choco cure.

Still, Blue Magic in FFT has an innate problem in that monsters have exponential MA growth while humans... don't. Which is a problem because a lot of the damage formulas are linear. Also starting with terrible job levels is a candidate for not being used at Chapter 4. That being said, let's see the skillset.

Choco Cure: The formula is MA * 3. I'm going to use a (probably generous) MA of 10 at Chapter 4 levels but that gives you a 30 HP heal at point blank range. Mantra with a lower range and no MP heal.

Self Destruct: On a human... this does have potential in a sandbagging match since I believe the damage formula is MaxHP - CurHP. Oven Mitts even exist to protect your own teammates from the blast.

Ice Soul: MA * 3 as a formula for healing is terrible. MA * 3 as a formula for single-target damage (albeit one at range) is much worse.

Look of Devil: Hmm, random Petrify, Darkness, Silence, Don't Move or Don't Act. Darkness loses out in this list but all the rest are probably good. Well, Don't Move isn't as great as the rest in the patch due to the abundance of ranged attacks I guess. Passable... wait, success rate is 35% + MA which means around 45%... that cuts down a lot.

Leaf Dance: What, really? It's our best friend MA * 3 again, except with Turn Punch range. With zero vertical tolerance. Um, not usable.

Flare 2: Well, I don't know if you can learn it in the Zalera fight and whether it will appear when Meliadoul joins you after the battle... it just seems too hard by the fact that Meliadoul isn't under your control or will probably die to the Flare 2 casting.

If you can't learn it in the Zalera fight then copy and paste my Zodiac entry. Otherwise... well, this isn't really a monster skill with a faith-based formula instead of linear so it is... actually good.

Zodiac: Bragging rights reward.

I would keep Look of Devil and Self Destruct for actual tactical worth, Flare 2 and Zodiac can stay but the rest needs reworking.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 05, 2011, 11:17:53 pm
Yeah, Meliadoul is another one that is in a not-quite-finished state of existence like Rafa and Malak. Those skills will eventually get overhauled to make them more effective but that will come with an updating of the monsters as well.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 06, 2011, 03:00:15 am
Equipment Rundown

As a general note, in this patch, the Attack command sucks, except possibly on Gunslingers, whose skillset are basically Attack + added effect. Guns also happen to be entirely free of special abilities, which basically doesn't come into play if say you're using an Enchanter + Bow/Crossbow.

I think it's because of the lack of support abilities. Two Swords is now Two Guns, meaning only Gunslingers benefit from that (already made that exception above), while Doublehand is stuck all the way at the top of the tech tree in Mystic Knight... who probably won't benefit from it because he's holding a Knightsword for their huge WP.

Even if you push Doublehand earlier, there's still the fact that a lot of weapons are forced Two-Hands compared to vanilla and I really don't think they need to be, such as Spears and Poles, but I'll get to those individually. Doublehand also doesn't allow two chances of procs the way Two Swords does but I suppose that can't be helped.

There's also Attack Up which happens to also affect special abilities. People usually don't use it for getting a bonus to the Attack command though it is a nice bonus. Same thing with Concentrate.

Now, the item analysis, by weapon groups.

Knives: Not a good formula, especially on a slow class like Cooks. No outstanding special abilities. Throwing Knives are cool, but see what I said about the attack command and probably comes way too late. Overall a weak weapon group overall.

Bandit Knives: Same formula as knives. The three proc weapons might actually be TOO useful if you get lucky with it, which I don't quite like. Mighty Sword doesn't work on monsters though... Dead does (unless they're Skeletons)

I don't think the non-Proc weapons are worth anything though. Up their weapon guard evasion some more or something. Shrug.

I say the biggest reason I'm not using these is because I believe they're Bandit-only (are they?), and Bandits can equip crossbows too.

Swords: This is interesting. The class has quite a few handy defensive options, such as Immunizer, Guardian Sword and Heretic Blade. Not sure whether you would count Kusanagi as a "defensive" weapon but it does have Speed + 1 and I don't normally hit stuff with it...

On the offensive side, it's a bit poor. Ignoring all the weapons with no procs, Slick Blade has a terrible one, and Slow is a good proc on bosses but not quite on mooks. If you're fighting a boss you generally want a MUCH more consistent way of inflicting Slow on them.

There is ONE really good offensive sword though. The fluffy bunny can either be used as the highest power 1 handed weapon at 12 WP with a shield... or you can use it as essentially a 24 WP power for the Attack command (though low WP means weaker Enchants or Swordskills, who still want Knightswords.) It's a really interesting weapon both for use and in design flavour.

You get it as a War Trophy too which means you don't have to go out of your way for it. Though the guide says only Bethla South gets it. Does that mean you don't get it if you go North? That would be... silly.

Knight Swords:
Extremely good.

Knightswords have giant WP making them good for formulas involving them. They innately give you a 25% bonus damage since they strengthen their own element (in vanilla you would need to equip a Black Robe to pump your Ice Brand or a 108 gems) and also allow you to boost a blitz skill that you like. If that isn't enough, the later weapons come with great status conditions. Stonecutter has Innate Protect, Queen's Guard has innate Shell (great for surviving those pesky Warlocks) and Soul Cutter has innate Immunity (great for Altima, probably would be great for Hashmal if he actually used Fear)

Oh, they do make you weak to an element. The enemy doesn't seem very capable of taking advantage of that though, especially something like Fire which usually requires you to come within melee range.

Axe: They don't use random damage formula anymore, joy! I think the shop unlocking is a little screwed since I saw Labrys show up before Icewolf Axe.

Seems like an okay weapon group. Starmetal Axe has strategic uses even. I'm probably just not using these more because of class access... any class with access with Knightswords is pretty much going to use those. So that leaves... Vanquisher I guess?

Wands: Well, they are bugged... but still, you don't use the attack command as a mage except in desperate measures. As far as special abilities goes, well, they're just about the same as they were in vanilla. So they're good.

Staves: The ones without special abilities suck, being a weapon that can only be equipped by mages that is melee range. I'm not a big fan of Mop Handle either.

Still, there are a wide variety of decent special abilities in this set, even though some of them are outclassed by their Wand counterpart (the +1 MA staff). Cadaceus probably needs a buff as well, due to the fact that Distribute doesn't trigger if you heal yourself.

Whip: Ahhhh random damage weapons KILL IT WITH FIRE! Granted, the formula is more consistent in this patch.

Morningstar says it has +2 PA in the master guide but it only has +1 in-game. Could have made Vanquisher a carrier for Blitz but oh well.

Never used the top end weapons. Though I probably wouldn't use Vamp Killer for my undead killing needs. I'll just throw Phoenix Downs. Shocking Lash and Flame Whip don't quite impress me either with the lack of 108 gems or Black Robes available but this is theory.

Guns: Guns are... still guns. I think Rifles actually unlock faster than Arquebuses which makes you go from 25 damage to 49.

The elemental ones are lamer than their vanilla counterpart though. Mustadio can change his element to Holy if you run into a Bomb while wielding the Inferno or something but when would Frostbite and Thunderclap EVER get any use considering where you have to be to steal those guns? Hashmal, Ultima Demons and Altima aren't weak to said elements...

Crossbows: You can copy paste what I said about the 2 bandit knives weapons, except that these are ranged and have the gun formula so you can twink for Speed.

If you poach the Scorpion Sting this group gets a LOT better.. I wonder if it's the common drop on the cocatoris or if I just got lucky with the rare poach.

Bow: Another speed formula weapon. Like I mentioned, in FFT, the enemy will generally have a better starting position. With Two Guns existing, guns are usually the favoured ranged weapons.

That being said, there are certain places where guns are just terrible because of giant mountains blocking your way or something where Bows can shine. Still...

Tomes: Well, this is just about the worse formula in the game because what class has a high PA and MA at the same time that can also equip books? I dunno.

Chocobo Tome allows classes access to healing if they have some other way to kill enemies but I don't think it scales very well. And there's a Shock tome? Isn't that MaxHP - CurHP formula? I don't think I have enough balls to use a physical attack for a 25% chance when I'm low on HP instead of healing!

The rest doesn't seem that worth it compared to just about every other ranged weapon which have better range.

I never got the Panther Tome or the Archaic Tome (might want to check the War Trophies list again) so I can't comment on the higher end tomes.

Spears: The fact that one of the spears is 1H instead of 2 is interesting, though shields aren't great yet at that point of time but most spears are just about empty in terms of special ability. I believe only the Don't Act spear is any good. I mean, the Angelic Lance does extra to a grand total of Dycedurg, Rofel and Altima 2 (not counting the undead which deals to Phoenix Down anyway and are extremely easy).

If you're lucky using Spears you can catch two people with it, but that doesn't happen THAT often. Other than that, not a lot of characters have Counter as their reaction either, meaning the advantage of a 2 range keeping you "safe" from counters is lost.

Without Jump, the ability to equip a shield or Doublehand this weapon class is lacking.

Poles: The negative poles fills a niche to enable the Tactician class (if it worked). The normal poles are just lame though. It doesn't pierce like Spears so the 2 range attack means even less than spears and like Spears they're 2 handed which they probably shouldn't be. Poles were passable in vanilla because Yin-Yang didn't benefit much from MA boosters and can't damage anyone directly (well, Drain technically can but...) so it fills a role for them. All MA-based classes in this patch has some form of attack which would rather benefit from an MA boost I think.

Just like Spears, the inability to doublehand them (Oracles didn't benefit from MA up or Short Charge as much as other classes did) or equip a shield hurts them.

Armor
Heavy Armour: High HP, immunity to status effects of varying usefulness, scales better than Vanilla.

Magic Armour: The lower ones are really terrible, with their MP bonus too low to give you even more than 1 casting of whatever you want to use.

It gets slightly better when Half: Element starts showing up but unfortunately the one I really want unlocks way too late (that would be the Half: Lightning armor, which would have stopped my guys from being killed from Storm Ring if it unlocked earlier.) A lot of times it's not really relevant unless you get lucky and have an enemy Warlock spawn with the exact same element you are halving.

Helmet: Viking Helmet stands out for being a 100 HP equip with a +1 PA. Amaterasu Helm would be amazing if it worked. I can't remember anything else but still, those show up pretty early and are good.

Hats: Really terrible until the end where Balk's Wind Wrap shows up. Otherwise they give some really low gains and no special abilities I can think of.

Crowns: Sort of like Hats with reverse HP/MP ratio. MP is more valuable than HP if it doesn't get you one hit KO'd though and Jade Hairpins show up rather early for a quick MA+1 boost.

Light Armor: Lots of special abilities that make them worth using, such as Gained JP Up or Enhance. Camouflauge Clothes +1 speed is also good. About the only one I don't like is Noble Clothes, which gives... Secret Hunt, a 100 JP ability late in the game? It unlocks after said +1 Speed clothes too and is double the price which... huh.

But compared to Helmets/Hats, Light Armor turned out pretty decent.

Accessories: A bit of a mixed bag... I like a lot of the ones that give you skills, such as the Magnifier, even though I don't memorize Move-Find items but I think a lot of people would.

But a lot of them are to be honest, not very useful. Any enemy unit who is silly enough to wear a Time Egg basically gets a Venom at him and I can't think of many situations where enemies cast Stop on me (living with Slow is acceptable)

Also Maiden's Charm. Do you ever fight enemy Cooks past a certain point? Will they live before they can use Fowl Play 3 times to turn you in a chicken? It probably had some use in the past when Champions had Intimidate... maybe. I never actually played those versions.

Same with Frog. Flowing Strike is the most common way I've been frog because Red Mages don't show up past a certain point in the plot too, and that doesn't seem like a good use of said accessory. Maybe if you added Half: Water to it...

Oven Mitts for some reason seem like it should be a lot better than it worked out for me, being a very early source of Cancel: Fire. I wonder why I never used it.

The most common accessories I've used are Red Boots (Move + 1 is always good... unless you have Dash), Fresh Herbs (it's basically innate Move HP up), PA + 1 and PA + 2, MA + 1 (I never got a chance to steal the upgraded version, which only adds some magic evasion. It is nice I guess but not something I would kill for.)

Running Shoes is pretty nuts and helps anyone who doesn't rely on stats (Alchemist, Gun users) for "playing tag". You can probably kill an opposing gunslinger or something before he can go "What the hell?" with your double turn straight off the bat. It is limited in availability though I suppose.

Sometimes I wear the high end mantles if I know I'm up against Gunslingers but the lower end mantles are not mathematically useful.

I think a lot of the niche defensive accessories (the ones that defends against status especially) needs a look at. If there was an accessory list I could go over all of them but the Master guide only has weapons so that's all I remember.

Poach notes: A lot of poaches need to be redone. Getting something like potions is lame, although it saves you some money I suppose but quite a lot of poaches are... Chapter 2 unlockable equipment. There's no need to buy a Red Hat for half the price at Chapter 3 when the fur shop is unlocked...
Title: Re: CCP - Battle Logs
Post by: Author on July 08, 2011, 08:54:14 pm
Alright, battle log. Elmdor, here we go.

Restarted: 12 Times
Save States: Countless (Ramzor needed to steal on the FIRST try. Other than that, no.)

Pre Battle Set Up:

(http://img855.imageshack.us/img855/2938/psdx6d3d003.png)


Battle opened, and Elmdor almost ALWAYS went four spaces forward and cast Flowing Strike on Agrias and the Sentinel (My Ghaele with Champion sideset. Ghaele is fully mastered, Champion has all the Action Commands. And Equip Shield.) When he didn't, I reset. RNG Scumming is NECESSARY if you plan on stealing all of his items. All of them. Gallows (Warlock with all Red Mage Actions) goes next, because of her Running Shoes. She teleports into the corner directly to her left, and casts the Ice elemental Warlock ability, which takes 5 turns to take affect. I then would proceed to wreck Lede and Celia, because they wanted to cast some spell. (They never actually got it off, I'm just that awesome.) Celia tries to cast some spell, and Lede Shadow Stops Ramzor. With Ramzor stopped,  Memories (Lapidary with all Action Speechcrafts) would go. She has teleport, so she ports to the line of Sentinel, Agrias, and Ramzor, and uses Emerald, negating stop and any other silly effects that Celia and Lede could use. Immunize not only negates the effects for the future, but it removes them if you were affected, which is why I love it so damn much. With that negated, it's Ramzor's turn. He proceeds to slam C&L for 240 damage, thanks to Attack Up and having the Holy Avenger equipped. He used Burning Blade, hitting them both, killing Lede. Then, the Ice Warlock spell hits, blasting Celia. Unfortunately, only then does Lede turn into an Ultima Demon, and after Agrias goes (Hitting Lede with Flowing Strike, praying for a frog. Spoiler alert: it doesn't proc.) Celia turns into one as well. Then it's the Ghaele's turn, so he goes and bonks Lede for 180 damage, killing her. Then Elmdor goes, but he does what he always does: Flowing Strike. Thanks to Immunize, nothing procs.

Hits Agrias for 114 damage, though. Thanks to C&Ls newly demised state, Ramza goes once more. He nicks Elmdor's accessory with countless reloads of savestates, and cuts Elmdor's damage down a notch. Then Sentinel bonks Elmy, because I want to be able to oneshot him once i steal all his stuff. This works marvelously, until Elmy decides "Lolaggravate", and Blood Sucks Agrias. Compliments to Cel for making Bloodsuck even more annoying. Undead, Berserk, AND Blood Suck? Ramzor steals his shield, and Sentinel uses Remove Disease to get rid of undead. Elmy proceeds to kill Gallows with a wack to the head, and I ignore her for a bit because i don't need her right then. Sentinel teleports to Elmdor and tries to whack him, and misses. Ramzor goes again, steals his helmet this time around. Sentinel and Ramzor just chilled together, cause they were like total bros. Just one diagonal square across from the other. Ramzor opened his mouth to say something to Sentinel and...

Then Elmdor kills him with a Flowing Strike to the face. I kinda shrieked at that point, because he had killed my main status remover. Fortunately, Memories is next, and she uses Speak Of The Dead to revive both Sentinel and Gallows, who were in the perfect position to proc without hitting either Celia or Lede. Some pointless shit happens (Agrias attacks him cause of Berserk and misses horribly), and then Gallows ports up once more to shoot off a Heal spell, restoring a fuckton of HP. Ramzor's turn, steals his armor. This is the point where Elmy's completely out of MP, so he Blood Sucks Agrias. Again. I just ignore her, it's too much fuckin' work to fix right now. Gallows turn, haste ends, and she readies an Esuna for Agrias. Elm's turn, he tries to smack Sentinel.

Sentinel says "Oh hells no," and Hamedos him in the face. 70ish HP remaining. Memories does more fucking around, teleports out of the way so she doesn't get hit with a Blood Suck.

That would totally blow. Ramzor's turn once more, and he steals Elmdor's sword. Elmy now has nothing, because I stole everything.

Pics, or it didn't happen.

(http://img801.imageshack.us/img801/6313/psdx6d3d002q.png)


And then it was Gallows turn, and she hit him with an Eldritch Blast to the face.

That was my entire Elmdor 2 fight. It was a huge bitch to steal all his shit, but oh god it is gonna be SO WORTH IT.
Title: Re: CCP - Battle Logs
Post by: TigerKnee on July 09, 2011, 12:17:31 am
Eh, Masamune is decent for its +1 Speed, helmet would be great if it worked (but it doesn't, so it's just an equipment with lower HP and MP gains than usual), and all the rest are honestly quite medicroe.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 09, 2011, 12:19:08 am
If it counts on anything I'm working on another update patch that'll fix the helmet. >.>
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on September 27, 2011, 02:09:48 am
I'm most of the way through Chapter 1, having just finished up Miluda 2 a few minutes ago.  As of right now, I'm just focusing on Ramza and his four generic friends Estellise, Freeman, Janus, and Artemisia; depending on what the trio know at the start of Chapter 2, I may train them up as well.

So far I've not had any major trouble with any specific battle, though Miluda 1 took me a couple of tries due to the three Brawlers beating the crap out of my team before they could do much of anything.

General observations:

Enemy Enchanters are *annoying* with their status attacks
Enemy Brawlers will punch your face in or hit you with a hadoken
Playing defensively seems important in this patch, at least at the start
I like how status effects are designed to play a much more prominent role in battle

I'm kinda letting Ramza (melee), Estellise (melee), and Janus (magic) play around with different classes to see what works well, while Freeman (melee) and Artemisia (magic) are sticking with Nomad and Red Mage for the time being.  At this point, I'd say that Artemisia is the team's MVP.

Current classes open: Warrior, Butler, Homemaker, Nomad, Brawler, Champion, Bandit, Red Mage, Alchemist, Tactician, Demagogue, Lapidary

I'll post more as I'm able :)
Title: Re: CCP - Battle Logs
Post by: Celdia on September 27, 2011, 05:06:08 am
Let Artemisia segue into Champion for a little bit and you'll get all those tasty status effect skills from Enchanter for yourself. ^_^
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on September 27, 2011, 10:35:08 pm
Yeah, I fully intend to do that  :mrgreen:
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on October 01, 2011, 01:03:35 am
Small update, have cleared up through Zaland so far:

Windmill Shed, and to a lesser extent Zeakden, were stopping blocks until I opted to go delevel myself a little bit (from ~12ish down to ~9ish) and changed up my strategy somewhat.  Finally won Windmill Shed by launching an all-out offensive on Wiegraf once he moved close enough, though I also had Delita walk up and OHKO the closest enemy Enchanter just because I could.  Zeakden on the other hand, was won by playing very defensively and hiding my guys behind the fort and picking them off one-by-one.  I finally got tired of the one Champion and his Faerie Dust trolling and started giving them a dose of their own medicine  :twisted:

Haven't had any trouble with the Chapter 2 battles so far, though Agrias and Gaf make a pretty big difference as well.

Enchanters are fun; definitely going to make use of the skillset though I may change the base class.
Still enjoying Red Mages (I tend to favor magic classes in most games).
Torero and Vanquisher are open now so I need to check them out!
Title: Re: CCP - Battle Logs
Post by: Celdia on October 01, 2011, 01:57:24 am
A note on battles like the Windmill Shed: When the goal is to defeat just a single unit I've tried to make the whole battle a lot more overwhelming so that focusing on that one unit is the best way to move on - though around here a lot of people like to kil absolutely everyone in those fights which is why I made them a bigger challenge. 

Since you're almost there, I'll give you a heads up: One of the best accessories in the game is at the Golgorand Execution Site - bring your Move Find Item skill and good luck! ^_^
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on October 05, 2011, 11:35:53 pm
Finally got some more time to play today and finished up Chapter 2!

Golgorand took me a bajillion tries (or maybe just several) before things finally went my way and I was able to win.  I don't really like to do it, but I made heavy use of sandbagging here while I slowly whittled the enemies down.  The Vanquishers were mostly just there, but the Champions with Mystic Knight skills and the Demagogues were *extremely* annoying.

Lionel Castle Gate...actually took one try; I guess the AI must've felt bad for me here because none of the enemies outside the gate really did much of anything.  The three Toreros must not have had much to work with because they either did nothing or flailed uselessly with their whips.  They did bunch up rather nicely, allowing my Loremaster to nuke them though  :mrgreen:

Queklain has a lot of hitpoints, which I believe I read about earlier.  This one took a few tries as well, but I mainly won by sandbagging the units that he'd Death Sentence and taking potshots as needed.
Title: Re: CCP - Battle Logs
Post by: Stretch on October 12, 2011, 08:04:44 pm
I can't find the accessory at the Execution site... it doesn't help that every enemy seems to be equipped with magnifiers... Did you move the item location?

Nevermind, I found it. Anyway, Golgorand is a good battle. The castle gate is giving me problems though. The Toreros keep berserking Ramza in their first move. Instant game over. This happens a LOT.
Title: Re: CCP - Battle Logs
Post by: Celdia on October 12, 2011, 09:34:22 pm
I thought there was an Immunizer as a reward before that fight somewhere but I can't find it if there is one so I'm probably misremembering something. The armor that guards against Berserk isn't available until the start of Chapter 3. I think the only recourse you'd have to deal with Berserk is Esuna/Cleansing Wind to clear it off before Ramza runs off and gets himself killed. If you can get him to act before it gets applied again, Calm Demeanor will keep your safe from it for a short time.
Title: Re: CCP - Battle Logs
Post by: Jumza on October 30, 2011, 01:42:23 pm
In Riovanes it took me soooooo loooonnng to get wiggy to not hit me with counter when i hit him... but it worked he had 1 hp left
I thought i was gonna cry :( ... but then i realized after i killed my savestate you only needed him to kneel when you do that fight  :oops:
Title: Re: CCP - Battle Logs
Post by: Lucifer_zero on November 13, 2011, 09:47:20 am
Heeeellll low... look who´s back... only for the weekend, cuz its college holiday.

even though I didnt had been playing i was always giving a look here to see cahnges, and i find myself wishing sooooo much playing your hack, lets start the really long talking text cuz i´ve been playing since friday and now i just finished Deep Dungeon ( for 1,964T )

Turtles
Turtles are a really anoying enemy, mainly on 1st chapter, i need to polymorph or dont act they to get the kill, as my damage is still low and they have soo much hp ( but i think its fun ! )


Uribo / Porky
Now they only appear on END, maybe they could be buffed a lot, lik, more HP, innate DEF/MDEF UP, better poach, they could have somethin like Big Guard ( instant MP cost 30, give a little HP ( MA*3) + one random positive buff [protect / Shell / Haste / Reraise / Imunity] to every ally on 3 range from caster ) and Wildbow having one skill that attack all enemies and make they lose all buffs, make him appearing on place of one the uribos



Gun
Maybe an end-game gun with more power, one without elemental properties (For DD).


Bandit Knives
I never used Bandit knives, as they were always as weak as normal knives, i think they could have more WP and SP*WP formula, i miss that formula ^^, and using it with more WP you could control how much damage someone using Bandit knives would do. Also, instead of Weapon guard they could have something like abandon OR have more % block ( like 10% more or at least 5% more on each )


Books
Chocobo codex giving reraise 100%, that one i think is soo much OP on 1st and second chapter, having a so easy reraise at 1st chap is too much uber power, so maybe put him only on 2nd chap and with 25% chance.

The others book i only used when using loremaster, the othes could be a 50% or more cast ( except  Serpent codex that should me at max 33%, by the way i didnt got this one ><, maybe its working on 1,965 )


Spears, Poles
Didnt need to use Spears or poles, as i didnt use Tactician´s skills and for long range damage i used longbow


Gunslinger
Gunslinger need a real nerf on they Sunder, rigth now this makes me want to cry when i see that the enemy has one gunslinger, like or i abuse safe state or i reset the battle. also now its really too late when i get one of they, maybe instead of [Bandit lvl 4 + Torero lvl 4] a something like [Nomad lvl 4 + Alchemist lvl 4] ( nomad cuz it the ranged oriented class, and alchemist cuz they are the other class that use gun )


Loremaster
Loremaster = glass cannon, but still good, only needed one "equip Book" skill so i can use their skills on other job that don´t use books, even if they skills itself are powerfull, they also cost much MP to any class abuse of they.

Also their skills needs a JP cost, having all from the moment you get they, even with the book restriction, is still to much.


Lets start talking about my favorite thing, L I T T L E   M O N E Y... ops, not this... its about SPECIAL JOBs, before talking about they one question, could you post their stats ?

Mustadio
ABOUT
He is always well come on my team, but maybe he could have Gunslinger instead of Alchemist unlocked

SKILL SET
AIMs are also on Gunslinger, but they cannot be mimiced ! and i think that mustadio deserves something unique for him, like an AIM that gives "don´t move + don´t act" both triggered separately, so you could have both or nothing or at least one on each shot.

Also almost never use Flame Kick, as i never get much close to enemies, and if i was going for something from Gunslinger on mustadio, that would be sniper cover, not that i tend to use it.

Another skill that come up to my mind is a AREA damage skills, something like making the bullet explosive and giving like WP*MA damage to everyone on the are.



Agrias
ABOUT
While i dont have Orlandou, Agrias is my MVP, but instead of Demagoge, i think she could have Ghaele unlocked, that would make more sense on her.

After looking on FFTPacher on her growth, i fully used her as a champion, maybe she could have the 1,3 growth instead.

SKILL SET
Something strange on her, she hav holy on all her sword skills, but her move skills is ice ? I think that Holy wing would fit her better, and then Icestep could go to someone else, like Meliandoul

And there is a huge downside on having all skills holy, there are more enemies that cancel that element, but stills fine, and her reaction could be distribute or lunch break ( yeah, nobody have this on your side, someone should have ) and for support she could also be the only one with equip sword instead of equip armor, she is the only one that all unique skills need sword.


Afterthought As Rafa and Malak seen more Ying Yang on this hack, Agrias could be something like Frozen Maiden, intead of Holy Swordwoman, with all skills have ICE + their element, like:
Holy sword - > Frozen Sword
- Stasis Sword - remain equal
- Crush Punch -> Frozen Crush, with range of 4 instead of 3 ( and in my utopia world, Frozen crush could only target enemies with Stop status, have double damage that have now AND dead 100%, so dead imunity would still get massive damage; "Use earth power to destroy the ones who are frozen"  )
- Holy Explosion -> Holy Freeze ( on my utopia world, add one random "confusion, charm"; "Using the Holy powers freeze enemies brain )
- Ice Step -> move+2 ( she have ice skates )


Rafa and Malak
ABOUT
Loved the name, CHAOS SHAMAN and CHAOS MAGE but still need to rework on the job description ^^ i know that both are still changing, so lest hope that i can hel somehow.

First i didnt use they so much, but still there something i noticed:

1st - even if the FFTPacther say they should come with Brave and Faith 69, they still came with normal values

2nd - also they came without any job instead of enchanter lvl 2 ( as they are chapt 4 specials, they should come with somethin like Ghaele lvl 8 for Rafa and Loremaster lvl 8 for Malak )

3rd - Their growthcould be changed for they having more MA and MP

4th - i love that they are the Ying Yang of FFT, they should stil be, as now they are not so balanced.

SKILL SET
Rafa
Wild healing is nice, but could be CT 2 instead of CT 4.

I think that she could have one more healing skill, one that target all on map, ally or enemie, that hit randomly for moderate HP restore + reviving, something like CHAOS HEALING, hiting like 5~10 times.

Give her Holy Wings, water walking fits Meliandoul better ^^


Malak
Same as rafa, Wild magic could have CT 2 instead of CT 4.

CHAOS MAGIC, Target everyone, hit for non elemental moderate damage, 5~10 times, not avoidable, can cause dead / CT 0

Holy for rafa ? Dark Holy for malak ! ( Void is too much strong... Zalera tould me so many times... )

Dark Passage ^^

Like i said, Ying Yang, if Rafa can put some buff, malak could remove they, but that would be giving him more unique skill... well i think that after.


In my perfect utopic world

Rafa would have all skills PA Based while Malak would have MA Based, so for Rafa reaction would be PA UP and Malak MA UP, for support Rafa - Attack UP and Malak - M Attack UP

I still need to think more about they, and today ill play a little with they to se how works their skills


Orlandou

ABOUT
THUNDER GOD. but why give him Gunslinger ? Maybe Mystic Knight ?

SKILL SET
Loved his skill set, but for reaction could put... Quick Draw ( something that resembles lightng speed... ) or absorb used MP, as he have really low MP and need for most of his skills.



Mealiadoul
ABOUT -
Blue Mage ^^ loved the concept and more... LOVED THE SPRITE !!!!!

SKILL SET -
I still didnt got all enemies skills, cuz i dont know where can i get Flare 2 besides Zalera, maybe some random battle at DD ?

And why not make her ALL blue mage and strip all her unique skills ? she could have more monsters skills ^^ and for move skill Waterwalking ( Jesus ), also waterwalking could have MOVE HP-UP innate

For monster skills, smething like this could be nice

[chocobo] Choco Cure
[chocobo] Tidal Wave OR [Behemot/ultima demon] Gigaflare
[Apanda]   Bio 3
[Floatball]  Circle ( she got it from begining )
[ Bombs ]  Self Destruction
[ Lamia ]   Slavery Song
[ Turtles ] Critical Rush
[ bones ]   Dark Wave
[Morbolls]  Bad Breath ( together with Self destruction, they are the CLASSIC Blue mage´s Spell )
[Behemot] Hurricane OR [ghost] Drain Touch
[squids] Odd Soundwave
[Elidibs]     Zodiac


Cyan

ABOUT -
When i saw " CYAN " i crazed enough to play instead of doing college´s reports ( well... still need to do those -_- ) and when i finally got him i stoped... saw him... and noticed that he´s too much slow >< then i noticed on fftpacther that his speed growth is set do 110 and his multiplier to 90... dont know if that was intentional, but i swamped they to be able to use him as his class

SKILL SET -
First off
Remove Hamedo from brawlers !, Rename Retort and put in Cyan ^^ that would fit perfectly ! and now whe would have all 8 swordtechs on him ^^

So far i think that the sword tech are nice, Dispatch i think could use WP*SP formula, as it it a fast draw atack, Quadra slam could hit one single targert 4 times, as he MA is low the damage on both quadra slam and Quadra slice is a little to low to it be abusive.

And for the golden prize we have Stunner, the best skill on my opinion a 8CT ( 4 with microwave) Hit-all ^^ and chance to proc stop

For Suport Atack UP or MAtack UP would be nice

Im my illusionary perfect senseless utopic world i would make him a move skill called STEEL SOUL, gives move-1, jump-1, cannot move on water, innate Innocent cancel ALL elements. On my the more normal world Steel Soul is a move +1 Jump +1, speed-1 + Grey soul


One last thing... some enemies

Elmor
First off, this battle reminds me soo much of 1,3, its to hard to keep sandbagging AND kill both assassin, and when they die the ultima demons can kick your party ass, together with elmor, stealing from him ended being a abuse of save state, as i didnt wanted to spent time preparing for him ( i already spent 6h manking my Ramza mime from lvl 1... )


Zalera
Elmors not happy to be hard to die, he turns into something even MORE irritating, having innate Shortcharge makes difference here he can do Nigthmare at begining if unprotected/ my party is to much close one of other, or if i´m protectted against status, he goes and one shot one or two members of my party with Flare 2, while i try to get they back he goes and keep killing they... and together with him we have 2 gunslingers who woulnt stop killing or breaking my equips, making me restart this fight, the only way i won was sealing both gunslinger and making Zalera lose something like 4 speed + slow, even at this it was hard to win.

My party was Ramza Mime, Agrias Champion ( with Holysword sec ), Generic Gunslinger with Nomad secundary AND equip armor to survive first Flare 2, Orlandou as Thunder God with Torero sec ( for the slow + Terminar ) and Mustadio Enginer with item sec. lvl was... i think 30...



Elmor DD
I should call this onte Elmor GG, cuz that the way i felt about him at first glance, without float i all have has to wait him come and Titan call my members + Mystics sword can cover others elements, still he can give some chalenge if not prepared for him


For now that it is only thing...

Ahhh

some minor bug that i remeber

1- Rad appears with old squire sprite and with Ramza portrait

2- Murond there is a mime with Vanquisher as secondary o-o was intentional ????
Title: Re: CCP - Battle Logs
Post by: Celdia on November 13, 2011, 10:15:37 am
Lucifer, my kingdom for that post 24 hours ago. XD

Thank you for the feedback. There are a couple of things in there I think I tried to address with the 1.965 update. I'll think about some of those suggestions, too. I keep forgetting to put Lunch Break back in. With the Cook gone, I may just swap it back over to being HP Restore, give it back to Monks and maybe just do that Retort idea on Counter. Its not like anyone uses Counter in CCP anymore.

A quick summary response: Pigs are still Vanilla, Chocobo Codex is for people who can't manage the early game, Loremaster will get Equip Book when I actually remember to put it in somewhere, Orlandu starts with Gunslinger unlocked because its the top of the 'Physical' job tree, Cyan is supposed to be that slow, stealing Elmdor's gear is supposed to be very difficult since you don't need to do it to finish the game (I like bonus content to be hard,) though I'll admit Zalera is a shitty battle and probably needs to be nerfed a bit, and Elmdor in the DD is a super-boss fight so again he's supposed to be hard there.

As for Rad, I'm still working that out a bit. It was an experiment with getting around needing to do a bunch of obnoxious graphics works to fix events glitching from the new sprites. That Mime at Murond probably shouldn't have a secondary skillset though. Likely an oversight from when I changed it to Mime from whatever it was before.

This is a lot of great input though. Again, thank you, and do keep playing. ^_^ If only I could get this much info back from EVERYONE that plays CCP.
Title: Re: CCP - Battle Logs
Post by: Lucifer_zero on November 13, 2011, 01:16:23 pm
Quote from: Celdia on November 13, 2011, 10:15:37 am
Lucifer, my kingdom for that post 24 hours ago. XD


24h ago i was still on chapter 2, hahaha

Quote from: Celdia on November 13, 2011, 10:15:37 am
I keep forgetting to put Lunch Break back in. With the Cook gone, I may just swap it back over to being HP Restore, give it back to Monks and maybe just do that Retort idea on Counter. Its not like anyone uses Counter in CCP anymore.


Well, anyone will want to use some counter with Cyan ^^

Quote from: Celdia on November 13, 2011, 10:15:37 am
A quick summary response: Pigs are still Vanilla


I did notice this, but also noticed that they only show up on END, i think you could use that fact to make they some challenge, i think its funny idea to be punished by little color pigs of doom.

Quote from: Celdia on November 13, 2011, 10:15:37 am
Cyan is supposed to be that slow,


Hum... i dont like the ideia of having someone with lower speed than a generic, but doing the math i see that i end up losing one point of speed with 110 growth... not thaaaaaat much...

Quote from: Celdia on November 13, 2011, 10:15:37 am
I'll admit Zalera is a shitty battle and probably needs to be nerfed a bit


Maybe changing that two gunslinger would help a lot, also removing Short charge from zalera would be a nice touch, and let us control Meliadoul on this battle, maybe like that she could happen to learn the Flare 2 ( by the way, do you plan to put Flare 2 somewhere else for Meliadoul learn ? )


Another thing i forgt to say before

You forget to put all class needed as the pre-requisite for Mime, the way it´s now Reis came only with Mime unlocked, and lvl 1 Dragoner and Homemaker, as soon as she got Dragonner lvl 4 she opnened Champion lvl 8 and evething it should open with lvl 1, i asume that opnening all jog with reis will led me with a lvl 8 Red mage, lvl 4 Mystic, Lvl 4 Tactian and Lvl 4 Gunslinger, the rest all must be lvl 1...



-----

edit


I looked into 1,965 only to see the armor changes, nice ones, above of all the Noble Uniform ^^


Edit 2.

Hotfoot stoped giving the move +1 (1,965) and the fire affinity, to tell true the ring who absorb all stoped working to... and so stonestance, dont gime me more 20% more HP... i´m starting to think that all affinity equip/ move skills stoped work....
Title: Re: CCP - Battle Logs
Post by: Wiz on December 01, 2011, 12:44:28 pm
Celdia's Complete Patch 1.965Z Part 1 - It begins and it will end (http://www.youtube.com/watch?v=fVSTK3bfyjc&fmt=18)

I'll have the PvP Match up tonight as well as parts 2 and 3 of this new run :)
Title: Re: CCP - Battle Logs
Post by: drako393 on December 01, 2011, 06:16:13 pm
oh my god, zalera is way too powerful  :( im stuck, i have the last version of the patch, anyone here have defeated this monster? help please  :| ...sorry for my english
Title: Re: CCP - Battle Logs
Post by: RavenOfRazgriz on December 01, 2011, 06:26:07 pm
Quote from: drako393 on December 01, 2011, 06:16:13 pm
oh my god, zalera is way too powerful  :( im stuck, i have the last version of the patch, anyone here have defeated this monster? help please  :| ...sorry for my english


Are you sure you're playing on 1.965"Z"?  That special release is meant to fix a bug where Zalera comes in with 50 MA due to a glitch, resulting in things like 900 damage Flare 2s.  If you are and the fight's just giving you trouble, I do happen to know one setup that would allow Ramza to beat the entire fight by himself I could PM you, if you've been good about hanging onto your War Trophies, stocking up on various weapons, and learning skills.

Note to self: Attempt another recording of Ramza beating Zalera 6 on 1 and hope my software doesn't wig out again.
Title: Re: CCP - Battle Logs
Post by: Wiz on December 02, 2011, 12:54:05 am
Celdia's Complete Patch 1.965Z Part 2 - A new foe has appeared! (http://www.youtube.com/watch?v=PNDAJhJ6YY4&fmt=18)

Celdia's Complete Patch 1.965Z Part 3 - Pretty Colors (http://www.youtube.com/watch?v=vd5LUUk9hBw&fmt=18)
Title: Re: CCP - Battle Logs
Post by: drako393 on December 02, 2011, 03:41:08 pm
finally i been able to defeat zalerabastard :D...one cuestion: the battle against the elite chocobo team, is based on the level of my team? because i dont know what am i getting into haha
Title: Re: CCP - Battle Logs
Post by: Celdia on December 02, 2011, 04:34:06 pm
Its a preset level - all the new stuff in the DD is currently - so if you're having problems with it you should be able to level up to overcome it. That said, there are effective strategies to bypass them at lower levels.
Title: Re: CCP - Battle Logs
Post by: Wiz on December 08, 2011, 05:05:32 am
Celdia's Complete Patch 1.966 Part 4 - Wavepad Editing and healing helps greatly! (READ DESCRIPTION) (http://www.youtube.com/watch?v=lXgn5BIz6sg&fmt=18)

I'll have another one up later today, don't know when but it'll happen for sure :)
Title: Re: CCP - Battle Logs
Post by: Celdia on December 08, 2011, 08:31:11 am
I'm a little surprised you upgraded to Champions to get past that fight. Warriors can wear armor and tote around Axes. Mixed in even with Charge +1 (which is frequently instant to use now) you can easily get up to 40+ damage output for each of your units and you get comparable HP values with the Warriors. As an aside, the Enchanter fired through the door. They have always been able to shoot like that when the door is 'blocked' with units like that. When I read the video title I thought you got a glitch like this: http://www.youtube.com/watch?feature=player_detailpage&v=OYOg3Dftiy0#t=893s

Also, holy hell that voice changer shit is like drills in my ears, man. XD
Title: Re: CCP - Battle Logs
Post by: Wiz on December 09, 2011, 02:49:39 am
Celdia's Complete Patch 1.966 Part 5 - Slutty Slut Miluda Teh Sexy One! (http://www.youtube.com/watch?v=pYoAeePhNiU&fmt=18)

Title's not the greatest, but hey, give me credit for trying :P
Title: Re: CCP - Battle Logs
Post by: Celdia on December 09, 2011, 03:56:29 am
Good video, Wiz. A few responses: Gear isn't wholly level-scaled in CCP. It is limited by story progression. Enemies won't ever randomly appear with anything you can't currently buy from the stores. What I'm not sure of though is if when you go into say Sand Rat if the AI can access the things you will get access to AFTER that fight or not. I haven't tested that hack in detail.

The other thing is you did hit the nail on the head with how to deal with Miluda. A running thing in CCP is any battle with a Kill ______ objective is going to be a lot harder than the kill everyone fights. This is to give the fight some challenge to people focusing on the target and to give the veteran players a bigger challenge than usual if they choose to try and take down everyone. You'll see the worst of this probably at the Windmill Shed in Chapter 1.

And lastly, on Chapter 1, Ramza's Hero class gets access to Armor and Helmets in Chapter 2 as well as access to the Equip Armor support then. As in Vanilla he does get a new skill in Chapter 2 and again in Chapter 4.
Title: Re: CCP - Battle Logs
Post by: dis astranagant on December 13, 2011, 07:33:28 pm
All you have to do for any of the chapter 1 assassinations is bait them out, tag them with boil and run away.
Title: Re: CCP - Battle Logs
Post by: Wiz on December 27, 2011, 03:49:49 am
Celdia's Complete Patch 1.967 Part 6 - Frost Brands FTW! (http://www.youtube.com/watch?v=JZBsixOWOeY&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on December 30, 2011, 04:56:02 am
Celdia's Complete Patch v1.967 Part 7 - Bum Rushing (http://www.youtube.com/watch?v=Ij9-pBNPSRc&fmt=18)

Enjoy, already have 6 more vids recorded fyi ^_^
Title: Re: CCP - Battle Logs
Post by: Wiz on January 02, 2012, 10:59:30 pm
Celdia's Complete Patch v1.967 Part 8 - Chocobo Love + Retardio (http://www.youtube.com/watch?v=UJ0ww2PBOls&fmt=18)

I'll think you'll like this one Celdia ;P
Title: Re: CCP - Battle Logs
Post by: Wiz on January 05, 2012, 03:45:36 am
Celdia's Complete Patch v1.967 Part 9 - Female Brawlers SUCK (http://www.youtube.com/watch?v=biLhbCuHq-E&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 05, 2012, 04:58:46 pm
Celdia's Complete Patch v1.967 Part 10 - Rescuing the idiot (http://www.youtube.com/watch?v=kXkzVCZIefM&fmt=18)

That's it for tonight ;)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 07, 2012, 02:55:31 am
Celdia's Complete Patch v1.967 Part 11 - Homosexuality (http://www.youtube.com/watch?v=7LUpSUSyFKk&fmt=18)

Got work in about 7 hours, you'll have to wait for part 12 until around 11 PM today at the latest (Get off @ 6 PM CST) XP
Title: Re: CCP - Battle Logs
Post by: Wiz on January 07, 2012, 11:24:13 pm
Celdia's Complete Patch v1.967 Part 12 - Keep Away (http://www.youtube.com/watch?v=9cV6kgHSmhM&fmt=18)

Don't work till 11 AM tomorrow meaning I get to sleep a 5 more hours or so ^_^
Title: Re: CCP - Battle Logs
Post by: Wiz on January 09, 2012, 12:03:15 am
Celdia's Complete Patch v1.967 Part 13 - En Garde (http://www.youtube.com/watch?v=C0Q4UfJ_ooM&fmt=18)

I've got work off tomorrow, so more recording for me (Even though I've got up to part 18 recorded)

Loving this patch Celdia <3
Title: Re: CCP - Battle Logs
Post by: Wiz on January 17, 2012, 01:31:04 am
Celdia's Complete Patch Part 14 - Beating the Boogie Man's Ass! (http://www.youtube.com/watch?v=J8WJ40cKYWw&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 17, 2012, 04:03:22 pm
Celdia's Complete Patch v1.967 Part 15 - A new enemy has approached! (http://www.youtube.com/watch?v=cAloZf9hUt8&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 17, 2012, 11:24:14 pm
Celdia's Complete Patch v1.967 Part 16 - Alma the liability (http://www.youtube.com/watch?v=eCDoCr7xexg&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 18, 2012, 02:53:30 am
Celdia's Complete Patch v1.967 Part 17 - Izlude's a heretic!? (http://www.youtube.com/watch?v=OBPMfKCQ4yA&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 20, 2012, 02:29:50 am
Celdia's Complete Patch v1.967 Part 18 - Down goes Wiegraf! (http://www.youtube.com/watch?v=CoTPKCt2s58&fmt=18)

Celdia's Complete Patch v1.967 Part 19 - Music for Originality (http://www.youtube.com/watch?v=8wN_lOGWcGg&fmt=18)

Celdia's Complete Patch v1.967 Part 20 - Rafa's under OUR control (http://www.youtube.com/watch?v=ISdbRpbmEWE&fmt=18)

Celdia's Complete Patch v1.967 Part 21 - Yuguo Woods (http://www.youtube.com/watch?v=UXJAQ7ujD4A&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 21, 2012, 08:50:40 pm
Celdia's Complete Patch v1.967 Part 22 - Storming Riovanes Castle (http://www.youtube.com/watch?v=ZHW0CKhOu94&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 21, 2012, 09:45:13 pm
Celdia's Complete Patch v1.967 Part 23 - Wiegraf III and Velius Part I (http://www.youtube.com/watch?v=xUav6P6JTlg&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 21, 2012, 11:32:47 pm
Celdia's Complete Patch v1.967 Part 24 - Velius Part II...and WTF is up with his shoes!? (http://www.youtube.com/watch?v=5UExeCXmRSc&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 23, 2012, 04:07:44 am
Celdia's Complete Patch v1.967 Part 25 - FORGOT ROOF OF RIOVANES FIGHT (http://www.youtube.com/watch?v=dlz-xIF5wTE&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on January 23, 2012, 06:41:03 am
Celdia's Complete Patch v1.967 Part 26 - Blue Chocobos and nearly Quad Kills (http://www.youtube.com/watch?v=N41L2iMmNTA&fmt=18)

Still processing atm, but it should be done in 15 min at max I'd assume.
Title: Re: CCP - Battle Logs
Post by: Wiz on January 25, 2012, 10:51:47 pm
Celdia's Complete Patch v1.967 Part 27 FUCK YOU ZALMO II (http://www.youtube.com/watch?v=L5EuB7N9tV0&fmt=18)

Celdia's Complete Patch v1.967 Part 28 - Martial Arts Exists!? (http://www.youtube.com/watch?v=7ehFOLNLzgU&fmt=18)
Title: Re: CCP - Battle Logs
Post by: RavenOfRazgriz on January 26, 2012, 12:32:47 am
Quote from: Wiz on January 25, 2012, 10:51:47 pm
Celdia's Complete Patch v1.967 Part 27 FUCK YOU ZALMO II (http://www.youtube.com/watch?v=L5EuB7N9tV0&fmt=18)


Did you seriously spend 4 minutes bitching about the AI getting lucky and Forcewalling you for "5 free turns" when every video I've watched of this so far has been you spamming Speed Save on every unit you own and hitting yourself for what's essentially "free turns"?

Quote from: Wiz on January 25, 2012, 10:51:47 pm
Celdia's Complete Patch v1.967 Part 28 - Martial Arts Exists!? (http://www.youtube.com/watch?v=7ehFOLNLzgU&fmt=18)


...And now you're mad at what may as well be an SCC team of gun users where the main boss doesn't even use both his weapons because they have more than two range and don't let you Speed Save whore them to death with your incredibly linear strategy? :|

Other videos have been amusing to watch but this has been a thorough session of </Disappoint>, sorry.
Title: Re: CCP - Battle Logs
Post by: Wiz on January 26, 2012, 04:58:56 am
QuoteDid you seriously spend 4 minutes bitching about the AI getting lucky and Forcewalling you for "5 free turns" when every video I've watched of this so far has been you spamming Speed Save on every unit you own and hitting yourself for what's essentially "free turns"?


I should've talked about this while the battle was going on and not before it started. In regards to free turns, the AI getting off two 23% chances in a row, which turn the tide and eventually result in a win for them, is not the same thing as getting off 5-6 points of speed at 70%+ that are completely unnecessary to obtaining victory when I've already clinched it long before they took effect.

Quote...And now you're mad at what may as well be an SCC team of gun users where the main boss doesn't even use both his weapons because they have more than two range and don't let you Speed Save whore them to death with your incredibly linear strategy? Neutral


I got annoyed by the fact that my Crown of Glory was broken near the end of the clip and considering that was a rare piece of gear that I couldn't get in shops otherwise, I reset the game and prevented that from taking effect.

QuoteOther videos have been amusing to watch but this has been a thorough session of </Disappoint>, sorry.


Sorry you feel that way.
Title: Re: CCP - Battle Logs
Post by: Wiz on February 03, 2012, 11:03:25 pm
Celdia's Complete Patch v1.967 Part 29 - Tanking Balk (http://www.youtube.com/watch?v=DqG79-EsD8Q&fmt=18)

Celdia's Complete Patch v1.967 Part 30 - Stripping Balk (http://www.youtube.com/watch?v=UNj-uYEeDOo&fmt=18)

^, no commentary in neither part, the sound files got lost.
Title: Re: CCP - Battle Logs
Post by: Wiz on February 12, 2012, 09:03:21 pm
Celdia's Complete Patch v1.967 Part 31 - Crystal Farming + Ambrosia Spamming (http://www.youtube.com/watch?v=AsdYbVhbNBE&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on February 12, 2012, 10:06:45 pm
Celdia's Complete Patch v1.967 Part 32 - A MUCH faster killing spree (http://www.youtube.com/watch?v=ZqNaPtdVPXA&fmt=18)
Title: Re: CCP - Battle Logs
Post by: Wiz on February 16, 2012, 08:58:21 pm
Celdia's Complete Patch v1.967 Part 33
http://www.youtube.com/watch?v=mDb5xv5wQcA&fmt=18

Celdia's Complete Patch v1.967 Parts 34 and 35
http://www.youtube.com/watch?v=rkkKMLICoS0&fmt=18

Celdia's Complete Patch v1.967 Part 36
http://www.youtube.com/watch?v=15HJ0BsJCw0&fmt=18

Celdia's Complete Patch v1.967 Part 37
http://www.youtube.com/watch?v=vN88uZR8Cys&fmt=18

Celdia's Complete Patch v1.967 Part 38
http://www.youtube.com/watch?v=P-kiudnu0ig&fmt=18

Celdia's Complete Patch v1.967 Part 39
http://www.youtube.com/watch?v=rnE-CebvpLU&fmt=18

Celdia's Complete Patch v1.967 Part 40
http://www.youtube.com/watch?v=QR1onCmISXA&fmt=18

Celdia's Complete Patch v1.967 Parts 41, 42, and 43
http://www.youtube.com/watch?v=6p9izlAv9aU&fmt=18

Celdia's Complete Patch v1.967 Parts 44 and 45
http://www.youtube.com/watch?v=0pLck9Q-NdQ&fmt=18

Celdia's Complete Patch v1.967 Parts 46, 47, and 48
http://www.youtube.com/watch?v=KKb8FB-72GE&fmt=18

Celdia's Complete Patch v1.967 Part 49 - EPILOGUE
http://www.youtube.com/watch?v=zIhAINz0Ipc&fmt=18

^, and that does it for CCP v1.967 :D

P.S. FUCK the DD, I've been doing this for nearly 2 and 1/2 months and it's time to move onto something else :P
Title: Re: CCP - Battle Logs
Post by: Celdia on June 28, 2012, 02:25:38 pm

For those unaware, Otabo (http://ffhacktics.com/smf/index.php?action=profile;u=551) has been doing a War of the Gods run on CCP recently. Here's the first few parts.

Part the 1st (http://www.youtube.com/watch?v=75wRwtHbarA)
Part the 2nd (http://www.youtube.com/watch?v=RENGc0AuHS0)
Part the 3rd (http://www.youtube.com/watch?v=aM5-jaoiehM)
Part the 4th (http://www.youtube.com/watch?v=oqmdCmcIk9g)
Part the 5th (http://www.youtube.com/watch?v=FzNwcGG4fdk)
Title: Re: CCP - Battle Logs
Post by: Celdia on July 02, 2012, 01:47:51 am
And the next set of Otabo's WotG run.

Part the 6th (http://www.youtube.com/watch?v=SK7YMnU7nC4&feature=relmfu)
Part the 7th (http://www.youtube.com/watch?v=SFqYxfDJPR0&feature=relmfu)
Part the 8th (http://www.youtube.com/watch?v=Ozys-qUcZAM&feature=relmfu)
Part the 9th (http://www.youtube.com/watch?v=TuEicnxJo_M&feature=relmfu)
Part the 10th (http://www.youtube.com/watch?v=yas7wcaYJG0&feature=g-u-u)

Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 06, 2012, 01:42:28 am
So I've decided to try a Squad Challenge for CCP!  It's based off of the one for the vanilla game, but since this is CCP and not vanilla and since I'm doing this mainly for my own entertainment, I've modified the challenge rules a little bit.

Here is the link to the original Challenge FAQ http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/15661 (http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/15661) for those unfamiliar with it.

Sadly, I'm not recording these because I neither have the knowledge or the equipment/programs to do it  :(

My own personal rules for treasure hunting and item finding:
(1) No upsetting the squad battle rotation in order to send in a squad that has a Bandit or Alchemist in it
(2) No resetting on Move-Finds; if I don't find it, I don't find it
(3) If I happen to poach something cool from a random battle or wind up with a Bandit in a battle with something good to steal, great! If not, then that's fine as well.

Banned Items
Chocobo Index (I do have this on my Loremaster but only until another tome is available; I will not use the Reraise effect)
Ribbon
Healing Band
Dusk Shroud

*If anyone has other suggestions on items that would be too powerful/broken, feel free to post.

The Setup
Ramza - Ghaele

Squad #1
Nella - Mystic Knight
Sabrina - Alchemist
Lissa - Tactician
Korin - Nomad

Squad #2
Prier - Brawler
Aubrey - Red Mage
Gavin - Demagogue
Celine - Lapidary

Squad #3
Estellise - Champion
Tyris - Loremaster
Janus - Enchanter
Darian - Bandit


Chapter 1

Dorter 1 - Squad #1 (0 resets)
Ahh, the start of our challenge.  I derped pretty big here and sent both Delita and Algus into battle without any equipment!  However, I figured that I may as well turn it to my advantage, so I immediately had everyone climb up to the top part of the adjacent building, squishing the Nomad that was already up there in the process.  From there, I had everyone hang out on the roof while Algus and Delita took turns blocking the enemy Warrior and Champion from climbing up after them.  Since Sabrina was my only reviver, everyone circled around her in order to keep her shielded from the arrows the other two nomads were firing.  This setup basically allowed for the group to slowly wear down the enemy without any real danger due to Sabrina's potions and Delita & Algus using Bandage as necessary.

Random Comments
I can already tell that I'm going to enjoy Mystic Knights.  Nella's Howling Rend will come in handy, especially as she gains more MP.
The Yew Wand battle trophy means that Tyris finally has a weapon! Yay!
Some people -did- wind up shirtless by the time the battle was done.


Sand Rat Cellar - Squad #2 (0 resets)
This was a pretty straightforward battle.  I had everyone back up a bit except Gavin, who then moved up and hit most of the enemies with Power Word: Blind before they were even out of the house.  From there, I just bunched my guys up and took down the enemies as they came to me.  Once again Algus and Delita were mainly on healing duty, which freed up Aubrey to take people out with Jolt and Freeze.  Ramza and Gavin poked people with swords, and Prier punched people in the face.

Random Comments
Prier learned Fire Dance from one of the fallen Brawlers - yes!
New equipment in the shops finally, but it takes a lot of gil to keep 13 units geared up since I despise equipment-swapping between fights.


Thieves Fort - Squad #3 (1 reset)
Unsurprisingly, this has been my first story battle where I had to reset.  The first time I got trounced pretty quickly, so I went and fought a random battle or two with this squad and as much as I wanted to wait until a different book became available, I equipped Tyris with the Chocobo Codex.

What a difference carrying a book can make!  Since I tend to play more defensively in CCP, I kept my guys all bunched together down at the bottom of the map.  I've got a Red Mage, a Champion, and two Brawlers that all move down towards my guys.  Tyris' turn comes up and I see that she has *just* enough MP for a Fireball.  One cast later, I have three dead enemies and one in critical status, which Delita promptly dispatches.  From there, I just had one Red Mage and Miluda to my six guys, so the rest of the battle was more or less like shooting fish in a barrel.

Random Comments
You guys will have to take my word for it when I say that I'll only keep Tyris with the Chocobo Codex until another tome shows up in the stores.  Until then, she'll use it to cast her spells and then switch to a wand once her MP is depleted.  No Reraise/Heal nonsense with it. Loremaster, more like Lolmaster.

Title: Re: CCP - Battle Logs
Post by: Celdia on July 06, 2012, 11:27:52 am
Otabo's WotG in CCP.

Part the 11th (http://www.youtube.com/watch?v=-H_f1GHBNvk&feature=plcp)
Part the 12th (http://www.youtube.com/watch?v=2tH3NmZcqX4&feature=plcp)
Part the 13th (http://www.youtube.com/watch?v=_YmzlDaCuXw&feature=plcp)
Part the 14th (http://www.youtube.com/watch?v=WhSrXGq4EPY&feature=plcp)
Part the 15th (http://www.youtube.com/watch?v=Hleo52YRWYg&feature=plcp)
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 07, 2012, 04:28:22 am
Lenalia Plateau - Squad #1 (0 resets)
This battle proved that the Alchemist + Tactician combo is truly a force to be reckoned with....either that, or they're a rather cheap combo.  All it takes is Sabrina dropping a Venom on Lissa to give her access to Extended Rations (regen for all), Wheel Formation (haste for all), and Take Cover (protect + shell for all).  If Lissa happened to use Lie in Wait before this, she also has access to Stone Maze Trick (Don't Move on enemies) on her first turn before poison status takes her out of Transparency.  That's a huge deal, especially in these lower level battles!

With everyone hasted as a result of Tactician shenanigans, it was no problem for Ramza, Delita, Korin, and Nella to lay waste to Miluda and her friends.  Now that Nella has a little more MP and a few more moves, she's proving to be the biggest damage-dealer for Squad #1, frequently OHKOing or sending enemies to critical status.  Ramza also has a little more MP now and can actually make use of a few of his spells as a Ghaele; mainly reserving White Wind for emergency healing if needed.  At this point, Korin is still mainly just a guy with a bow; he has few abilities and low MP.  On the bright side, this battle netted him enough JP to learn Concentrate.  Eeeee!


Windmill Shed - Squad #2 (0 resets)
Now that gems are finally availble in shops, Celine finally got her chance to head into battle!  This one wasn't too horrible, though I decided against attempting to kill *everyone* like I did with the two Miluda battles.  Right off the bat, Wiegraf took Prier down with Crush Punch, but Celine's Relic Ring dropped one of the Red Mages and sent one of the Brawlers into critical status; Delita walked up and finished her off.  Meanwhile, Wiegraf and the other Brawler decide to try and beat up on Aubrey, who spent most of her time trying to keep herself healed and trying to get Prier back on her feet.  The other Red Mage made the foolish decision to charge a long cast time spell on Ramza, so he just walked up and dropped her mid-charge.  After this, I decide to go ahead and just kill Wiegraf since I'm uncertain of my ability to kill them all before Aubrey ends up getting unlucky with a Crush Punch.  Relic Ring did 60 damage a pop to him and Aubrey sent him into critical with a well-placed Freeze.

Random Comments
From previous experience with CCP, I'm aware that Lapidaries and their gems function like Draw Out in regards to cost with Engraving being even more expensive since the gem always breaks.  Between this and trying to keep everyone's equipment up-to-date, I'll have to be sure to do a few random battles between story missions.


Fort Zeakden - Squad #3 (0 resets)
Tyris to Algus:  "Fireball + you = dream come true."

Random Comments
Yeah, I'll get mine once I start running into enemy Loremasters.  Even so, blowing stuff up is awesome.


At this point, the level range amongst the entire group ranges from 5-8.
Onwards to Chapter 2!

Now that we're in Chapter 2, it's time strip Rad, Lavian, and Alicia of their equipment before giving them the boot.  Hey, some of it is an upgrade for various people, while the rest can be sold - gotta get money for those gems somewhere!  And now, on with the adventure...


Dorter 2 - Squad #1 (0 resets)
This battle wouldn't have been a problem if it hadn't been for the two Nomads that climbed to the top of the buildings to take potshots at everyone.  Gaffy immobilized the two Bandits at the start with Updraft and Agrias pummeled people with Stasis Sword.  Sabrina and Lissa got the usual Tactician shenanigans rolling, but over time they took a lot of fire from the two Nomads and eventually went down.  The two Red Mages first tried keeping their friends healed with Aura Wave, but once the two Bandits went down, they switched to more offensive spells and took Ramza down.  The battle eventually came down to just Gaffy, Agrias, and Korin standing, racing against the timer to kill the last Nomad before Ramza or anyone else crystallized.  Kind of a sloppy win, but a win just the same.

Random Comments
*This* battle proves that even with a pretty powerful combination such as the Alchemist & Tactician, some high ground and a little long-range weaponry can almost ruin your day.  Although Updraft is annoying when used against me and useful when I use it on the enemies, Nomads don't really seem super impressive at this point....kinda like the vanilla Archer.  Oh well, I still have a soft spot for bow-users.
Title: Re: CCP - Battle Logs
Post by: Otabo on July 07, 2012, 03:47:01 pm
As far as the WotG challenge is going, very tough times are ahead.

Ok, so it was relatively smooth sailing up until Bariaus Hill. Had a hard time, but managed to beat it. Next, Golgorand. Really tough fight, but managed to win it. Then Outside Lionel. Was complete hell. Toreros + Lapidaries = GG. Or so I thought, because I still managed to beat it somehow. Then Zalmo. So much AoE in that fight it's ridiculous. Not to mention that wall. That wall is a million times worse than Zalmo. I couldn't even get to him without being wiped. But still, even through all of that, I still managed to win. Sheer luck.

Which brings me to this point. If it wasn't for one particular item, this challenge would have been over with. That item? Good ol' Number 9.

So, now I'm at UBS2. Challenge is looking to be over right here as there's Toreros & Vanquishers, the worst combo in existence. And the worst thing: they have Maiden Charms. The one Loremaster I'm not worried about too much, but the Toreros & Vanquishers are the ultimate combo of death. Team eats 3 Terminars + 2 Holy Crosses/Hydro Storms before anyone can move. Gonna tinker with some setups, but right now, it isn't looking too good. I think my best bet is to bring Soulshield + Move-MP Up, but I dunno how far that will get me. I'm gonna keep trying it, though; maybe I'll have to keep resetting until one or two of those Toreros bring something other than Maiden Charm.

In short, the next few videos are going to be interesting (fails recorded, too).


Title: Re: CCP - Battle Logs
Post by: Celdia on July 07, 2012, 04:33:28 pm
Quote from: Otabo on July 07, 2012, 03:47:01 pm
And the worst thing: they have Maiden Charms.


I'm sorry, Otabo...but I died laughing when I read that line.
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 09, 2012, 12:46:19 am
Araguay Woods - Squad #2 (0 resets)
This is a fight against a bunch of goblins, so there's not really much to say here.  Squad #2 came, saw, kicked some ass, and saved Boco (with some assistance from Gaffy and Agrias.)

Random Comments
Although everyone is still pretty low level (8-10), they're definitely becoming more powerful now that they've been able to learn a few more skills.  Healing and reviving is becoming much easier to manage now, so I don't have to worry so much about some of the battles.  Ramza learned Holy Wings after the last fight, so he can fly now.  Woo!


Zirekile Falls - Squad #3 (0 resets)
Since I'm making an effort to play things legit, I didn't strip Gaffy of his belongings before this battle like I normally would.  However, I saw that you anticipated such a scenario and made sure he was geared (he also jumped about two levels as well).  If I'd have known that, I would've taken his gear after all.

Even with his gear, Gaffy really wasn't a threat.  Ramza, Estellise, Agrias, and Janus took care of him and his buddies on one side of the bridge, while Tyris blew up a couple of on the other side of the bridge.  Delita helped a little.  Tyris is definitely Squad #3's MVP - I'm amazed that Fireball does as much damage as it does.


Zaland Fort City - Squad #1 (0 resets)
The two enemy Alchemists here surprised me by using Adrenaline on themselves right off the bat; they certainly hit a little harder, but since only one even had a gun, they basically took themselves out of the fight.

I experimented a bit with my Tactician and the Phantom Vial this time around, so I finally got to try out Call the White Wind.  Definitely very useful, but I have to be careful since it'll damage Lissa in her undead state.  Nella continues to melt faces with her Mystic Knight skills; I like the fact that she's got both long-range and short-range attacks, as it makes her more versatile in combat.  Ramza works well as a back-up healer/buffer with the ability to deal a decent amount of melee damage if needed.

Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 10, 2012, 01:09:05 am
Bariaus Hill - Squad #2 (0 resets)
I remember the Lapidaries here giving me some trouble when I did my first normal playthrough, so I was expecting this to be a more difficult fight.  However, neither Lapidary used any of their abilities, instead opting to attack me with their books.  The two Nomads tried their best to pincushion people, with moderate success (poor Aubrey).  The two Demagogues also flailed around more or less uselessly, with only one of them doing any serious damage with Red Magic (poor Aubrey, again).

Random Comments
I'm really starting to like my own Lapidary, Celine.  I knew they could be a nuisance from my previous playthrough, but I'd never really bothered playing one of my own.  The targetting on the skills still takes me some getting used to, but they seem reasonably powerful rather than cheesy or cheap.


Zigolis Swamp - Squad #3 (0 resets)
Now that all squads can actually heal and revive themselves, monsters don't concern me quite as much.  Those Malboro enemies still kinda make me nervous though, as they seem to have a larger movement range now and that Acid Spit can hurt.  Thankfully, the marshland restricted the movements of the enemies aside from the Malboro and the Ghoul so my guys were basically able to take long-range potshots at them until they got close enough for melee.

Random Comments
At this point, Darian knows the Ambush skill, so it proves very useful for getting people moving in a hurry.  Tyris also swiped Alma's Royal Tome and thus has access to Bless and True Resurrection.  I....am not sure if I should consider this an overpowered item or not.  Even though both spells cost a chunk of mana, a full resurrection spell and a powerful buffing spell are pretty amazing to have access to.  Ramza being able to fly over enemies and objects never ceases to amuse me.


Goug Machine City - Squad #1 (0 resets)
This battle is where I started getting a taste of my own medicine regarding Mystic Knights.  One moved up immediately and dropped Nella, who is pretty squishy due to wearing robes instead of armor.  The other smacked Ramza pretty good, but not enough to kill him.  One of the Bandits here had Ambush and used it to keep himself and some of his buddies hasted, while the other had access to Nomad skills and trapped Korin in place for a time with Updraft.  The two Lapidaries were still more or less ineffectual, though one of them did kill Mustadio with a Relic Ring after one of the Bandits had softened him up a bit.

Thankfully for my guys, Lissa was able to wind up Wheel Formation, Take Cover, and Extended Rations which helped to swing the odds back in my favor.  It also didn't hurt that Ramza sometimes hits like a truck and took out one of the enemy Mystic Knights almost immediately.  Nella was finally able to go to town as well once Sabrina finally got her revived and healed up.


Bariaus Valley - Squad #2 (0 resets)
Aha, here we have some enemy Tacticians who are geared to rumble.  It was definitely entertaining to be on the receiving end of some Tactician shenanigans; they seemed to stick with Extended Rations (Regen) and East Wind Prayer (Faith).  The last one might have proved useful for Aubrey's offensive spells, but she was busy casting Aura/Aura Wave every turn to help keep people alive.  Gavin flailed around uselessly for most of this fight due to being rather slow, which could prove to be a liability on down the line; must keep an eye on what equipment I give him.

The two enemy Red Mages went down first and in a hurry, but the two Tacticians and the two Demagogues were harder to drop due to some amazing evasion and the aforementioned regen shenanigans.  There were also some alchemy tricks employed as one of the Tacticians and one of the Demagogues hit Prier and Agrias (respectively) with Venom, which slowed me down as well.  The only real tense moment was when a Tactician took Prier down on the other side of the river from any reviving magic, forcing Aubrey to race/wade across to Raise her before her timer ran out.

Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 14, 2012, 12:16:39 am
Golgorand Execution Site - Squad #3 (5 resets)
This was a big roadblock the first time I played CCP, and this time was no different.  For the first several tries, no matter what my squad placement was, I would either get overwhelmed by sheer numbers or fall prey to the Demagogue's Sadomasochism or the one Champion's Mystic Knight skills.
On my winning run, I started Ramza, Darian, and Janus as far towards the ramp leading upward as I could and had Estellise and Tyris standing under the archway.  The contributors to my win were:

(1) Ambush - Hasting anyone was helpful, but especially so for Ramza and Janus
(2) Quiet - As soon as it was feasible, Janus used this to take most of the bite out of the Demagogues
(3) Fireball - Tyris got lucky on her first turn with her charge times and dropped one of the Demagogues and sent both Gaffy and one of the Champions into critical status.  Later, she took out one of the enemy Vanquishers with it as well.
(4) Hamstring - Darian put this to use to keep the Champions/Vanquishers/Demas locked into place and away from my guys
(5) Gamble - Janus proc'ed Charm on one of the Demagogues which kept her out of my hair for a few turns

Ramza mostly flew around and took chunks out of people with his sword, although he did have to use Revivify to stand Janus back up at one point.  Estellise mostly did the same, though she spent more of her time using Lay on Hands to stand people back up or Healing Touch to give someone a boost.

Random Comments
What the Bandit lacks in health, he makes up for in speed and versatility of skills.  Hamstring and Ambush were lifesavers in this fight.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 14, 2012, 03:54:10 am
The War of the Gods marches ever onward.

Part the 16th (http://www.youtube.com/watch?v=y3RPnV_ZJ6A&feature=plcp)
Part the 17th (http://www.youtube.com/watch?v=Z7NqzTEWl3s&feature=plcp)
Part the 18th (http://www.youtube.com/watch?v=iI-SmEn6jf0&feature=plcp)
Part the 19th (http://www.youtube.com/watch?v=gKwMy5zRaYo&feature=plcp)
Part the 20th (http://www.youtube.com/watch?v=gx0fU44GLc8&feature=plcp)

And because I've been lax about posting these links, there's more!

Part the 21st (http://www.youtube.com/watch?v=pb07iUwWjEI&feature=plcp)
Part the 22nd (http://www.youtube.com/watch?v=c6OiHED9A_0&feature=plcp)

Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 14, 2012, 06:01:59 pm
Lionel Castle Gate - Squad #3 (7-8 resets)
This battle turned out to be a bigger stumbling block than the Golgorand fight.  Since Ramza could just fly over the top of the gate to join the rest of the team, Gaffy wasn't the problem.  It seemed that no matter which squad I tried, they would get destroyed by the Lapidaries or berserked/poisoned/slowed to hell by the Toreros.  Even on the battles where I made some headway and dropped a couple enemies, the Tactician would just use Crane Formation to stand them back up again.  Grrrrr!

I finally ended up winning with Squad #3; although they did just fight at Golgorand, that battle was the last one of a rotation so this battled started a new rotation.  I pretty much won by getting lucky with Tyris' charge time on Fireball so I was able to drop one of the Lapidaries and two of the Toreros in one go.  It also really helped that the Tactician didn't stand back up on his timer counted down, which meant there was no one else that could revive the enemy.  From there, it was fairly smooth sailing for the rest of the fight.

Random Comments
The Tactician dropped his Ox Pole, which would become *immensly* useful in the next fight, though I didn't realize it at first.  I also appreciated the deliberate heal/revive setup on the enemy Tactician here; nicely done.  Gaffy's Speed Saving was also a surprise and a little worrisome near the end.


Inside Lionel Castle - Squad #1 (10+ resets)
I really thought that this was where my challenge run was going to end, because it seemed that no matter which squad I used (#1 or #2) Queklain simply moved too fast for my guys to keep up with the healing and reviving.  My guys are only average level 11-13ish at this point, so they don't have a lot of HP or MP.

After a brief discussion in chat with Celdia where she reminded me of a weakness that I'd noticed earlier but hadn't given a lot of thought to and me remembering the Ox Pole that I'd picked up in my last fight, I altered my strategy and equipment somewhat and tried again...

Squad #1 takes the field again!  Lissa now has the Ox Pole in addition to her Tactician's Shoes and Winged Cap, so she can still use Wheel Formation as well as Call the White Wind (heal) and Crane Formation (raise).  Nella loses her robe and borrows some Rainbow Mail, plus she gets the Jade Hairpin we stole from Ovelia earlier and some Dried Herbs as her accessory.  This lowers her MP some, but she gains a ton of HP and two points of MA for boosting her swordskills.

The winning fight involved heavy use of Wheel Formation to keep people Hasted and keeping everyone spread out as much as possible, so Nightmare or Bio3/Bio could only hit a limited number of targets.  Sabrina stays close to Lissa at the bottom of the map, while Ramza and Nella chase Queklain around the top part of the map.  Korin moves about as necessary in order to use his bow attacks or occasionally get in a Far Shot.  He also managed to lower Quek's speed at one point (every little bit helps).  When a unit would get hit with Death Sentence, I usually had them start moving back towards Sabrina so she could revive them once they fell.  If they died too far away, Lissa would use Crane Formation to stand them up again.  One of Nella's swordskill attacks (not saying which) took huge chunks of HP out of Quek until she ran out of MP (Sabrina doesn't know Tincture yet, which is my mistake).  Ramza floated around and did respectable damage with melee attacks, Korin used his bow, and Sabrina even got in a few shots with her gun if Quek happened to be in range.  It was actually a critical hit from Sabrina that finished the fight.  So....sandbagging yes, but more dangerous since not everyone could revive and aside from the one item-user, nothing was a 100% guarantee.

Chapter 2 is complete!






Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 17, 2012, 03:00:36 am
Goland Coal City - Squad #2 (0 resets)
Seeing as Galaxy Stop remains unchanged, so too does this battle.  My guys were at a height disadvantage since none of them can jump very well aside from Ramza's flying antics, but that was really all that was needed up on the roof.  The rest of my guys were free to take potshots at the incapacitated enemies on the ground.


Lesalia Castle - Squad #1 (0 resets)
Since Zalmo has access to Revival and a more-or-less unlimited supply of MP, there's not much point in taking down the other bad guys since he's just going to stand them back up again.  Lissa stayed hidden behind the wall using Wheel Formation, while everyone else hacked and slashed their way to Zalmo.  For the most part, it was easy to just ignore everyone else and focus-fire on Zalmo once my guys were close enough to him.  Nothing really special for this fight.


UBS #2 - Squad #2 (0 resets)
I know I really shouldn't complain since they didn't have/use Terminar, but Toreros are *such* annoying little twerps.  Right away, they first tried Berserking various members of my team, with little success.  When that didn't work, they switched to Slowing everyone down.  The Loremaster wasn't an issue since Ramza was able to OHKO him mid-charge (dumb AI).  The Vanquishers were more of a nuisance than a threat.  None of my guys were in a good position to do a lot of damage in a hurry, so we had to dink people down as we could.  Aubrey used Poison Cloud for the first time here to poison a couple of the Toreros, so that helped whittle them down a little faster.


UBS #3 - Squad #3 (0 resets)
My compulsive desire to kill everyone almost cost me a reset here.  Taking out the two Lapidaries wasn't an issue thanks to Tyris' spells and Ramza's mobility (thank you Holy Wings) and the two Ghaeles weren't that big of a concern to me either.  My main worry was Izlude himself and the Tactician hiding all the way across the map.  Darian's use of Ambush helped him to cross the map quickly and work on taking out the Tactician while everyone else focused on the two Ghaeles and Izlude.  Unfortunately, the Tactician did get off a few Wheel Formations and an Extended Rations before I could bring him down, so that made things more difficult.

Izlude alternated between rapid-jumping the weaker team members (Tyris and Janus) and swinging his sword at Estellise, breaking both her helmet and shield in the process.  Tyris finished off one of the Ghaeles with a spell, but the other proved to be tenacious, dodging several incoming attacks.  First, Janus went down and then Tyris.  Ramza has no more MP to use Revivify and Estellise is having a hard time making her way over to use Lay on Hands.  Darian, now finished with the Tactician, makes his way over to assist his friends.  They manage to take out the remaining Ghaele, but then Izlude drops Estellise with a melee attack.  No more revival.  At this point, I figured I'd try to go all-out with Ramza and Darian and see if I could beat Janus' countdown timer.  Ramza takes a swing at Izlude, misses, and gets countered into critical status.  Darian gets lucky though and nails him with two crossbow attacks and manages to end the fight with Janus' timer on 0.  Whew.


UBS #1 - Squad #1 (1 reset)
My first attempt was ended pretty quickly by Wiegraf hitting three of my guys with Stasis Sword and then getting mauled by a Vanquisher who happened to know Hydro Storm.  Ouch.

My second attempt went much more smoothly.  Wiegraf's opening Stasis Sword only did moderate damage to Nella and Korin and neither Vanquisher knew Hydro Storm or any other major attacks.  Normally I'd just focus fire on Wiegraf here and call it a day, but I knew that it would take me a few rounds to bring him down and I'd have all of his other friends beating on us in the meantime.  So I decided to take them out first.  Nella dropped one of the Red Mages right away with a Flowing Strike  and a combination of attacks from Ramza, Korin, and Sabrina dropped one of the Vanquishers.  Lissa did her Tactician thing and made sure everyone was kept Hasted.  The Ghaele blew all of her MP to revive the first Red Mage and then spent the rest of the battle being useless.  That same Red Mage was quickly dispatched again with a Howling Rend and the second Red Mage was dropped by a Terran Thrust (that missed Wiegraf, grr).  By this point, the second Vanquisher as well as the Ghaele had wandered into attack range and were both dispatched.  With Wiegraf being the only enemy left, my guys were free to take him out.  Terran Thrust proved very useful against him, much more so than any of the other Mystic Knight skills, so I'm assuming he was equipped with something that gave him a weakness to Earth (but I forgot to check what he had, sigh).


Random Comments
Ugh....I won't lie, my last few posts have been sporadic because I hate Chapter 3.  Hopefully I'll be able to finish it in the next day or two and get to the fun stuff in Chapter 4.  I'm also playing with my "normal" CCP file intermittently as well, so I don't get burned out/bored with my challenge and so I can play some of the classes that didn't make the cut for the squad run.

Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 18, 2012, 12:31:15 am
Grog Hill - Squad #2 (0 resets)
These guys here weren't too much of a threat; more of an annoyance.  The biggest threats were the two Alchemists, one of which knew Phoenix Down and the other that had two guns equipped with some break abilities.  However, Celine didn't find it too difficult to clean house with Storm Ring once my guys were able to close the distance.  On a lark, I had Gavin try to invite the remaining Butler and it actually worked with just an 11% chance of success.  I sent the guy on his way afterward, but not before relieving him of his equipment, including a Whisperwind Cloak.


Yardow Fort City - Squad #3 (0 resets)
Loremasters certainly don't mean an automatic victory, but they sure do make it easier most of the time.  Tyris was able to drop an Ice Storm on two of the Gunslingers almost right away and take them out of the fight.  Being able to control Rafa here makes things much easier as well, since I was able to simply move her out of the way and use her as a healer when needed.  Ramza, Estellise, and Darian were able (once hasted via Ambush) to drop Malak before he had a chance to do much more than cast a couple of moderate-damage Blizzard spells.  The remaining Gunslinger and the two Ghaeles didn't pose much of a problem; I've been getting lucky so far with practically every enemy Ghaele I've run into not appearing to know White Wind or Revivify.  The only real casualties of this battle were a few pieces of equipment, broken thanks to the aforementioned Gunslinger.

Random Comments
If this were a normal playthrough, I'd actually be looking forward to the end of this chapter since Rafa's changed abilities means that she's actually a good healer.  Alas, all I can look forward to is taking their equipment and then giving them the boot.


Yuguo Woods - Squad #3 (0 resets)
White Wind.  That pretty much sums it up.  Oh, toss in a few regular melee attacks, a Quiet, and a Meteor Strike (for funsies).

Random Comments
This is another situation where I'm altering the usual order of battle; since this battle started a new rotation and I'm aware of the (probable) pain that lies ahead, I opted to start with Squad #3 since they do the least damage as a team.
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 22, 2012, 09:25:40 pm
My challenge run isn't dead, but it's kinda been on hiatus the past few days due to work and being out of town most of this weekend.  I've also run into a wall on the Velius fight (surprise surprise) and until I can figure out a way past it, I probably won't make any other posts concerning the challenge.  I've been working on a normal playthrough however, so I may make occasional posts about it in the meantime.
Title: Re: CCP - Battle Logs
Post by: Celdia on July 22, 2012, 09:45:25 pm
Concerning Velius: Immunity is definitely your friend and there is a status effect you can tag him with that may make things easier on you. It looks like I forgot to give him what he needs to actually use a few of his spells, but that really just means he's going to rely on the nastier ones. With the right gear he'd be limited to pretty much punching people. With the right offensive tactics/squad, you should be able to take him down in a very short amount of time.
Title: Re: CCP - Battle Logs
Post by: Lady Ladile on July 22, 2012, 09:54:17 pm
Yeah, I'm definitely not giving up, but until I win, I can only take a few rounds of restarts before I need to take a break.  Thanks for the information though, since you've got my gears turning again!
Title: Re: CCP - Battle Logs
Post by: Otabo on July 23, 2012, 06:25:10 pm
WotG progress update:

I'm practically in Chapter 4 (well, technically just beat Velius, and still have to do the rooftop battle). Something tells me that I won't be getting any specials in Ch. 4, depends on what level Rafa & Malak come in at. If they come in at 49, then I can probably get Orlandu, but if not, that's alright with me.

Hardest fights for me after UBS 2, were probably Grog Hill and Outside Riovanes. The latter especially (level 140+ Vanquishers that can nuke pretty much 75% of the field at once isn't pretty, but at least it was more forgiving than UBS 2 or Zalmo.) Velius took me two tries (first try I reset because he landed stop on both my Loremaster w/Engrave and Lapidary.

If Rafa + Malak enter > 50, then I'm just may powerlevel to 99 and really have some fun.
Title: Re: CCP - Battle Logs
Post by: Kureyn on May 01, 2013, 05:43:42 pm
I have an unwinnable fight, early in the game. I haven't been to Dorter Trade City yet, but the Tortoise in the plains is literally unkillable. Every time it gets to critical HP, it uses Guts as a reaction - which isn't listed anywhere in its status screen, I might add - and restores itself to full. It's done this three times in this fight alone, and I do not have any abilities on any characters powerful enough to finish it without getting it to Critical state. The most damage I can do to it is 25, and its Critical threshold is greater than that.

I'm currently savestated fighting it, it's cornered and we've gained a boatload of JP, so I really don't want to have to reload and lose the entire fight... is it really a guaranteed 100% thing like it seems, or is there a chance I can savestate-scum the stupid thing to death?

E: Nevermind, another dozen savestates later and I got a hit in without tripping Guts. This is going to suck, but it's doable. Just... not naturally.
Title: Re: CCP - Battle Logs
Post by: Celdia on May 03, 2013, 12:35:10 pm
I'm sorry to hear you had such a problem against the tortoise. The % chance of its reaction triggering is equal to its Brave score so for it to trigger so seemingly infinitely, I have to assume that ended up being rather high. Also, the reason you don't see Guts listed in its status screen is because the ability name wasn't updated in the tortoise's help entry when it was renamed from Lunch Break which I think was a holdover from the old Chef class from oh so many versions ago. While I understand this sort of information is of little help after the fact, you might think about status effects to deal with them in the future if you have the option. Many of them will disable the tortoise's reaction ability altogether. Examples are Confusion, Berserk, Frog, Stop, Sleep and Don't Act. For that last one, the Butler's skill Blackmail is particularly effective.

As an aside, for any of this to be relevant, I have to assume you're playing v1.967 for the full patch experience as opposed to the CCP 2nd Beta patch which is only complete to the end of Chapter 2. v1.967 really is lacking polish as it were and still has a lot of confusing contradictions like the one you've encountered there with the Guts reaction having the wrong name in the monster's status info. If you would like a cleaner - if shorter - experience I would recommend playing the CCP 2nd Beta instead. Doubly so since v1.967 will not be receiving any more updates or fixes in the future as I have dedicated what little time I have for this project to finishing CCP 2nd.
Title: Re: CCP - Battle Logs
Post by: Kureyn on May 03, 2013, 11:20:08 pm
Yeah, it's alright. The biggest problem with it, really, was that I had been doing it before setting foot in Dorter. I didn't have a lot of equipment choices, and I hadn't had a chance to build up the JP to get any status effects that would have helped. This sort of thing isn't nearly as much of a problem later on when you've got more toys in your toolbox, but at the very beginning of the game it's awfully frustrating.

Thanks for taking the time to explain in-depth though, I do appreciate it!

(Also, yeah, I'm not on the beta version. Thanks for the explanation on that, too!)
Title: Re: CCP - Battle Logs
Post by: DARKANGELUXZ on May 19, 2013, 01:32:44 am
 :lol:
hola me gustaria saber si existe una vercion de fft con modo versus para jugar con los dos controles cargando dos equipos de diferente memoria . si es posible que lo puedan crear ...me gustaria mucho para jugar con los amigos en ese modo gracias... ;)
Title: Re: CCP - Battle Logs
Post by: Reks on May 19, 2013, 06:13:57 am
Quote from: DARKANGELUXZ on May 19, 2013, 01:32:44 am
:lol:
hola me gustaria saber si existe una vercion de fft con modo versus para jugar con los dos controles cargando dos equipos de diferente memoria . si es posible que lo puedan crear ...me gustaria mucho para jugar con los amigos en ese modo gracias... ;)


Translated for convenience:
"hello I would like to know if there is a fft version versus mode to play with the two controls carrying two different teams memory. if possible you can create ... I would love to play with friends that way thanks ..."

The CCP boards would be the wrong place to ask for that. The only one at present is ARENA, though Tethical is shaping up to be more of what you're requesting.
Title: Re: CCP - Battle Logs
Post by: DARKANGELUXZ on July 07, 2013, 11:33:31 am
QUE ES Tethica ?
:oops:
Title: Re: CCP - Battle Logs
Post by: Reks on September 03, 2015, 05:02:15 pm
So I started a Let's Play of CCP2.

I'm more excited than I thought I'd be.

Title: Re: CCP - Battle Logs
Post by: Reks on September 04, 2015, 06:01:57 pm
Next part!

Title: Re: CCP - Battle Logs
Post by: Reks on September 05, 2015, 03:12:22 am
Part 3: now with better voice quality!

Title: Re: CCP - Battle Logs
Post by: Argy on September 05, 2015, 04:35:57 am
Loving your LP Reks and I am halfway through watching the second one. Can I ask for a massive favour? Can you please go through the equipment, just like you do with their abilities, that would be brilliant. Keep up the great work!!
Title: Re: CCP - Battle Logs
Post by: Reks on September 05, 2015, 08:29:31 am
Quote from: Argy on September 05, 2015, 04:35:57 am
Loving your LP Reks and I am halfway through watching the second one. Can I ask for a massive favour? Can you please go through the equipment, just like you do with their abilities, that would be brilliant. Keep up the great work!!

I usually do take a look, but absolutely.
Title: Re: CCP - Battle Logs
Post by: Jumza on September 05, 2015, 12:39:22 pm
Quote from: Reks on September 05, 2015, 03:12:22 am
Part 3: now with better voice quality!

It's definitely way better!

I'm enjoying this too man, keep it up. Also those three misses in a row on that blind grape goblin was hilarious :P
Title: Re: CCP - Battle Logs
Post by: Reks on September 05, 2015, 11:49:32 pm
Part 4: now with more confidence! And puns.

Title: Re: CCP - Battle Logs
Post by: Mudvayne on September 06, 2015, 12:02:05 pm
I'm really really enjoying your LP, Reks. It's caught my attention.

Please, continue to post more videos!  :mrgreen:
Title: Re: CCP - Battle Logs
Post by: Reks on September 06, 2015, 10:59:31 pm
Part 5: Desert Derping

Title: Re: CCP - Battle Logs
Post by: Reks on September 07, 2015, 11:47:25 am
Taking a break today from recording to do other things, so part six will be done after work tomorrow.
Title: Re: CCP - Battle Logs
Post by: Reks on September 09, 2015, 12:43:35 am
Part 6: Now with less asshole!



Video should be up in approximately an hour.
Title: Re: CCP - Battle Logs
Post by: Reks on September 09, 2015, 04:03:20 pm
Part 7: Steal ALL The Things

Title: Re: CCP - Battle Logs
Post by: Reks on September 10, 2015, 01:51:07 am
Part 8: Now with more Facepalm-Inducing Mishaps

Title: Re: CCP - Battle Logs
Post by: Celdia on September 10, 2015, 03:05:29 am
I updated the download link for this in the other thread. Fixed some of the things I've seen out of place here like Vanquisher's job requirements, the job req. text in general, enemy units spawning with Mop Handle as a weapon, the hit% on Steal Accessory has been fixed and a few other smaller tweaks.
Title: Re: CCP - Battle Logs
Post by: Corosar on September 10, 2015, 04:35:16 am
Reksy definately got me interested in this. i love how much more there is and how much more veriety there is possible through class combos... soo gonna start playing this a bit! looks fun!~
Title: Re: CCP - Battle Logs
Post by: Reks on September 10, 2015, 05:06:15 am
Part 9: surprise video!

I had extra time to record and wanted to fart around, but I didn't wanna just do Dorter 2 and leave it unrecorded. So thus I decided to do this.



Still processing, of course. Should be up between 1 and 2 hours.
Title: Re: CCP - Battle Logs
Post by: Argy on September 10, 2015, 03:52:48 pm
Damn you Reks!! I am falling behind in your LP's. On a positive note, gives me something to look forward to!! Keep up the great work!!
Title: Re: CCP - Battle Logs
Post by: Reks on September 11, 2015, 01:36:33 pm
Part 10: Shell + Protect = makes videos far longer

Title: Re: CCP - Battle Logs
Post by: Reks on September 11, 2015, 08:23:18 pm
Part 11: Undead and Rekshenanigans

Title: Re: CCP - Battle Logs
Post by: Reks on September 12, 2015, 12:54:28 am
Part 12: Fuck You, Gaffy

Title: Re: CCP - Battle Logs
Post by: Reks on September 14, 2015, 01:48:51 pm
Part 13: If Two's a Crowd and Three's a Party, Then What Does Five Make?

Title: Re: CCP - Battle Logs
Post by: Reks on September 15, 2015, 10:26:18 am
Part 14: Seriously, Put Up a Sign or Something

Title: Re: CCP - Battle Logs
Post by: Reks on September 15, 2015, 03:39:48 pm
Part 15: Build-a-Lucavi

Title: Re: CCP - Battle Logs
Post by: Reks on September 16, 2015, 05:21:33 pm
Part 16: More like BLUNDERbuss

Title: Re: CCP - Battle Logs
Post by: Reks on September 17, 2015, 03:26:47 pm
Part 17: Fists of God

Title: Re: CCP - Battle Logs
Post by: Reks on September 17, 2015, 09:27:50 pm
CCP2 Let's Play is temporarily on hold until more ENTDs in Chapter 4 are finished.

Also because Celdie said so :P
Title: Re: CCP - Battle Logs
Post by: Argy on September 18, 2015, 01:36:55 am
No problem Reks. I have fallen behind again. Celdia fixing a few things in chap. 4 to make it better, well that can't be a bad thing.
Title: Re: CCP - Battle Logs
Post by: Reks on September 18, 2015, 01:59:32 am
Quote from: Argy on September 18, 2015, 01:36:55 am
No problem Reks. I have fallen behind again. Celdia fixing a few things in chap. 4 to make it better, well that can't be a bad thing.

More like it's yet work to be done

I'd attempted the Goland Colliery and in the first map, got a mostly hidden Cloud scene (when you have to save his ass, the event just played out inside of the wall), and then Ramza started stuck in one of my other units and I couldn't move either of them. The rewards/enemy equipment was also mostly random, including Hide Caps from the start of the game on 30+ Alchemists.

So right now a lot of stuff is unfinished and broken, so just waiting on her fixes before I continue.
Title: Re: CCP - Battle Logs
Post by: Mudvayne on September 18, 2015, 12:31:29 pm
I've really enjoyed this LP. I'm almost all caught up and am quite sad to see it on a haitus, very excited to see the rest of this patch if it ever comes to completion. Does this meqn Celdia will be finishing this patch sometime soon? :P
Title: Re: CCP - Battle Logs
Post by: Celdia on September 19, 2015, 03:05:39 am
I don't know about "soon". I've definitely scrapped some ideas for special events I was thinking about adding in because they're just going to be too much damned trouble to bother with. I think I've got up through Bed Desert about ready to go in Chapter 4 though so the LP might keep on for a little longer sooner rather than later. Just seeing some interest in this again has gotten me working a bit.
Title: Re: CCP - Battle Logs
Post by: Argy on September 27, 2015, 05:55:30 am
Finally caught up and I am loving it.... 600 damage from those claws.... Wow!! I can't wait for more. Just a couple of things; how did Celdie get claws into the game? And the Cat ear hood? I remember years ago she did something by extracting the pictures from
somewhere. Secondly, is it possible to assign a job class to an item via ALMA? I see Celdie used it to give innates to items.
Anyway, keep up the great work Reks!!
Also, when you have finished this can you give Parted Waya the same sort of treatment!!
Title: Re: CCP - Battle Logs
Post by: Reks on September 27, 2015, 12:35:29 pm
Quote from: Argy on September 27, 2015, 05:55:30 am
Finally caught up and I am loving it.... 600 damage from those claws.... Wow!! I can't wait for more. Just a couple of things; how did Celdie get claws into the game? And the Cat ear hood? I remember years ago she did something by extracting the pictures from
somewhere. Secondly, is it possible to assign a job class to an item via ALMA? I see Celdie used it to give innates to items.
Anyway, keep up the great work Reks!!
Also, when you have finished this can you give Parted Waya the same sort of treatment!!


Yeah, that's easy enough.

I've been taking a bit of a break to playtest another game, but once that's over and I get through it, I'll return to CCP2 and show off what else Celdie has done.

Shouldn't be more than a week, since work's been leaving me too exhausted to speak for recording.
Title: Re: CCP - Battle Logs
Post by: Celdia on September 28, 2015, 03:29:20 am
Quote from: Argy on September 27, 2015, 05:55:30 am
Finally caught up and I am loving it.... 600 damage from those claws.... Wow!! I can't wait for more. Just a couple of things; how did Celdie get claws into the game? And the Cat ear hood? I remember years ago she did something by extracting the pictures from
somewhere. Secondly, is it possible to assign a job class to an item via ALMA? I see Celdie used it to give innates to items.
Anyway, keep up the great work Reks!!
Also, when you have finished this can you give Parted Waya the same sort of treatment!!

Claws: Replaced sprites for ninja swords.
Cat Ear Hood: Pretty sure I copied the sprite for that straight out of A/A2.
As for items giving a job class...funny you should ask about that. :D Stay tuned.
Title: Re: CCP - Battle Logs
Post by: Argy on October 03, 2015, 07:09:04 am
Celdie, I take it with the claws you made the changes on the wep sheet. As for giving items a job class that will be interesting. I mean will it have just what you have learnt? Aren't there issues when you go over 32 abilities as well? To say that I am intrigued about how you will implement this would be an understatement but I really look forward to it as it gives scope to a ffx-2 type system being utilised. Good luck!!😊
Title: Re: CCP - Battle Logs
Post by: Reks on October 22, 2015, 05:52:28 am
Figured that it was past time to give a progress report

Currently between jobs and no home internet, so not a lot of time for/focus on games

Don't worry, I haven't forgotten or lost interest.
Title: Re: CCP - Battle Logs
Post by: Argy on October 28, 2015, 03:41:43 am
Thank you for the update Reks. I have really missed your LP of this great patch. Good luck in your hunt for a job!! The sooner, the better!! :)
Title: Re: CCP - Battle Logs
Post by: Reks on October 28, 2015, 03:48:38 am
Quote from: Argy on October 28, 2015, 03:41:43 am
Thank you for the update Reks. I have really missed your LP of this great patch. Good luck in your hunt for a job!! The sooner, the better!! :)


Got one already :P

Only snag now is that Camtasia refuses to record system audio. Didn't have this issue at all before,  so I have no idea what broke.
Title: Re: CCP - Battle Logs
Post by: Argy on October 28, 2015, 04:08:35 am
Brilliant news about the job!! Shame about camtasia, but I am more than happy to wait for 'but alas' and 'wha... wha...what!...'
Title: Re: CCP - Battle Logs
Post by: Reks on October 30, 2015, 06:43:02 pm
Got Camtasia working, and caught up a bit. I can show off Rad's Blue Mage job as soon as I get past Dorter 2 (both attempts thus far have proven to strike me with abysmal luck).

Should be up either tonight or tomorrow.
Title: Re: CCP - Battle Logs
Post by: Celdia on November 04, 2015, 04:26:46 pm
Updated the available version in the other thread if anyone wants to poke around at it. Should be playable up through Poeskas Lake now. Alchemist got a strange sort of overhaul. I wouldn't mind some feedback about that one.

@Argy: Related to ^...  That thing about assigning a job class via items? Might not be quite what you were thinking about, but give the Bag of Holding a look.
Title: Re: CCP - Battle Logs
Post by: Argy on November 04, 2015, 05:00:55 pm
Hi Celdia,

I actually worked it out and gave items skillsets without breaking the game. I had leather armour that had access to the BM skillset (in the extra slot spot) and if they learnt an ability it stayed with them and a few other things. Shame pokey isn't around because his program has so much scope.
I love your dragon boots!! Most definitely will take a look at the bag of holding.
Title: Re: CCP - Battle Logs
Post by: Argy on November 18, 2015, 03:08:03 pm
Hello,

Are we any closer to another LP Reks? I need my CCP fix!!

Cheers Argy
Title: Re: CCP - Battle Logs
Post by: Reks on December 03, 2015, 04:58:13 am
Part 18: Dragoons are annoying

Title: Re: CCP - Battle Logs
Post by: Argy on December 03, 2015, 07:58:05 am
Happy Days!! Can't wait to see this!! Cheers Reks
Title: Re: CCP - Battle Logs
Post by: Reks on December 04, 2015, 02:07:30 pm
Part 19: Dragons and Hydro Pumps Storms

You sure this isn't Pokemon instead?

Title: Re: CCP - Battle Logs
Post by: Celdia on December 05, 2015, 08:03:39 am
Yeah, looks like I left some testing stuff set up in there. I posted a new version in the other thread OP with what should hopefully be a fixed Finath. Also tuned Vanquisher a bit.
Title: Re: CCP - Battle Logs
Post by: Reks on December 05, 2015, 12:34:03 pm
Part 20: Betcha can't say "Balk balked by the Bed Desert" ten times fast

Title: Re: CCP - Battle Logs
Post by: Reks on December 07, 2015, 09:00:37 pm
Part 21: And My Axe!



Part 22: Bustin' Makes Me Feel Good

Title: Re: CCP - Battle Logs
Post by: Reks on December 10, 2015, 11:34:07 am
Part 23: Robbed Blind

Title: Re: CCP - Battle Logs
Post by: Argy on January 16, 2016, 12:19:11 pm
 Hello, 

Are we any closer to another LP Reks? I need my CCP fix!!

Cheers Argy
Title: Re: CCP - Battle Logs
Post by: Reks on January 16, 2016, 09:40:40 pm
Quote from: Argy on January 16, 2016, 12:19:11 pm
Hello,

Are we any closer to another LP Reks? I need my CCP fix!!

Cheers Argy


Celdie made the Zalera fight better, but I've been horribly burned out on single-player games.

I'll try and get to it sometime, but it's like forcing myself to do a chore that I don't actually have to do.
Title: Re: CCP - Battle Logs
Post by: Argy on January 17, 2016, 01:48:26 am
Quote from: Reks on January 16, 2016, 09:40:40 pm
Celdie made the Zalera fight better, but I've been horribly burned out on single-player games.

I'll try and get to it sometime, but it's like forcing myself to do a chore that I don't actually have to do.


No rush. I fully understand. When you rediscover that passion, I hope you think of CCP.
Title: Re: CCP - Battle Logs
Post by: Reks on January 30, 2016, 11:56:28 am
Burnout is largely gone. I'd planned to do the next video this evening (for me), but since I was sick and my voice was shot, that kinda wrecked my plan. So It'll be done when I get off of work tomorrow,
Title: Re: CCP - Battle Logs
Post by: Reks on January 31, 2016, 09:46:07 am
Quote from: Reks on January 30, 2016, 11:56:28 am
Burnout is largely gone. I'd planned to do the next video this evening (for me), but since I was sick and my voice was shot, that kinda wrecked my plan. So It'll be done when I get off of work tomorrow,


And since I'm still sick, it's ruined my plan two days in a row.

Bluh I hate allergies.

I don't wanna keep making promises but I will get on this the instant I do not feel like garbage.
Title: Re: CCP - Battle Logs
Post by: Argy on January 31, 2016, 11:59:08 am
Reks, I hope you feel better. Take your time, I have waited this long, a couple of days or whatever, won't make much odds. I am just lucky you are doing a LP or this great mod!! Looking forward to hearing your scintillating commentary!!
Title: Re: CCP - Battle Logs
Post by: alkarl on March 10, 2016, 02:36:01 pm
Reks has been doing God's work here but it looks like somebody has to take up the mantle and be the Batman.

First Impressions

I'm treating this as a whole new patch since it has been a long time since I played the original, or any FFT lately(sorry Elric, only had enough motivation to get around level 50 in Jot5!). Honestly watching that l i t t l e m o n e y fly right by makes everything that much more enjoyable, basically adding skippable cutscenes. Also either I am extremely rusty or the difficulty is slightly more noticeable. It is also possible I just haven't adapted to this patch yet after playing so many different ones.

Also I am only currently at Thieve's Den with a bunch of level 3s, but I already remembered why I loved CCP when I got looking at the items. I almost always forget to really look at items aside from quick stats so early in the game but seeing Gilgame Heart and Move Jp Up proc out of nowhere just feelsgoodman.


I'll be back to type up a battle log soon, I started playing a few days ago and just picking it up for the second time right about now so gotta get it while it's fresh. The battles have been smooth and fun up til now though, controlling guests is a blessing.
Title: Re: CCP - Battle Logs
Post by: Reks on March 11, 2016, 06:19:34 am
I have good news and bad news.

Good news! I'm playing again and fully intend to record.

Bad news! I flopped on which memory card had my latest save and need to catch up again from the start of Chapter 4~ ish. Doguola, I think.

No need to worry, it just means you won't get a video right away just yet.
Title: Re: CCP - Battle Logs
Post by: alkarl on March 11, 2016, 10:23:34 pm
That's great news! Classic mistake with the memory cards, I know that has happened to me multiple times.



Anyhows as far as my battles go..

Thieves Fort
First try, I move to rally my boys and immediately someone dropped a mortar on me, pretty much decimating my team. I went outside for a little bit and reset.

Second try! Much better this time, I eat all the mp out of the mages and start killing the rest ignoring Miluda for the most part. The one mage with alchemy though ran away and came back just in time to start some chain reviving that ultimately put me in checkmate.

Round three! Immediately kill the mage with alchemy. Proceed to mop up the rest. At this point I did a random battle to actually get another skill on my 2 Red mages(Palom, Porom), my Ramza Demagogue, and a Hawknight (Zidane).

The battle was all around pretty challenging but I think I can attribute the second failure to me not checking out all the AI's skillsets. That mortar shook me up.

Lenalia Plateau

So I run into battle, get force armor casting away on Delita and I decide to check out what I can do with Zealotry. Turns out I clicked it twice cause I was speeding right through and cast it on 4 of us. Luckily in two casts it only actually hit Delita and Ramza, who proceeded to die immediately and one shot a knight respectively.

At that point I decided my only chance was to go after Miluda without having to spend thousands of gil on new phoenix downs. With Aim and Chill/Blast, I downed her in about 2 more turns. All in all an easy fight even though I spooked myself real quick.


Fovoham Plains...will have to be  the start of the next post, as I have received a call. Enjoy!
Title: Re: CCP - Battle Logs
Post by: Reks on March 12, 2016, 09:12:08 am
Part 25: Knives Hurt

Title: Re: CCP - Battle Logs
Post by: Argy on March 12, 2016, 02:42:31 pm
Great to see you back on the horse Reks! Love your commentary style!!
Title: Re: CCP - Battle Logs
Post by: Celdia on March 13, 2016, 04:56:59 am
Alkarl, your experiences at the Thieves' Fort leave me just a little worried for your team. :D  If a single mortar hit really decimated your team, I'm left wondering why because it never was a particularly powerful skill, damage-wise at least. Was it multiple hits from it that caused an issue or really just a single volley? I may need to rebalance it some if its tearing up early parties.
Title: Re: CCP - Battle Logs
Post by: alkarl on March 14, 2016, 08:53:31 am
Reks back in action, it'll be good to keep up with your videos to help with my own pacing.

Lol you should be worried for my team. I must have just had good compat with whoever casted it(and most of my team had fairly low max HP at the time). Didn't OHKO anyone but I definitely didn't want to fight that uphill battle! I've been toying around with a couple classes in the interim and I'm starting to really get into the swing of things. I've really been enjoying it so far though! It being so easy to unlock the first two tiers of classes though really made me backpedal and lose focus though, that is my issue.


Also Fovoham Plains was a complete bloodbath. It only took one attempt and I was doing well throughout most of the match. I took out two of the mooks real quick like and had my Hawknight going toe to toe with Wiegraf. That revolutionary wannabe knew he was in a losing battle so he took a detour to try and smack Ramza around. He crush punched me real quick, only taking out Ramza's MP. This really hurt the poor fellow though, losing all that MP gave him a heart attack and he fell right there.

At that point they started reviving their friends while taking out Delita and one of my mages. If it weren't for Aim and a well placed Blast(killing Zidane and Wiegraf at the same time) that would've been an easy reset.

I've been able to breeze through most random encounters with the odd one every now and then where I survive as the last person standing.




Bonus

Just finished Fort Zeakden! I had two previous deaths here when I was writing up my last post. After a roster switchup and a weapon sniping Zidane sitting at the top I systematically broke down Algus' posse. I probably could've gone without weapon break because those fools still hit hard with their fists.  Between Skullcrack and Soulbane I was able to stop most spells from going off, but those knights with Alchemy took a while to beat down. I had Algus in his skivvies halfway through the fight but I didn't want to risk focusing him and having that 33% chance to heal back up to his 71 hp.


I'm debating making a video when I hit Lucavi or maybe even the famous Battle on the Bridge. We'll see though
Title: Re: CCP - Battle Logs
Post by: Reks on March 14, 2016, 10:47:00 am
Part 26: Fus Ro Dammit

Title: Re: CCP - Battle Logs
Post by: Reks on March 14, 2016, 09:41:46 pm
Part 27: Unlucky Luck

Title: Re: CCP - Battle Logs
Post by: Reks on March 29, 2016, 02:01:47 pm
Part 28: Insert Cleverly Punny Title

Title: Re: CCP - Battle Logs
Post by: Reks on March 31, 2016, 04:55:28 am
Part 29: Again lack of funny title

Title: Re: CCP - Battle Logs
Post by: Reks on March 31, 2016, 08:54:58 am
Part 30: Cast Mute on the Story

Title: Re: CCP - Battle Logs
Post by: Reks on March 31, 2016, 01:18:36 pm
Part 31: Rule #1 to Strategists - "Forget How They Work"

Title: Re: CCP - Battle Logs
Post by: Reks on April 01, 2016, 12:58:13 pm
Just a short note: You guys CAN request that I do something in one of the videos. Only two characters (Zeal and Coro) are set in stone how I want them, everyone else is free to do whatever wacky combinations that're possible.

Hell, the soonest I can learn all/most of the Blue Magics at once, you guys will get a long video of me learning them all, so yeah.

Feel free to request away.
Title: Re: CCP - Battle Logs
Post by: Jumza on April 01, 2016, 05:23:09 pm
It would be cool to see you use the Strategist job a bit more (other thank that one blunder with Myi in Zigolis :P)! I always thought it was one of the most interesting jobs, and used one a lot in my run of CCP :)
I'm enjoying the playthrough (again), I hope you get all the way to the end this time!
Title: Re: CCP - Battle Logs
Post by: Davzz on April 12, 2016, 10:06:58 am
Started playing this again! Excited to see how it's been changed since the original Beta. Right now, I've beat Chapter 1. Assorted thoughts rather than battle by battle.

- Like the new Warrior skillset, much better than Charge.

- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.
Title: Re: CCP - Battle Logs
Post by: Reks on April 12, 2016, 12:15:02 pm
Quote from: Davzz on April 12, 2016, 10:06:58 am
Started playing this again! Excited to see how it's been changed since the original Beta. Right now, I've beat Chapter 1. Assorted thoughts rather than battle by battle.

- Like the new Warrior skillset, much better than Charge.

- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.

Glad to see you enjoying it!

And yeah Quick Hands lost it's Throw Item capacity. That got moved to an accessory you can get later.

Also, I decided to take a short break from recording, and will pick up again tomorrow, and just do that from time to time with a burst of videos and a week-ish of silence.
Title: Re: CCP - Battle Logs
Post by: Celdia on April 13, 2016, 02:17:48 am
Quote from: Davzz on April 12, 2016, 10:06:58 am
- Are Demagogues supposed to affect themselves with their skills? I can see hitting allies with the negative status effect ones, but inflicting them on yourself seems weird.

- Cannoneers are REALLY really good in the early game when used in multiples, speed match and a volley of Shrapnel will basically kill all the casters and cripple the mages. Use Piercing/Hazard for assassinations instead.

I assume this will change in the future as Speed increases but maybe they should swap positions on the job tree with a slightly later class? Still, I never liked FFT's Chapter 1 so wiping out an entire team in a couple of moves makes things swift.

(Also I'm a bit confused as to which damage stat they use, MA I assume?)

- The Blind/Slow/Don't Act cannon skill has 2 range less than it states.

- Quick Fingers (Gunslinger's reaction) doesn't allow you to Throw Items like it says in its description.

That's all.


Going backwards, those last two are likely just text that need updating. Pretty sure MA is the main factor for Cannoneer damage. And yes, some Demagogue skills are supposed to include the user in their AoE. The power is in the words, not the speaker. They're not immune to them and they can't avoid hearing them.
Title: Re: CCP - Battle Logs
Post by: Davzz on April 13, 2016, 10:39:41 am
Chapter 2:
For some reason sometimes Move-Find Item gets me an empty ' ' item, also I wonder if it's just me or if enemies really do not care about Friendly Fire at all in this patch.

Dorter 2/ Sweegy Woods: Not much to say here - Shrapnel all the way

Zirekelle Falls - From here on I kind of ran into the problem of outspeeding most of my enemies, meaning Shrapnel hijinks are a bit harder to pull. Agrias is the only one with 6 Speed + High Mag power to pull it off.

Ovelia's really squishy and can't instantly throw up MBarrier like in Vanilla - at my level, 2 hits from Gaf's Night Sword will kill her making it kind of awkward if she doesn't spawn with Alchemy the first time I tried. I think this must be the only time in the history of FFT mods where I sent Delita to block off the bridge side with Gaf instead of the other one.

Changed one of my units into a Mime for this mission though I think I could probably win it easier with a non-gimmick class - almost accidentally Sunder'd my own units and did hit my units with AOE because I keep forgetting she was there.

Zaland Fort City - Whoops, didn't realize Ovelia was going to participate as a guest here - I guess I could have restarted but I was lazy. Musty rolled Red Magic as a secondary so no contribution there.

At first I thought that this would be easy for Mortaring but outspeeding enemy + enemy Canoneerers put a damper to that since same speed match = they go off first IIRC. Luckily they only used Flashbang and rolled pretty badly all things considered.

Awkward situation #2 - all the Demagogues spawned with Rainbow Mail, leaving Red Mage Ramza and Icicle wielding Champion kind of weak until I individually Sunder'd their Armour one by one, which took a while.

MVP Agrias, who sneaked through the little gate thing and started harassing the Cannoneers with Stasis Swords so I could get my own Mortars off.

Barius Valley - Ovelia + Musty + Agrias + 2 enemy job types... isn't there some kind of sprite limit here?

Goes back to not having much to say - the enemies can't really move out of the way of Shrapnel so it doesn't matter that they outspeed you.

Zigolis Swamp - This is... new. The wards are totally not allied to the monsters so you can just let them destroy them for you while you set up all your buffs and shoot a couple of them with ranged weapons.

Ghosts will probably one-shot units with Ectoplasm so top priority, Skeletons... uh, I think they don't have enough MP to cast their big spells at all.

Strange MVP of this battle but Hawk Knight's Aim deals much more damage than anything I tried on the ghosts for whatever reason.

My "in retrospect" observation is that I should probably bring more Longbows instead of Guns since there's a bunch of obstacles that makes Guns/Crossbows awkward, to say the least.
Title: Re: CCP - Battle Logs
Post by: Davzz on April 14, 2016, 12:45:23 am
Goug Machine City - Nothing stood out.

Barius Hill - Monsters in story missions! Espers (?) are mostly only threatening to mages, but can be taken out easily as long as you don't try to use Bows. Agrias isn't going to be that useful unless you get lucky with the Stop procs but she isn't going to be a liability either.

Execution Site - Probably the first hard mission of the mod, though I might have gotten lucky with Algus (Auto Hi-Potion is really strong that early). Might do with some slight toning down? I had to spend a lot of money on Hi-Potions and Phoenix Downs of my own for this.

I had good comp with Gaf so he usually killed my Ramza off the bat - got stuck in a bit of a revive loop since someone would kill him as soon as the Phoenix Down went off.

So strategy boiled down to 2 "key" units - one Hawk Knight who flew up to the top of Gate ASAP and one-shot a good comp Canoneer, hurting units and disabling with unit Arm: Aim in general.

Another Gunslinger/Alchemist with Auto Hi-Potion on the ground - he managed to keep triggering reaction and I don't think I could have won if I hit a streak of bad luck. Also kept Ramza from crystallizing.

Everyone runs up to the top of gate ASAP except for him and abuse your range in general. Takes quite a while though - there's A LOT of enemies in this mission and I guess at least the only way they can revive is through Phoenix Mortar.

Set-up changes that would have improved my battle - Bane reactions while standing on the stone tiles - most stages have a kind of iffy Silence proc but on this stage it's Petrify.

Having someone with Sunder Weapon who wasn't using a Bow, since Gaf had a Katana (Arrow Guard) - unfortunately I had to constantly try at a 8% rate until I finally succeeded long after every other unit on the map was dead.

(By the way, I love that money is actually an issue in this mod as far as consumables go - saving up for that Bag of Holding had quite the pay-off.)
Title: Re: CCP - Battle Logs
Post by: Davzz on April 14, 2016, 08:37:55 am
Did Boco get neutered or something? I was hoping for some Red/Black Chocobos but he hasn't laid any eggs.

Gates of Lionel Castle: Gaf killed Ramza the first time which made it impossible to open the gates - fixed that by making him wield the Protect Stick and using Chakra all the way.

Got a better roll on the 2nd try too - only one unit showed up with Alchemy (multiples get very annoying with Phoenix Down spam). My damage potential isn't really high so the battle got kind of tense because by the end of the battle, half of my units had Undead and were relying on Ramza's Chakra to keep them alive.

Gafgarion had a delicious crystal - I think his crystal is empty in Vanilla so this is nice for my Ramza.

Inside Lionel Castle: Well, this should be HOLY COW

In retrospect - bring Stimulants because Sleep is bad (don't know what other status Befoul inflicts) and make sure you can take a few MA-based hits from Corruption. Slow seems to be the only status effect you want to inflict so an Enchanter is nice to try to keep the pressure down. Not really sure if there's anything else I can add to that.

Chapter 2 finished!

Goland Coal City: 3 Enchanters confusing half of my team was scary, but they only did it once - guess they ran out of MP - might want to bring some form of Arrow Guard to protect yourself. Outside of that, this is the map where you have Olan so it shouldn't be too hard.

Gates of Lesalia Castle: Alma has "Magic Barrier" which deals like 200 damage in a health drain form so I don't really have much to say here... I imagine that probably isn't intended though.

As for "legit" strategies... if you have Fly, you can fly on top of the Castle and then fire arrows from above, which is great if you want to hit anyone that isn't Zalmo (because he has Arrow Guard). If you stand on certain tiles, Bane will give you Confuse so building a tanky Ramza with 6 Jump + Bane can disable a lot of the enemy team and give you some room to walk the rest of your army out from behind the gates.
Title: Re: CCP - Battle Logs
Post by: Reks on April 14, 2016, 11:38:20 am
Quote from: Davzz on April 14, 2016, 08:37:55 am
Did Boco get neutered or something? I was hoping for some Red/Black Chocobos but he hasn't laid any eggs.

Gates of Lionel Castle: Gaf killed Ramza the first time which made it impossible to open the gates - fixed that by making him wield the Protect Stick and using Chakra all the way.

Got a better roll on the 2nd try too - only one unit showed up with Alchemy (multiples get very annoying with Phoenix Down spam). My damage potential isn't really high so the battle got kind of tense because by the end of the battle, half of my units had Undead and were relying on Ramza's Chakra to keep them alive.

Gafgarion had a delicious crystal - I think his crystal is empty in Vanilla so this is nice for my Ramza.

Inside Lionel Castle: Well, this should be HOLY COW

In retrospect - bring Stimulants because Sleep is bad (don't know what other status Befoul inflicts) and make sure you can take a few MA-based hits from Corruption. Slow seems to be the only status effect you want to inflict so an Enchanter is nice to try to keep the pressure down. Not really sure if there's anything else I can add to that.

Chapter 2 finished!

Goland Coal City: 3 Enchanters confusing half of my team was scary, but they only did it once - guess they ran out of MP - might want to bring some form of Arrow Guard to protect yourself. Outside of that, this is the map where you have Olan so it shouldn't be too hard.

Gates of Lesalia Castle: Alma has "Magic Barrier" which deals like 200 damage in a health drain form so I don't really have much to say here... I imagine that probably isn't intended though.

As for "legit" strategies... if you have Fly, you can fly on top of the Castle and then fire arrows from above, which is great if you want to hit anyone that isn't Zalmo (because he has Arrow Guard). If you stand on certain tiles, Bane will give you Confuse so building a tanky Ramza with 6 Jump + Bane can disable a lot of the enemy team and give you some room to walk the rest of your army out from behind the gates.


Yeah was gonna say earlier that Cannoneer's Shrapnel would fall off in effectiveness around Lionel

The Alma thing is likely an oopsie on Celdia's part. Got you past Zalmo, though, who normally gave me trouble.

At this point I'd recommend investing in a Vanquisher, becuase while their higher-end skills cost a lot of MP, they are life-saving and rediculous. Just remember to pack MA too- it's what they scale on.

Otherwise having a Mageknight with an axe can also be pretty handy dandy to have around cause high damage + elemental versatility (Cursed Cleave is delicious)
Title: Re: CCP - Battle Logs
Post by: Davzz on April 14, 2016, 12:14:03 pm
Quote from: Reks on April 14, 2016, 11:38:20 am
At this point I'd recommend investing in a Vanquisher, becuase while their higher-end skills cost a lot of MP, they are life-saving and rediculous. Just remember to pack MA too- it's what they scale on.

Otherwise having a Mageknight with an axe can also be pretty handy dandy to have around cause high damage + elemental versatility (Cursed Cleave is delicious)

I haven't unlocked either of those two classes, can you tell me their requirements?
Title: Re: CCP - Battle Logs
Post by: Reks on April 14, 2016, 12:54:05 pm
Quote from: Davzz on April 14, 2016, 12:14:03 pm
I haven't unlocked either of those two classes, can you tell me their requirements?


Vanquisher is Level 3 Champion and Brawler

Mageknight is Level 3 Champion and Red Mage

Not too difficult to get to in the least bit
Title: Re: CCP - Battle Logs
Post by: Davzz on April 15, 2016, 02:14:38 am
Current Team after propositions
Ramza: Ironically Least Valuable Personnel because I'm too lazy to grind skills for him.
Mageknight/Gunspinning (Filler secondary)
Dragoon/Gunspinning/Bag of Holding
Vanquisher/Housekeeping
Vanquisher/Imbue

Orbonne 1: Oops, Hydro Storm doesn't maintain friendly fire. Restart!

Bunch of enemies generated Angelic Kites which absorbs Hydro Storm. Mage Knight really wrecks though, 300+ damage with Cursed Cleave on good compat.

Got a bit dicey in the end because my only revival got nuked so I had to finish the battle fast.

Orbonne 2: Izlude helped in me assassinating him by using Dragon Form and taking enough recoil to chip off 1/3 of his health, how nice. I think my Mage Knight had Bad Comp sadly, but one of my Vanquishers had good Comp and chipped off the last of his health with a Dagger.

Orbonne 3: Vanquisher/Vanquisher/Mage Knight/Dragoon with Wiegraf starting in range = dead Wiegraf.

Grog Hill: Chemist had Running Shoes, should have stole it. Petrified 2 guys with Ramza's Bane by complete accident from standing around when AOEs are flying. Didn't take long to follow up after that.

Yardow Fort City: My Hydra Storm V outspeeded the entire enemy team, so I walked forward and dumped one of half of their team before they could react taking out Malak and another.

Tense moment - Enemy V immediately returned the favor by using Thousand Blades on Rafa, sending her into Critical immediately - managed to block off the gate and pull her back but I imagine with some variance in equipment rolls that might have just ended the battle right there.

More accidental Bane petrifies, which is really funny.
Title: Re: CCP - Battle Logs
Post by: Reks on April 15, 2016, 02:24:52 am
Quote from: Davzz on April 15, 2016, 02:14:38 am
Current Team after propositions
Ramza: Ironically Least Valuable Personnel because I'm too lazy to grind skills for him.
Mageknight/Gunspinning (Filler secondary)
Dragoon/Gunspinning/Bag of Holding
Vanquisher/Housekeeping
Vanquisher/Imbue

Orbonne 1: Oops, Hydro Storm doesn't maintain friendly fire. Restart!

Bunch of enemies generated Angelic Kites which absorbs Hydro Storm. Mage Knight really wrecks though, 300+ damage with Cursed Cleave on good compat.

Got a bit dicey in the end because my only revival got nuked so I had to finish the battle fast.

Orbonne 2: Izlude helped in me assassinating him by using Dragon Form and taking enough recoil to chip off 1/3 of his health, how nice. I think my Mage Knight had Bad Comp sadly, but one of my Vanquishers had good Comp and chipped off the last of his health with a Dagger.

Orbonne 3: Vanquisher/Vanquisher/Mage Knight/Dragoon with Wiegraf starting in range = dead Wiegraf.

Grog Hill: Chemist had Running Shoes, should have stole it. Petrified 2 guys with Ramza's Bane by complete accident from standing around when AOEs are flying. Didn't take long to follow up after that.

Yardow Fort City: My Hydra Storm V outspeeded the entire enemy team, so I walked forward and dumped one of half of their team before they could react taking out Malak and another.

Tense moment - Enemy V immediately returned the favor by using Thousand Blades on Rafa, sending her into Critical immediately - managed to block off the gate and pull her back but I imagine with some variance in equipment rolls that might have just ended the battle right there.

More accidental Bane petrifies, which is really funny.


Oh, and do remember that Cursed Cleave, and Curse itself, acts as a super-powered Oil

It makes you weak to EVERY element, even if you absorbed it.

Too bad you didn't take Weigraf's Vorpal Blade, though. It's one of a kind.
Title: Re: CCP - Battle Logs
Post by: Celdia on April 16, 2016, 06:14:38 pm
These summaries are wonderful to read. :D

I'll have to take a look at Alma @ Zalmo 1. Dunno what happened to her MBarrier skill that it's blasting shit instead of protecting. Also interesting that Ramza is your liability in the party instead of a leading damage-dealer. It doesn't take too much work to make him fairly powerful going into the midgame.

So... liked Inside Lionel, did you? :P
Title: Re: CCP - Battle Logs
Post by: Reks on April 17, 2016, 11:58:26 am
Allergies murdered me forever, but I'm gonna record later tonight and just do an hour or so long video.
Title: Re: CCP - Battle Logs
Post by: Reks on April 18, 2016, 06:14:10 am
Part 32: Everyone has Hops

Title: Re: CCP - Battle Logs
Post by: Argy on April 18, 2016, 09:15:20 am
Great to see you are recording again. I havent seen the video yet, but i would love some Green Mage and Vanquisher action!
Title: Re: CCP - Battle Logs
Post by: Reks on April 18, 2016, 09:20:37 am
Quote from: Argy on April 18, 2016, 09:15:20 am
Great to see you are recording again. I havent seen the video yet, but i would love some Green Mage and Vanquisher action!


Green Mages are definitely getting love this time around :P

I can easily make Ramza a Vanquisher, which is honestly thematically appropriate for him.
Title: Re: CCP - Battle Logs
Post by: Celdia on April 18, 2016, 12:25:46 pm
Quote from: Reks on April 18, 2016, 09:20:37 am
I can easily make Ramza a Vanquisher, which is honestly thematically appropriate for him.


Thematically appropriate? I suppose if we're talking about him killing Zalera... :P
Title: Re: CCP - Battle Logs
Post by: Reks on April 18, 2016, 02:16:19 pm
Quote from: Celdia on April 18, 2016, 12:25:46 pm
Thematically appropriate? I suppose if we're talking about him killing Zalera... :P


Well Ramza does Vanquish all of the Zodiac 'fiends'... :P

Belmonts aren't exclusively vampire killers~

Also next video.

Part 33: Ganged on Gaffy


Edited cause I did a dumb
Title: Re: CCP - Battle Logs
Post by: Davzz on April 19, 2016, 11:17:41 am
Quote from: Celdia on April 16, 2016, 06:14:38 pm
Also interesting that Ramza is your liability in the party instead of a leading damage-dealer. It doesn't take too much work to make him fairly powerful going into the midgame.

I got a habit of leaving Ramza in classes that work for the current moment and not plan for the future - Ramza has like a whole bunch of levels in classes I actually don't need a lot of JP in because I was just using them as a carrier.

QuoteSo... liked Inside Lionel, did you? :P

It was unique, to say the least.
Title: Re: CCP - Battle Logs
Post by: Reks on April 21, 2016, 07:58:40 am
Part 34: The Book Thief

Title: Re: CCP - Battle Logs
Post by: KingUrameshi on April 21, 2016, 11:09:10 pm
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.

The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.
Title: Re: CCP - Battle Logs
Post by: Reks on April 23, 2016, 03:25:32 am
Part 35: Faith Fight

Title: Re: CCP - Battle Logs
Post by: Davzz on April 24, 2016, 08:40:01 am
Yugioh Woods: An undead heavy fight with 2 Vanquishers on my team. You make the call!

The particular mechanics of Ghostly enemies elude me though - as far as I can tell, you want to hit them plentiful of times instead of going for 1 or 2 big hits because of how their damage reduction works... maybe.

Gates of Riovanes: Every time I play this level, I take off Rafa's equipment and get her killed ASAP to get rid of Malak. That's a free Pro-Tip from me.

The enemies have this tendency to fly to the top of the castle and stay there, which would probably be a wise tactical move if any of them were packing Bows instead of Spears. That's random equipment generation for you I guess. So I just kind of picked off the stragglers at the bottom and then worked my way up.

One of the enemy MK crystallized which gave my Ramza almost the entire skillset - guess he's now a Mage Knight.

Inside Riovanes Castle: Wiggy might be a bit too tough to do "legit" - without any mitigation, he takes off like 200 damage per hit and has Auto-Haste. After juggling my equipment, he does 133 (apparently Swordskills are reduced by Magic Defense here) which I still couldn't quite outdamage before dying - though I admit having a good Reaction would have really helped since Bane does absolutely jack squad here. I could probably do it with Auto-Potion or HP Restore but I didn't have the 400/500 JP needed.

Beat him by remembering the "Absorb Holy" trick to shut off his Swordskills. It can't be helped.

In contrast, Velius was kind of a pushover - Hydro Storm wiped his support demons and as far as I can tell, he only seems to be able to kill 1 unit at a time (500 damage punches are lolz though) so as long as you have 2 Item users and enough Phoenix Downs, you'll win.

Roof of Riovanes: No matter how I tried, I couldn't get Elmdore to go for my naked Ramza bait - he usually just ran up to Rafa and one-shot her, ending the mission right there. I guess I could have redone everyone set-up to have 10 Speed and tried to bumrush one before they even get a turn but I'm not quite sure it can be done with what I had learned.

Eventually I reloaded enough times until Rafa successfully blocked and then it was a pretty huge rush to drop him. Might wanna tune their equipment a bit such that Rafa takes 2 hits to go down instead of 1.

Chapter 3 finished! Time for chapter 4!

I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.
Title: Re: CCP - Battle Logs
Post by: Celdia on April 24, 2016, 11:30:12 am
Quote from: KingUrameshi on April 21, 2016, 11:09:10 pm
I just started this today and I have to say it is a very interesting mod. The classes are all very good so far and I can see some combinations for later use. I have only just beaten Dorter and my favorite thing is how I have not needed to grind at all to make it through the story fights unlike in vanilla where I would have to level a bit to make it through Dorter.

The balance is very fair and I love what you did by referencing other games (FF6, Fire Emblem & Castlevania). The thing that made me give this a try was the Hawkman class that I am eager to unlock and the rods gave me a surprise and are very unique. Very good mod so far as I continue to play. Thank you for all the hard work.


Thank you for the kind words. I hope the patch - though incomplete - continues to entertain. :)

Quote from: Davzz on April 24, 2016, 08:40:01 am
I see Ramza actually changed some of his skills, that's kind of interesting.

Rafa and Malak joined with equipment they couldn't actually equip apparently - it gets deposited in your inventory after they join up.


Ramza's skills change from Ch1 to Ch2 and then again from Ch3 to Ch4. If you didn't buy them early, they cost more later on. So its like free upgrades to early purchases.

As for the Wondertwins, I'll have to doublecheck their equipment access. Never know if it was just an oversight or something I'd planned to give them and forgot to set properly.
Title: Re: CCP - Battle Logs
Post by: Reks on May 04, 2016, 03:30:47 am
Part 36: Visiblink

Title: Re: CCP - Battle Logs
Post by: Reks on July 06, 2016, 03:17:04 pm
Part 37: Innocent in Death

Title: Re: CCP - Battle Logs
Post by: Argy on July 06, 2016, 03:32:00 pm
Longest 3 months of my life!!!
Title: Re: CCP - Battle Logs
Post by: azavier on September 12, 2016, 12:42:01 am
when is the next update finishing the game going to be ? im loving it so far just go to chapter 4 and not sure how much battles i have left but scared thinking about it! i love my blue mage home maker and chaos chaman
Title: Re: CCP - Battle Logs
Post by: snovlo on April 14, 2017, 11:29:18 pm
i wonder how to poach?
Title: Re: CCP - Battle Logs
Post by: Reks on April 15, 2017, 07:20:37 am
Quote from: snovlo on April 14, 2017, 11:29:18 pm
i wonder how to poach?


Poaching was removed. Celdie hasn't reimplemented it for reasons, probably being not knowing what to do with it.
Title: Re: CCP - Battle Logs
Post by: snovlo on April 15, 2017, 05:28:46 pm
yeah just confuse a lil bit because of the existence of fur shop and no rsm related to poaching. lol
but it's good

about the rooftop battle saving rafa, it was so tricky for me.. suddenly rafa go wild and not controlable like the other story battle with controlable guest. 7 times trying that battle.  that's surprising lol
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 01, 2018, 04:18:08 pm
Hey all!

This patch is amazing! The new classes are really good! I understand you're working on a remake of it?

Not sure if this has come up yet, but I just got to Ch.4 and when I head to Goug to initiate the Beowulf subquest battles, I get a permenant loading screen. I'm playing on a psx 1.13. Any ways around this glitch? I'd hate to start my whole game over again, although it is a fun patch!
Title: Re: CCP - Battle Logs
Post by: Nyzer on August 02, 2018, 01:05:45 am
Working on a remake? Not sure what gives you that impression. The posts I've seen from Celdia indicate that RL has become too high priority to develop CCP further for the time being.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 03, 2018, 03:41:40 pm
Gotcha. Must've misread something in passing...

So I'm still curious about the permanent loading screen when initiating the Ch.4 side quests. I'm playing v1.96 on PSX 1.13 emulator. Any ways to get around this, hopefully without having to switch to a different emulator?
Title: Re: CCP - Battle Logs
Post by: 3lric on August 03, 2018, 06:05:44 pm
Quote from: RJ Cid on August 03, 2018, 03:41:40 pm
Gotcha. Must've misread something in passing...

So I'm still curious about the permanent loading screen when initiating the Ch.4 side quests. I'm playing v1.96 on PSX 1.13 emulator. Any ways to get around this, hopefully without having to switch to a different emulator?


Sounds like a worldmap spreadsheet issue or an attack.out issue. Would need the data used to create the mod, not just the mod itself.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 03, 2018, 06:16:03 pm
Thank you very much for the response, Elric. Sure thing, I can send you whatever you need, but I'd hate to interrupt anything you guys are busy with. Any other suggestions I could noddle around with?

I did unzip the FFT rom from the same zip folder and used it to splice them together. That's the same zip file I used for 1.3 & Jot5. Should I re-downoad a new FFT rom and patch?
Title: Re: CCP - Battle Logs
Post by: 3lric on August 03, 2018, 06:41:26 pm
Well, the problem is, we would probably need the stuff that celdia used when making it. Such as the attack.out conditions sheet as well as the worldmap conditions sheet. I kind of doubt its event related or scenario related, so the test.evt and attack.out from the patched game wouldnt be of much help. A infinite loading screen is usually caused by it trying to call the wrong scene in one of the two places i mentioned before.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 04, 2018, 03:28:22 pm
What course of action might be suggested? I would love to experience this entire patch. Missing out on Beowulf, Worker 8, Reis, & Cloud would break my big old heart  :cry:
Title: Re: CCP - Battle Logs
Post by: Nyzer on August 04, 2018, 05:10:06 pm
... Asking Celdia herself if she can upload or send that stuff?

Then trying your hand at fixing it afterwards.
Title: Re: CCP - Battle Logs
Post by: 3lric on August 04, 2018, 10:47:09 pm
If Celdia could confirm whether or not there was any worldmap condition or attack.out condition edits, that would help (the sheets would be needed if so), else it would just be attack.out gui or event edits.

Either way I can't help without the proper file, and likely, files.

It would be an easy fix as I'm pretty much doing the same fixes for TLW right now while running thru it on what i hope will be the 'final' pre-NG+ build.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 05, 2018, 03:30:42 pm
I noticed an Attack.Out editor program on this page, and YouTube channel has available tutorials by 3lric42 (can I connect the dots and say that you both are same person?). I will d/l these programs and follow the tutorials as best I can. What should I look for under the first Worker8/side quest event? Maybe a simple "snag" that is easily corrected?

Furthermore, I should ask if there's another forum on this page that I should post these kind of technical questions? I don't want to clog this one up if Celdia prefers feedback rather than technical issues.
Title: Re: CCP - Battle Logs
Post by: 3lric on August 05, 2018, 05:52:14 pm
Yes thats me, but again, you are not understanding. The issue that would cause an event to infinite load on being called like that, would have to do with the settings (hex code) on the worldmap/attack.out sheets themselves. Specifically the ones used in making CCP.

This isnt something youd fix in the attack.out GUI, you need the source files for this specific mod, which, to my knowledge, only Celdia would have.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 05, 2018, 06:44:16 pm
Alright then. My bad for not understanding the situation better. Thanks for your help dude  :cool:
Title: Re: CCP - Battle Logs
Post by: 3lric on August 06, 2018, 10:26:52 am
No worries. If you can get a hold of her via PM or something, i can fix it with the files she has.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 21, 2018, 01:15:52 pm
Hello

After my issue with Celdia's Complete Patch (infinite loading screen when trying to initiate the Ch.4 sidequests), I played Parted Ways and ran into the same issue. I'm just curious if these patches were meant solely for ePSX instead of psx 1.13? Or maybe something's up with the original rom itself? I pulled from the same zip file as 1.3, but in another folder. Also, it won't allow me to have multiple FFT patched files or let me rename them once they're spliced.

I'm posting this because 1)I want to see if anyone else here has encountered this problem, 2)it's tough to play all the way through to Ch.4 to find out if it's fixed or not, and 3) I want to make certain that Jot5 runs smoothly once you guys are ready to release Ch.2.

Elric also posted some theories earlier about attack.out on the original files for CCP. I'm bringing this back up because it happened again with another patch. Thx guys!
Title: Re: CCP - Battle Logs
Post by: Nyzer on August 21, 2018, 07:01:46 pm
Are they both working for you on ePSXe, then?
Title: Re: CCP - Battle Logs
Post by: 3lric on August 21, 2018, 07:25:52 pm
Quote from: RJ Cid on August 21, 2018, 01:15:52 pm
Hello

After my issue with Celdia's Complete Patch (infinite loading screen when trying to initiate the Ch.4 sidequests), I played Parted Ways and ran into the same issue. I'm just curious if these patches were meant solely for ePSX instead of psx 1.13? Or maybe something's up with the original rom itself? I pulled from the same zip file as 1.3, but in another folder. Also, it won't allow me to have multiple FFT patched files or let me rename them once they're spliced.

I'm posting this because 1)I want to see if anyone else here has encountered this problem, 2)it's tough to play all the way through to Ch.4 to find out if it's fixed or not, and 3) I want to make certain that Jot5 runs smoothly once you guys are ready to release Ch.2.

Elric also posted some theories earlier about attack.out on the original files for CCP. I'm bringing this back up because it happened again with another patch. Thx guys!


Jot5 will be console friendly (and also other emulator friendly) CCP was not made to be able to work on consoles and will have issues in emulators other than ePSXe (unless that was fixed and I'm not aware of it) IIRC this is due to the ALMA ASM used in it. Parted Ways uses ALMA as well.
Title: Re: CCP - Battle Logs
Post by: RJ Cid on August 22, 2018, 03:40:34 pm
Cool. I've had problems with ePSXe before, but if it's the recommended emulator for these patches then I'll figure it out. I shall let you know if it worked once I reach Ch. 4 again, but I need a break from FFT for a bit. You guys rock!
Title: Re: CCP - Battle Logs
Post by: 3lric on August 22, 2018, 04:08:56 pm
You can use your memory card from pSX on ePSXe
Title: Re: CCP - Battle Logs
Post by: Celdia on September 26, 2018, 03:47:37 pm
Huh. Some activity in here. Wild.

Yeah, like Elric said, I use some bad hacks in this patch so playing it outside of ePSXe isn't easily done from what I've heard from people playing it.

Also, the sidequests (Worker, Beowulf, Cloud, Reis, Deep Dungeon) are unfinished so Ajora only knows what you'll run into trying to play those.