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If equipped evasion stat is less than 0.8 * base evasion, then spell damage and spell affliction rate are 1/3. For fighter hand damage, i'm not sure. I haven't tested enough.
After further testing it appears to be the number 14+ weight, or perhaps 15+. I couldn't nail it down to the exact number because my gear options wouldn't let me, but it's either one of those numbers. So this means if your base evasion is penalized by 14+, or perhaps 15+, weight points from the gear you equip, then you are overweight for magic use and get a half spell damage penalty. I'm assuming this carries over to a half spell affliction rate for status effect spells as well.
If you do that for most of the game, you'll have tons of money, huge HP and stamina, and since barehanded works brilliantly on everything that's not 'must use magic', you can go to the point where once you decide to level some weapons and shields, you can push them to max level against the foes you're facing, instead of them being capped at 4 to 8 for ages.
Despite it being brutally counter-intuitive, naked brawler mages is the way to go for most of the game.
Armor Table - Final Fantasy II (Famicom)[guides.gamercorner.net]
^This is the best link I've found so far that holds every thing in an easy to read table. Click "Mag. Pen." in the header row to sort out the best mage armors.
And here's the table for weapons and shields. Interestingly, there are some weapons that give only 5% penalty.
Thanks for all of the invaluable info! Just a shame these stats are hidden in-game and not explained in the tutorial room. Real shame SE didn't think to incorporate these in the PR
Arms - Power Armlet, Protection Ring
Head - Twist Headband, Gold Hairpin, Ribbon
Body - Copper/Silver/Ruby/Gold/Diamond Cuirass, Power Sash, Black Garb, Black/White Robe
I'll probably sell everything else I get to buy potions. True 4 black mage run doesn't use cure or teleport. Only black magic and occasional hands when you're out of mp.
I probably should have been more clear about how naked brawler works.
Spend the time all the way up to rescuing the princess just punching things. Exception when you have the patience is to set aside time to in-battle cast Basuna and Esuna until MP is depleted against enemies that can't really hurt you, like goblin swarms. The key is to get small hits and dodges in to improve stats, casts in battle to improve MP, and get Esuna and Basuna to level 7 so they can cure all but the weirdest things. The accelerated auto-battle thing where you repeat commands is a godsend for that.
It takes like 32 casts of esuna or basuna to level it, so it's good MP growth practice for later. And when there are enemies that will absolutely spam you with loss-inducing status effects, you need the ability to cure everyone at once, not rely on item use.
Once you're in a comfortable spot from that, find the strongest enemies you consider to be 'not really a threat', and practice your black magic on them. Offensive stuff seems to be linked to value of the enemy, so you can't really spamcast it up on goblins.
When you get the ship, you can use sea encounters to get most skills and spells to 8 right along a coastline next to a town for inn stays to recharge whenever you deplete.
Don't forget that the enemy fleeing is still a victory in FF2, so it doesn't cost you any stat XP or anything. So you don't have to rush the weak ones down. If they run away before you stop casting and punch through their chests, no biggie.