THE FINAL FANTASY I TOPIC
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Alright...I'm gonna try and stay calm here.
WHAT THE CRAP JUST HAPPENED.
I was playing FF1, and I had killed Lich and saved the Earth Crystal which opened up some passage in the Earthgift Shrine. Me being the curious lad I am, I investigated it and found a very bizzare dungeon featuring a purple forest, a cave, and a desert with trees that point which way you should go. Aside from the obscene encounter rate, no worries right? At the end of the dungeon I'm at level 26 (I entered at lvl 23 to show you just how many monsters I fought) and I'm rewarded with 4 rooms with bosses that DESTROY me in one turn. After one of them ownes me, I'm transported back to the beginning of the dungeon that took me 45 minutes to get through. WHAT AM I DOING WRONG!?
WHAT THE CRAP JUST HAPPENED.
I was playing FF1, and I had killed Lich and saved the Earth Crystal which opened up some passage in the Earthgift Shrine. Me being the curious lad I am, I investigated it and found a very bizzare dungeon featuring a purple forest, a cave, and a desert with trees that point which way you should go. Aside from the obscene encounter rate, no worries right? At the end of the dungeon I'm at level 26 (I entered at lvl 23 to show you just how many monsters I fought) and I'm rewarded with 4 rooms with bosses that DESTROY me in one turn. After one of them ownes me, I'm transported back to the beginning of the dungeon that took me 45 minutes to get through. WHAT AM I DOING WRONG!?
You're going in too early! They're optional dungeons that open up every time you fight one of the four fiends.
I never went in any of them myself, and I don't know why. =|
I never went in any of them myself, and I don't know why. =|
...oh.
The monsters were pitifully easy though, but I can't really say anything different about the rest of the game...
post=95392
You're going in too early!
The monsters were pitifully easy though, but I can't really say anything different about the rest of the game...
post=95389Troubleshooting this problem: Haste and a bunch of Temper spells on whoever has the sharpest weapon.
Alright...I'm gonna try and stay calm here.
WHAT THE CRAP JUST HAPPENED.
I was playing FF1, and I had killed Lich and saved the Earth Crystal which opened up some passage in the Earthgift Shrine. Me being the curious lad I am, I investigated it and found a very bizzare dungeon featuring a purple forest, a cave, and a desert with trees that point which way you should go. Aside from the obscene encounter rate, no worries right? At the end of the dungeon I'm at level 26 (I entered at lvl 23 to show you just how many monsters I fought) and I'm rewarded with 4 rooms with bosses that DESTROY me in one turn. After one of them ownes me, I'm transported back to the beginning of the dungeon that took me 45 minutes to get through. WHAT AM I DOING WRONG!?
So I've been playing that patch in the second post of the topic and it is hella great. There are some reworked equipment pieces, stats that are fun and excellent new spells. Finally, White Mages that don't suck! I've found so far that the BIGGEST change in the patch is how you get money - you get next to nothing from monsters, so chests and selling loot are your best ways to get moolah. Suddenly the Bl. Belt's vow of poverty sounds better than the Fighter's GOLD GOLD GOLD YUM intro, yeah?
Also non-mage classes can now cast a smattering of new and old magic! PUMMEL and CHAKRA all the way, baby.
MODIFY: I should probably let you know that this DoS FF1 (for the GBA) mod is not for the faint of heart. It's a twisted, evil and generally RUDE piece of work... but it's also fantastic. It rewards, like, thinking and stuff.
Also non-mage classes can now cast a smattering of new and old magic! PUMMEL and CHAKRA all the way, baby.
MODIFY: I should probably let you know that this DoS FF1 (for the GBA) mod is not for the faint of heart. It's a twisted, evil and generally RUDE piece of work... but it's also fantastic. It rewards, like, thinking and stuff.
I always start playing this game. Loving it and then I get stalled out because my party starts to lose. What is the party that makes beating the game the easiest. Also when do your characters like progress to the next stage. ie... Thief-Ninja?
1) Fighter/Fighter/Fighter/Fighter is the easiest, at least in vanilla FF1.
2) The class change is completely optional and occurs when you bring the Rat Tail to Bahamut, king of the dragon islands. You need the canoe (at least) to be able to get to the Rat Tail in the Castle of Ordeals.
2) The class change is completely optional and occurs when you bring the Rat Tail to Bahamut, king of the dragon islands. You need the canoe (at least) to be able to get to the Rat Tail in the Castle of Ordeals.
CrazeWhat I like is that, while monsters don't give much in the way of gil, most of them drop equipment from time to time, and at a reasonable frequency. You can (edit: hypothetically) equip most of your party by fighting the right monsters and supplement your income by selling the leftovers. Even better, the Bestiary tells you what items a monster drops, even if it hasn't dropped for you yet. I'm currently hunting Sharks 'cause apparently, if you're lucky, they may yield Wyrmkillers.
I've found so far that the BIGGEST change in the patch is how you get money - you get next to nothing from monsters, so chests and selling loot are your best ways to get moolah.
The downside is that I'll probably end up overleveled, but if this patch is as cruel as Craze claims, maybe that's not such a bad thing. :V
post=95240
Actually the bestest best best best party (in terms of being stupidly overpowered) is Fighter, Black Belt, Black Belt, Red Mage.
This is untrue. Black Belt's do only slightly more damage than Fighter but are squishy. Additionally, there are portions of the game where the Black Belt is very weak, most prominently during the Marsh Cave. Fighter is always strong. You could argue for F/F/BB/RM because there are only three Ribbons in the game (if you equip a Ribbon on Black Belt, he loses his natural armor making him a decent candidate as your Ribbon-less fourth). The only reason you even bring a Red Mage is because they can cast the Fast spell, and early-to-mid-game they can clear large, low-HP groups with spells. Black Mage is bad for this role because of the way FF1 handles MP. As soon as he's out of spells he's utterly useless except for using spellcasting items (which the Red Mage ad Fighters can use just as well). Fighters don't need much healing because of their impenetrable defenses so you just mow through everything. And when dealing with larger dungeons towards the end, you now have all the Heal armor.
Anyway, the remakes are a wholly different matter. Suddenly Thief/Ninja is pretty good, Black Mages can consistently nuke, and White Mages are the only way to heal through the damage dealt by some of the optional bosses.
Black belts increase exponentially. I'm talking about vanilla FF here. Eventually they become so powerful, they can be naked and just destroy everything.
post=95776
Black belts increase exponentially. I'm talking about vanilla FF here. Eventually they become so powerful, they can be naked and just destroy everything.
Not disagreeing with you, but Fighter doesn't need to -become- powerful, he's always powerful. He destroys them almost as equally well as the Black Belt, except he can take a hit 100 times better.
At L12 in the Mod of Balance (link in the second bost), Bl. Belts can learn Chakra (big self-heal) and Pummel (deal magic damage with their fists to bypass phys-resistant monsters), and before that they can learn Blink and Focus (RUSE and LOCK). It helps!
I had no idea there was such a strong obsession with Final Fantasy I. You guys know more about it than I ever will.
When I was a kid, I first used Fighter/Black Belt/White Mage/Black Mage, and then when I played again a year or two later I used two Fighters instead of the Fighter/Black Belt combo.
When I was a kid, I first used Fighter/Black Belt/White Mage/Black Mage, and then when I played again a year or two later I used two Fighters instead of the Fighter/Black Belt combo.
The lack of discussion about the Mod of Balance disappoints me. :( I couldn't find any through Google either. So I'm going to post a very long post containing lots of useless stuff.
I was playing this a few days ago and the beginning is somewhat difficult. I had to make about 4 trips to the Marsh Cave (and I didn't even reach it the first time). After that, it gets easier. I even went directly to Astos without going back to town to heal after getting the crown.
I couldn't remember the stuff after the Marsh Cave well and was starting to get lost. I could remember well enough until the volcano and the ice caves, but I had trouble finding the airship and figuring out where to go with the fairy. I had to use a guide to find out where Unne was. <_>
I played until I got the fourth crystal lit and then decided to do the bonus dungeons because I didn't want to go through the last dungeon to just get out of it. However, the earth dungeon bored me and I stopped playing after completing it. :(
I picked a Black Belt/Thief/Wh Mage/Bl Mage team. I eventually changed the order to Wh/Bb/Bl/Th once I realized how much HP and defense the white mage had and how frail the thief was. The black mage in this mod seemed much more useful. Its spells did much more damage than the Bb's and the thief's attacks while also hitting every enemy. MP didn't matter once I found out ethers cost only 150 gil. It seemed like that low price might have been intentional since I had to use 60 ethers (or maybe it was 40?) for the volcano. However, I did wander a tiny bit uselessly in it since I wanted to be somewhat sure I got every treasure chest and I completed it in only one try. The black mage could also equip a dagger that lets it hit enemies weak to it for about 100 damage, which is higher than a black belt or thief's damage until maybe the earth cave.
The lack of gil also slowly stops being a problem after the Marsh Cave. I couldn't buy stuff when arriving at a new town, but I could buy the spells I wanted after completing the dungeon near it. I didn't have to buy a lot of equipments since monsters/chests gave enough.
Leveling up is also slower and I got to every town before my mages could learn the spells they sell (However, the levels to acquire new spell levels have also been changed. I think level 8 requires about 5 levels less than in the real game?).
I didn't think of buying the black belt's exclusive spells nor "pain" for the thief until the earth cave. Pummel,Chakra, and pain might've been really useful for the Marsh Cave. Pummel does about 150 damage to one enemy while pain does about 50 to every enemy. Chakra heals the user for about 150 HP but is in-battle only. To compare, my black mage's fira was doing about 80 damage per target. Against fire-weak monsters (there are quite a lot in the Marsh Cave), it was doing about 120. A white mage's cure heals for about 40 while heal heals for about 30 to everyone. However, the black belt doesn't have that much HP at the beginning so Chakra overheals by a lot.
After a while, my battles started to look like this: Black Mage uses a -ra or -ga spell while everyone else attacks. If the enemies have low HP, white mage can use aero so I have more chances of killing them before they attack. If they're undead/evil, white mage uses dia/diara. When low on MP, the mages use a few of my 99 ethers outside of battle.
The elemental fiends were killing any of my characters except my white mage with a single physical attack. I had all my characters spam their highest damaging attack while my white mage was reviving whoever died on the last turn and hoped the boss would not use a multi-target spell two turns in a row. Because of that and my black mage having priority for getting revived (also because the thief is frail), my mages ended up having more experience than the other two. If I were to revise this strategy, I would probably have my thief do the reviving with phoenix downs instead since the white mage outdamages it. Those fiends have a lot of defense so the white mage's aero does more. :(
I'm guessing every 32 accuracy a character has lets it do one more attack. (1+ACC/32= max hits?) I'm also guessing magic damage is something like base*(1+int/2). I didn't do many tests for that, but it seemed about right.
I was playing this a few days ago and the beginning is somewhat difficult. I had to make about 4 trips to the Marsh Cave (and I didn't even reach it the first time). After that, it gets easier. I even went directly to Astos without going back to town to heal after getting the crown.
I couldn't remember the stuff after the Marsh Cave well and was starting to get lost. I could remember well enough until the volcano and the ice caves, but I had trouble finding the airship and figuring out where to go with the fairy. I had to use a guide to find out where Unne was. <_>
I played until I got the fourth crystal lit and then decided to do the bonus dungeons because I didn't want to go through the last dungeon to just get out of it. However, the earth dungeon bored me and I stopped playing after completing it. :(
I picked a Black Belt/Thief/Wh Mage/Bl Mage team. I eventually changed the order to Wh/Bb/Bl/Th once I realized how much HP and defense the white mage had and how frail the thief was. The black mage in this mod seemed much more useful. Its spells did much more damage than the Bb's and the thief's attacks while also hitting every enemy. MP didn't matter once I found out ethers cost only 150 gil. It seemed like that low price might have been intentional since I had to use 60 ethers (or maybe it was 40?) for the volcano. However, I did wander a tiny bit uselessly in it since I wanted to be somewhat sure I got every treasure chest and I completed it in only one try. The black mage could also equip a dagger that lets it hit enemies weak to it for about 100 damage, which is higher than a black belt or thief's damage until maybe the earth cave.
The lack of gil also slowly stops being a problem after the Marsh Cave. I couldn't buy stuff when arriving at a new town, but I could buy the spells I wanted after completing the dungeon near it. I didn't have to buy a lot of equipments since monsters/chests gave enough.
Leveling up is also slower and I got to every town before my mages could learn the spells they sell (However, the levels to acquire new spell levels have also been changed. I think level 8 requires about 5 levels less than in the real game?).
I didn't think of buying the black belt's exclusive spells nor "pain" for the thief until the earth cave. Pummel,
After a while, my battles started to look like this: Black Mage uses a -ra or -ga spell while everyone else attacks. If the enemies have low HP, white mage can use aero so I have more chances of killing them before they attack. If they're undead/evil, white mage uses dia/diara. When low on MP, the mages use a few of my 99 ethers outside of battle.
The elemental fiends were killing any of my characters except my white mage with a single physical attack. I had all my characters spam their highest damaging attack while my white mage was reviving whoever died on the last turn and hoped the boss would not use a multi-target spell two turns in a row. Because of that and my black mage having priority for getting revived (also because the thief is frail), my mages ended up having more experience than the other two. If I were to revise this strategy, I would probably have my thief do the reviving with phoenix downs instead since the white mage outdamages it. Those fiends have a lot of defense so the white mage's aero does more. :(
I'm guessing every 32 accuracy a character has lets it do one more attack. (1+ACC/32= max hits?) I'm also guessing magic damage is something like base*(1+int/2). I didn't do many tests for that, but it seemed about right.






















