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Started by Eternal, September 05, 2014, 10:48:47 pm
Quote from: skiploom188 on September 06, 2014, 04:17:46 amLooking good Eternal, I'm already excited to play this patch.The moment you said Flans... spoiler: This popped in my head heheheI apologize for my lack of knowledge but, what do Flans really look like?
Quote from: skiploom188 on September 07, 2014, 03:09:50 amWell now you know, Tactics has been the ONLY Final Fantasy game I played. Now go be weirded at me some more.*Looks at Flan photos in wiki page* Ha it looks like the dessert turned into a nightmare XD
Quote from: Vaan on September 07, 2014, 10:05:47 amYou should play more FF's, XII, V and IV Complete Collection are my favs, but every single one is good in general.
Quote from: The Damned on September 07, 2014, 01:57:36 pm*looks at the Final Fantasy XIII series*I...wouldn't go quite that far.
Quote from: Vaan on September 07, 2014, 02:30:18 pmXIII and its sucessor have a nice gameplay and graphics (not sure about Lightning Returns), i dont like the characters and plot. But out of Fabula Nova Crystalis or w.e i sincerely liked Type-0, i just wish i could understand the japanese shit on my screen so i could play more properly and understand the plot.
Quote from: The Damned on September 09, 2014, 01:18:27 am What's the point of playing an RPG if you don't like the characters or the plot?
Quote from: Vaan on September 09, 2014, 10:38:18 amIt was a gift, its costed about 75,50 US$ (brazilian taxes are high as fuck), at least i wanted to make it worth since my friend really got me a very expensive game. And by not liking the characters i meant their lore and development, not appearece. So it was a 6/10 for me, It wasnt horrible to play but wasnt that good either, so being average enough got me into finishing it just for the glory of not having to play it again. Not saying i regret playing it, i regret that it wasnt a good ff like the classics or at least like or X-2 which i didnt like that much aswell but definitively more tthan XIII
Quote from: The Damned on September 13, 2014, 04:02:45 pm(Originally I was going to not using spoilers since I thought this shouldn't be that long despite there already being 42 entries. Clearly, I was delusional.)Given how I've clogged up your other threads though, I figure using spoilers would at least be a consistent form of a problem, sort of like SAD. I also figure I'll make a spoiler for generic monsters as whole too, so there's that: spoiler: Generic Monsters 1. First and foremost, I have to say that I'm jealous of how clean your formatting is. I rather like it.2. I see now what you were talking about cutting down on monsters having elemental weaknesses, though this is a lot more than even I expected. While I can understand lessening elemental weaknesses so much, it's a bit strange to see so few elemental affinities at all. I suppose I'll just have to get used to it.3. Similarly, I'll have to get used to the amount of Non-Charge/Omnicasting and hume/human spells-as-Monster Skill in these designs.4. I'll also have to get the two shared skills, one of which is Beastmaster-only, and then two separate skills for each monster set-up.5. I'll admit that I'm rather surprised you didn't go all out as far as innates go, but I have to say that I rather like that for most part and not just because it makes me feel less like we're directly "competing".6. That said, seeing the emphasis on evasion makes me even more wary of Sniper having innate Concentrate. I "have" to ask: these evasion amounts are still unfortunately applicable only from the front, correct? Or did you find a way to make monster evasion (and only universal monster evasion) global?7. I'm not going to ask for specifics here, but I imagine that you're going to make (generic) monster stats not as extreme as they were in vanilla compared to humans, correct?8. Beyond that, there's the obvious question with the almost as obvious answer: Despite the fact Gerard is basically a Blue Mage, the Blue Magic he gets isn't explicitly marked as such and pointed out in-game, is it? I'm obviously fine with that. I just figured I would ask it. spoiler: Chocobos 1. As a whole, these look good, though Chocobos generally don't ever vary much between patches anyway. Still, it is nice to finally see someone else use Choco(bo) Barrier/Shield, even if you're using "Chocobo" instead of "Choco", which will also take a bit of getting used to. Otherwise, the focus on speed and movement makes sense as well as explaining why the (Al)Chemist item that give you Haste is Chocobo Feather without making it so that the Chocobo A.I. obsesses over Haste or Slow. Good job there.2. It's mostly due to my own patches, but it's a bit weird to me nowadays to see the Class C Chocobo just called "Chocobo" instead of "Yellow Chocobo". I mean, it makes sense that they'd just be "Chocobo" really since Yellow Chocobos are basically always the most common color; it's just another thing that will take adjustment for me even though that's how it was in vanilla too. Oddly, it's not as surprising to see that your (Yellow) Chocobos don't have revival given you're trying to focus your patch more along the lines of preventative measures. I'm guessing Choco(bo) Cure and Choco(bo) Barrier Shield can target the user as well, correct? Or do they strictly target allies? 3. Black Chocobo is basically the same in every patch, which isn't necessarily a bad thing. A bit odd to see it being the only one with Choco Esuna I'll admit though, even if that too was the case in vanilla.4. Interesting to have both the revival be on Red Chocobo and have it go by PA when you could have easily had it go by MA and used MA Save for both that and Choco Meteor. I thank you that you didn't do that, though, given that I've always found Choco Meteor a tad...annoying, which is part of the reason why I got rid of Red Chocobos as generic monsters. spoiler: Goblins 1. Much like Chocobos, it seems like Goblins don't ever differ that much between patches. I suppose it's not too surprising given they're easily the most human-like of monsters, so it's easy to give them human abilities and so they usually end up as breakers or stealers. I can't say that I like Goblin Punch, though, given I dislike Shock-like abilities as a whole. Similarly, its existence, especially as a shared ability and in lieu of an independent attack, doesn't gives me much confidence that Goblins will go for breaks unless they're at full HP or near full HP, but meh. Who knows with given how the A.I. acts though, especially with Innate Concentrate. I'm probably fine with Innate Concentrate on them between their lack of range, lack of Blind immunity and large inability to get past Maintenance, assuming Maintenance still exists. Probably.2. Speaking of which, I'm not sure how I feel about regular Goblins being utterly walled by Maintenance and presumably by other monsters, but that's literally my only commentary on them at present.3. Hemogoblin is easily the Goblin design I like the most of these Classes and easily the one I'd be the most likely to use. Beyond the excellent name pun and presumably MP Switch being balanced for overflow damage (...right?), they're the only Goblin that doesn't keel over to Maintenance or other monsters, even if they doubtless have problems with Undead units and maybe ??? units. Still, that weakness is a good balance for how self-sufficient their abilities are rather than being completely dependent upon the enemy having equipment or having hurt them to do anything.4. Baknamy, on the other hand, seem rather redundant between having Hide and Concentrate. I also can't say that I at all like the implicit confirmation that the A.I. still acts ignorant of anything with Transparent on it. Still, it's nice to see someone else use the name finally, though it does remind me that I still need to finish FFXII like I do most other things. spoiler: Bombs 1. Not much to say about these in the general sense other than that I somewhat like them not having a physical attack since Bite always looked a bit odd to me even knowing they have an actual physical shell beneath the constant flame. I must confess that I'm a bit surprised that you aren't halving the damage on Self-Destruct, especially since Imperil is more "buff" than Oil and two of them have Reraise potential, but meh, it's up to you.2. Speaking of Imperil, I suppose Bombs' general entry is implicit confirmation that unlike the current version of Oil in ARENA, Imperil doesn't get around Null: Element or Absorb: Element. Is this a correct conclusion?3. I...actually don't hate dislike Bomblet as much may be expected for me, partly because it is a legitimate way to give them something else to do besides commit suicide and partly because of the potential limitations of Imperil above when they only have Fire element damage otherwise. (Wait, is Self-Destruct also Fire element now? I doubt, but I figure I should ask.) Regardless, it also helps that Bombs aren't immune to Doom, so I suppose there's that as well, though I'm not sure how your version of Doom and your version of Reraise interact....4. Oh, hey, you went with the "reverse Bomb" idea that I was wanting to see someone else use. Neat. That said, they seem like they might be a bit too buff between having Teleport, Counter Magic, Icy Wind's large AoE damage & self-healing with potential Stop, pretty decent evasion and instant Imperil. Even with their potential killing of other Bombs & non-Ice-aligned allies and lack of Critical Quick & Reraise, just not being fiery seems like a boost itself too even with them still being single-element without a Beastmaster around. Speaking of which, I'm kinda surprised that their Beastmaster skill is presumably still Fire instead of Ice. (Also, Pokemon is totally going to have me think at least once that this version of Icy Wind causes Slow, not Stop. Just putting that out there even though the name is mostly fine; if anything, I have far more of problem with it not actually being Wind element and possible confusion there.)5. Much like HP Restore, without some kind of cap, I doubt I'll ever like Dragon Spirit. That said, it's also nice to see Mom Bomb show up, though I must confess that I thought it would be as a Demi-Mark. Still, an out-and-out defensively curative Bomb is an interesting idea for a generic monster. spoiler: Panthers 1. The sheer amount of evasion these guys have support my assumption that, yes, the evasion monsters have still only applies to the front (unfortunately). Besides that, I like that these guys focus around said evasion, even if the Beastmaster ability being Blind/Umbra feels a bit redundant. I also "obviously" dislike Nightcrawler from the word "go" due to it having Quickening, which will forever be a stupid ability to me, at least as long as CT is calculated from pure Speed and nothing else; it would probably still be stupid even otherwise and even with Xifanie's stat limitation hack used though. It's your patch though, so I'm not going to nag you to change it; I just won't be using it and will grit my teeth while fighting them should they actually use it.2. The Class C Panther that is called, well, Panther being the only one to have the seemingly now-hack-requisite "Panther attack that causes Poison" is a bit odd to me. Other than that, I feel like it's the one with the least redundant abilities in that it seems to be the only one that has another damaging attack on it at all.3. Speaking of which, I find it a bit odd that Nightcrawler is singled out as not being able to do damage beyond Claw when it seems like Coeurl doesn't seem to have any other damaging abilities either if I'm reading Blaster and Blackout correctly. Granted, I see how Couerl has more offense due to being able to inflicted the most varied status of three and Counter, but...yeah. It also has the most redundancy between Claw, Blackout and Beastmaster being Blind for it too.4. Since we already know my feelings about the loathsome ability that is Quickening, my only other comment on Nightcrawler at present is this: "Jinx" is that counter ability you made that counters with random negative status, correct? spoiler: Tentacle Monsters 1. "Piscodaemons are simple creatures with a simple gimmick: screwing the enemy." ...Must...resist...snide...comment. ...Well, beyond this spoiler's heading. I can't say I like all of the Confuse here, but at the same time, it's not at all surprising, so meh. The only other general comments I have are that it's nice to see them keep Absorb: Water even if it's weird for them not still to be Weak: Lightning and that they seem to have a tad much evasion for things that cause Confuse so easily; I'm presuming that Confusion still tanks your accuracy (provided I just didn't imagine that right now). If their evasion differed, then I could see Squidraken being justified in having the most evasion--being the amount currently given at 30%--given it has Berserk without Defense UP. Given its already arguably the best due its sheer variety and MA Save, however....2. I don't have much else to say about Piscodaemons except that I have to ask if Critical Quick is called "Critical: Quicken" now universally or not. I "have" to ask since it's still "Critical Quick" in Bombs' entry.3. Similarly, I don't have much else to say about Squidraken, so I'll ask yet another question: Torrent can hit the user, correct?4. As with the general Confuse, I can't say I much like Mind Blast still causing Confuse. That said, I thank you for at least making it Confuse or Berserk rather than potentially both (...right?) since getting hit by both of those infinite statuses at once was one of the most infuriating things about vanilla, especially given it could occur in an AoE; it kind of annoys me when patches keep that aspect as such since no one has bothered to make either finite in duration yet. That said, I'm not really sure how I feel about Counter Magic on these things. It seems like that would only be dangerous to the A.I. itself, which can't see reactions, beyond perhaps a one-time ignorance thing for players. Shrug. spoiler: Skeletons 1. Their physical attacks causing HP drain is interesting especially given how people tend to go with having them cause Poison if they cause any status at all. It's a shame that their Beastmaster ability, Zombify, is so counter to it though.2. Speaking of Poison, that's the only status I'm somewhat surprised to see them immune to, though I can understand why it's there I suppose. It makes "sense" for them not to be susceptible to Poison since they're just bone presumably, but it also makes their guaranteed revival rather damn annoying. That's one of reasons that they're no longer generic monsters for me.3. Speaking of guaranteed Undead revival, I "have" to ask: Are you planning on using that hack that guarantees revival on the fourth turn like ARENA is apparently using? Or are you just going to keep vanilla 50/50 chance of revival on the fourth turn and every turn after that they remain "dead"?4. I see you're also going with the idea of at least one of the Skeletons as generic footsoldiers, though I think yours is a good deal tankier than mine on both sides given both Defense UP and Magic Defense UP. I'm largely fine with that, though, given its abilities save for Bone Toss are basically walled by other Undead and thus they are the most undermined by its own Beastmaster ability. Still, instant Doom and Meatbone Slash might be a bit much, especially since guaranteed revival would compensate even for having crap HP (if they do).5. There's not much to say about Fideliant except that it's a bit weird to me that they don't Absorb: Earth, but I understand why they don't since it's not like Tremor hits the self anyway. Actually, speaking of absorption, I just realized that none of the Skeletons have any Dark attacks, which is a bit surprising even with Stab (and Brace and Ward) to heal themselves against things that aren't Undead. Hunh.6. Similarly, for Grave Lord, my only real comment presently is that it's a bit weird that Sandstorm is neither Earth element nor Wind element but I can understand that I suppose. I can certainly understand foregoing making it dual element at least, even though you show just a bit later on with Lilith's Dark Wind that you're at least somewhat fine with doing that.7. Oh, and I just realized that Skeletons aren't Weak: Holy and Fidelant can't do jack to Ghosts. Hunh again.8. Finally, the syntax under Fidelant for "then close in and safely attack when enemies draw close" is a bit redundant and contrary: either the Fidelant is closing in or the enemy is. (Yes, I'm nit-picking now. Well, more blatantly anyway.) spoiler: Boos 1. Of course, it was looking at Ghosts that made just now realize that you split up the traditional Undead weaknesses of Fire and Holy between Skeletons and them rather than having both of them still be weak to both elements. That's...interesting even if I'm not sure how to feel about it otherwise, partly due to general weirdness (to me) of the relative lack of elemental affinities in general. Beyond that, it's not surprising that Ectoplasm can add Undead, that their Beastmaster ability is Death, that they have such high evasion and that they share all of their status immunities with Skeletons. It's not like not being surprising is necessarily a bad thing, though.2. I will comment that their Beastmaster ability is, again, a bit contrary to what their regular attack is doing. I'll also openly wonder if Death with Non-Charge/Omnicasting might not be a bit overpowered, at least compared to most other Beastmaster abilities.3. I literally have nothing to say about Ghouls, so this paradoxical statement aside....4. Wraiths having such a severe drop off in evasion is a bit...odd even for the sake of Raise, but I guess it is instant Raise on a unit that is guaranteed to come back itself, so it's probably warranted. Actually, given Blade Grasp still apparently exists, even in a much degraded form, it's definitely warranted. This even if Wraith's only other "unique" ability is an MP damaging ability that is thus useless against other monsters and of dubious use otherwise. Still, at least one monster "had" to have an MP damage-only ability and Revenant seems like a good choice.5. Revenant having Teleport 2 is a bit...weird. What? You thought I was going to say "overpowered"? Meh. I mean, having what's essentially a Fear ability as a unique close-range ability with that isn't exactly reassuring, but my "problem" with Teleport 2 has more become over the years the realization that it's basically utterly redundant to regular Teleport. I mean, you would and can basically achieve the same thing with Teleport and a large amount of Move as you can with Teleport 2. Still, it's not like we're currently in need of Movement space when so many Movements are currently either outright useless or easily made redundant, so this is a pointless tangent at present.6. There's not much else to say about Revenants besides aside from openly wondering why they got Teleport 2 instead of just regular Teleport in a more general sense. Care to elucidate? spoiler: Lamias 1. The masochist in me is a bit sad to see that these aren't going to be murder machines they are in Journey of the Five. That same part realizes how good Kiss is or at least can be, however, and the fact that Lamias easily have one of the better Beastmaster abilities. I'll admit I'm surprised they have Cannot Enter Water instead of something else though.2. I have to wonder just how varied and random the debuffs from Slap are. That's about my only comment on the Class C Lamia outside of it being vaguely nice to see some monster have Distribute even if it isn't a monster with some type of healing otherwise and a monster that completely lacks any elemental absorption.3. Liliths already seem like one of the better monsters just due to free, instant Veil, even if they're utterly mediocre-at-best against ??? units otherwise and even if Brave UP is...Brave UP. Other than that, it's nice to see someone finally use Dark Hurricane (as a generic monster ability).4. So your Class A Lamia is called Lamia Queen? Interesting, though again not really surprising. I find it more interesting that all of the Lamias got stuck with the some of the weakest Reactions and yet you went out of way to make sure that they still got put to good use; I'd say that Faith UP is more underrated than all that weak though, especially since it seems to go by MP use rather than actual Faith use (unless you've fixed that).5. It's also interesting to note that Night is "one of the few instances of AoE Sleep the player can acquire." I had been assuming that Sleep the spell still had AoE, even with Mimic Daravon no longer available for generic use. Hunh.6. My only other comment on Lamia Queen is a question: Does Poison Frog have any range? Or is it a close-range ability only despite being Faith-based? spoiler: Aevises 1. Oh, good. You're also calling them Aevises. That makes me feel better about using that instead of Avions even if Aevises is still a bit...odd.2. I just realized that with Ahrimans/Ahrimen/Ahrimani no longer generic monsters and Dragons & Hydras currently not figured out, these are the only monsters whose entire family can Fly. Hmm...not sure how I feel that combined with their massive evasion, range and Move.3. Speaking of quite good monsters, Jura Aevis might be the best one yet, at least for players, between having the only ability that can hit anywhere on screen and having an instant, permanent buff that doubles as an unavoidable debuff for the aforementioned ability. That the A.I. will probably only view Float as a buff and thus use it accordingly if it uses at all is part of the problem I always think of whenever anyone brings up the idea of making Float Weak to Wind. Having Speed Save is just icing on the cake.4. I'll admit that I'm surprised you used "Jura Aevis" for the generic monster and didn't save it for the Demi-Mark given where that name comes from. Even if "Jura Aevis" is obviously what mistranslated name in vanilla is supposed to be, it's just a bit odd to see on a non-boss enemy after all these years.5. I can't say I like Roost fully restoring HP at all. It just seems too easy to have a Steelhawk set up shop as distraction bait after mass-Hasting with Agility that way, especially with Arrow Guard, 6 Move and no weaknesses even if it has no immunities to any negative status. I mean, I'm sure it's supposed to be that way, but full HP, instant restoration just seems too much. Speaking of its 6 Move though, it's currently listed as 5 Move in the actual stats, so I'm not sure whether you actually reduced it & the "6 Move" is an artefact/artifact or if it's just a typo in the stat section.6. I don't really have any comment on Cockatrice save for saying the obvious in that their abilities have good synergy but I still fear that the A.I. won't act half of the time after it makes itself Transparent. spoiler: Tonberries 1. Hmmm...yeah, my Tonberies still suck and are by far the weakest of everyone's, partly because I'm still resistant to giving them potentially instant kill or Shock-like abilities unlike everyone else. I am a bit surprised that you let Knife have the potential of instant death since it gets around the rather preventative nature of the patch as a whole and A.I. tends to blunder towards its enemy even when it really shouldn't. Still, you did give them rather abysmal Move & Jump and no status immunities, so that helps mitigate things I suppose, especially since it doesn't say that Knife is unavoidable like it usually is.2. Despite having just commented on it above, I can't say that I like Stalk adding Vanish/Transparent due to how the A.I. tends to (not) act while under its effects. It would be shame to have all of the potential power Tonberry has go to waste on the A.I. side.3. Actually, I don't have much else to say about your Tonberries currently, so this will be the shortest entry of the bunch. I do like how they have mostly Movement abilities innately, even if it's a shame to see Move on Lava have to be one of them given Lava is only on one map. I'd probably kvetch about Ignore Height being kind of a waste too when you could just give them high Jump, but it somewhat fits on them, so I won't. spoiler: Adamantoises 1. My, all that innate status makes these easily the most vexing versions of turtles I've seen yet far. Still, they have pretty interesting variation given that everyone else, including myself, just tends to go with the "turtles are all physical tanks" approach. I also generally like your names better. It is a bit odd, however, to just now get back to a monster that Absorbs an element at all and still has no weakness on top of that.2. That said, Adamantoise the Class C monster and Mistoise having Protect and Shell respectively, while it makes sense, seems a bit redundant. Similarly, isn't Steelguard nigh pointless on Adamantoise since it has 0% evasion itself? At least Mediguard adds Regen in addition to Defending, so Mistoise is fine there.3. Shaolong Gui having such decent evasion alongside instant Wall, permanent Regen and self-healing seems a bit...much, at least compared to other turtles. This even if it is the most vulnerable to being Poisoned because of how Always: Regen backfires in that regard. spoiler: Werewolves 1. At least we come to the monster type I'm generally least excited about and the ideas here are...more than decent. Universal immunity to Silence seems rather weird though when it doesn't look like anyone but Weremage would actually need it. I'm guessing it's there for a reason though.2. Werewolf the Class C monster looks rather...obnoxious if you don't block Berserk, especially since Berserk is infinite. Does Hamedo still completely negate the would-be attack too? If so, then, yeah, these might be a tad overpowered.3. Oh, so Weremage is where Demi went. Not really much else to say except that it's nice to see a magical take on Werewolf "finally" even if I still have no interest in using Werewolves myself and even if the name & having access to Demi make think of them with Time Mage's silly Triangle Hats.4. While Werewolf Overlord's Howl also seems rather obnoxious, it doesn't seem like it's unfair obnoxious like regular Werewolf's...aggregate abilities are. It just seems really good in a lot of situations, especially since it's enemy-only. Other than that, I'm guessing that Blitz is much like the FFT:A ability of the same name and is just an attack (with potential recoil?) that does a lot of damage to a single-target. Is this correct? spoiler: Those Other Tentacle Monsters 1. Hmm...it's rather weird to see Bad Breath still around but exclusive to only one of the Malboros. Not sure how I feel about that to be honest even if I understand it due to how powerful Bad Breath can be.2. Similarly, I'm not sure how I feel about Malboros being simple Poison-bots, but I can't say that it doesn't work. It's just going to take some adjustment.3. I generally like the abilities that Ochu has, though Ochu Dance, even knowing what it comes from, is a bit odd to me--it's the Dark elemental part, which I'm assuming is there primarily for ??? units. I was also going to say that "it being mid-charged is impossible with Non-Charge" before remembering that Non-Charge doesn't affect anything that Perseveres, not just Song and Dance. At least, I vaguely recall that it doesn't--it's been quite a while since I tested that too. Then again, Ochu Dance is, well, a Dance of sorts and it's not like you couldn't just one of Song or Dance's spots if you really needed to since Performer is actually using Samurai's old spots.4. Great Malboros are...odd, mostly just due to Malboros Spores being there pretty much "just because". I have to wonder how the A.I. will act with that not being a Monster Skill too and if it will actually be dumb enough to use it on non-Malboro allies, especially if it has nothing better to do. Hmmm.... It could be interesting, but for all the wrong reasons. Regardless, this being immune to all debuffs seems a lot fairer than the current form of Foobar being so, but we'll get to that in a minute; Great Malboro having the extremely weak Catch as its reaction helps. spoiler: Flans 1. I see what you meant about not doing elemental Flans. I'm guessing these were more how Flans generally were in FFXIII, which is interesting I suppose, though I know for a fact that Foobars are from FFXII, at least first. We'll talk Foobars last though.2. Due to how narrow a status Silence is unless you're changing it, I could see Slime getting away with potentially causing some other status as well. Shrug.3. I see that your regular Flans are sort of like my Iced Flan despite the fact that if yours were elemental, then these ones would doubtless be Lightning-elemental like my Shock Jelly given its attack names. Constant Regen may be a bit much instead of just Regenerator (assuming that even still exists), but since this thing isn't immune to Poison and only gets Regen the skill as Beastmaster Skill, it's arguably a weakness....4. Flanitor seems a lot fairer than I was expecting to be honest, primarily due to it lacking a revival ability and not having MA Save with what seems essentially like Murasame. I was going say that Reraise with Dragon Spirit seemed a bit much...but then I remembered I was reluctantly doing the exactly same thing with my own Dragons currently which are far more offense-oriented. So carry on in that regard.5. Foobar on the other hand...holy crap do these things seem annoyingly overpowered from a glance. Granted, they're more overpowered on a defensive side than the offensive side like I think normal Werewolves are, but given they're all about attrition through Poison anyway.... To be specific, what's overpowering to me is primarily how they have MP Switch in addition to instant Reflect, instant large-AoE "very accurate" Poison, immunity to all debuffs and the Flan standard Always: Protect with Defense UP combo. I just think that MP Switch is way overkill and should remain unique to Hemogoblin, where it actually fits besides, but that may just be me. Shrug.Regardless, it is nice to see someone else using Foobars, especially since it's a such a funny name. I'm using them as well, but there are several reasons that I kept mine as the secretive, non-generic enemy that they always were. I'm assuming that these are at least not all that common even if they aren't trapped in the Deep Dungeon like Tonberry Shades. Is that correct? All that aside, I can't really say much to help with Dragons or Hydras unfortunately should you actually need help in that department. I imagine you're having opposite problems with them, though. Dragons are so generic and widespread in fantasy everything that it's easy to come up with anything for them and have it fit, even with Dragoner abilities still around. Meanwhile Hydras have something of the opposite problem since they're far less common for inspiration, they "have" to have tri-directional abilities to take advantage of their sprite and at the same time they almost mandate being better versions of Dragons because of it; the latter is part of the reason why they too are no longer a normal monster for me.Good luck.Oh, so the old "gift guilt" thing. Say no more.Interesting to know you're Brazilian. I wouldn't have guessed considering you type English better than most of my fellow Americans.
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