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Or should I say, break it. XD
Teleport tends to work more often than warp, I think lvl 3 it started putting monsters elsewhere, where warp didn't do that until 5.
I noticed lvl 7 and beyond (I only get them up to 11) is where I find the insta kill stuff works more.
I designated maria as attack mage, so she only got the basuna, cure, life, esuna, and rest attack spells most insta death ones (she got both warp and teleport but hindsight could give one to the other members).
BTW she must get the first osmose. And osmose is uber useful if you cast a lot (even if you have full MP, which grind ppl find that happening mid game), and you can get tomes from wizards in cyclone dungeon and imperial castle (don't finish those until you tomes as colisium wizards are rare encounters and drop rate sux in this game so best chances are cyclone n imperial)
frog and mini were split between support guys (they tended to be attackers) and they work surprisingly well past lvl 7, but enemy will insta flee. I tend to use them when clearing the board so only one enemy remains to level up shield / evasion or be the hit taker / cure guy.
Also spells that can be levelled via menu cast (like cure, esuna, life, teleport, warp) tend to level much better than in combat (where enemy rank and spell level tend to factor in, short of this is enemy rank needs to be high and spell rank lower to level, or else you have to cast several times before a spell will get xp, even if you have rank 7 enemies like former bosses or end game ones, and lvl 7 spell you have to cast 3X to gain some xp).
I did the double shield, even mages (this is op in PR by mid game nothing can hit you and your barefist is usually one shot) a few runs. Even with light armor / helm and double shield Maria (attack mag) she still was doing major spell dmg. One of the turtle bosses went down by one cast (well after one of the "black belts" got a hit in) with her double shielding. That said, once she has her evade to max, taking the shields off and going dual knives or staves and even pandemonium enemies get premium magic hits.
Magic is awesome but physical attacks tend to rule the roost here. Also group magic hits sux and damage spread is to little but individual magic dmg if you have it high enough tend to one shot.
glad they fixed the status thing on PC, essentially status ailments always land on PC PR, the console PRs it was fixed in short order but PC not so. my cousin was playing the Steam PR FF3 before they patched her copy, man those karls (cat thingys) would party wipe if ambush, even one cat could take out 3 party during ambush or back attack. Or the bees would insta poison whole party. but offside of the coin it went both ways, once she had lvl 7 break, warp, death, she could one shot the 9 karl crew (BTW you could level warp by going into a town, castle, dungeon, cave etc and cast it, same with teleport even if Maria's hp is 1, you can do it over until outta MP, just heal and watch the encounters after done levelling spells or turn it off). Mini and toad make the enemy insta flee, which I thought was weird cuz in other FF they hang around. Yeah literally she had to auto save after every game in some later game dungeons just cuz isnta kill spell types 100% landing rate made party wipes a thing. It isn't so bad as the game auto save if you go up or down a level or into a new room, so she tended to use the empty rooms for an auto save . . . After the fix the karl cat crew weren't scary.
this is off topic but related. I noticed spells like silence, sleep tend to work a few rounds and "wears off", but certain ones like fog really work on stopping spell casters (as well as using osmose 2-3 times).
Yeah, sleep is totally worthless in FF1 especially. It seems worse than it used to be, especially if the spellcaster is slow (it auto-abates at the end of the turn, so if you just cast it, welp).