What are "Joint Team" rules? Is that when a team is comprised of units submitted by different entrants?
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So thats why my latest test had a black costume blackmage with plenty of MP sitting in a corner doing nothing instead of netherfireing themselves to full
Magic Defend UP
X-Potion, Ether, Antidote, Echo Grass, Soft, Bandage, Phoenix Down
Magic Attack UP
Seal Evil, Shield Break, Armor Break
Raise 2, Esuna
Haste 2, Demi 2
Fire, Ice, Poison
Cure, Cure 2, Raise, Esuna
Hmm... because Meiton uses magic evasion... at least it says M under the evasion column in the Master's Guide.
Is it things that give an evasion % in the formula, versus things that only list magic or physical for evasion?
7) If you all are adamant about wanting a specialized breaker's gun, can't we just replace the stone gun with the rainbow gun?
SpearMoonlight: 9 WP, 10 W-EV, +1 SP, 50% Cast: Blade Beam Mythril SpearBlood Spear: 11 WP, 10 W-EV, +1 SP, Drains HP PartisanOdin's Lance: 11 WP, 10 W-EV, +1 SP, 20% Add: Dead
Holy Lance: 10 WP, 10 W-EV, +1 SP, Holy Element, 50% Cast: Holy Breath (Dmg_(MA*8))
Overall, [a healing gun is] a good idea, and I hope to see it implemented next version. Just don't give it a Reflect proc. That might mess up it's use on Support Magic teams.
Give your team some more credit. Paralyze did what it was supposed to do in R3: bust my 0 M-EV Priest. With no second Raise 2 user, I could no longer effectively revive party members. There were a few lucky breaks, but it's my team's fault for being unable to handle them.
I was hoping I would get to challenge Avalanche's team again, but that will now have to wait for another tournament.