FINAL FANTASY VI

FINAL FANTASY VI

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Da Rat Bastid Mar 16, 2016 @ 12:14pm
Gau's Doberman rage
I'm aware that, when doing Sabin's trek through the Imperial camp, one should kick the chest in the first tent in order to provoke the Doberman outside into attacking you, else it won't show up in the Veldt later. What I'm wanting to know is this:

Is it also necessary to kill all the Dobermans in that battle? During my playthrough, I did win that battle, but the last Doberman fled before I could kill it, and now the Dobermans are stubbornly refusing to show up in the Veldt. Have I hosed myself here in my effort to obtain the King Of Beasts achievement, or is it simply a lousy attitude on the part of the RNG?
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Showing 1-6 of 6 comments
proadam Mar 16, 2016 @ 12:53pm 
You should be fine. I ran from this battle (doing perfect stats LLG) and still got the veldt encounter and therefore rage. Since fleeing from a battle is good enough to activate the encounter on the veldt, I don't see why the enemy fleeing would give a different result. I am not 100% sure on this, but I would keep trying. IIRC it took me a while on the veldt before encountering them. Just use a veldt pack faq and keep trying. For more information, I'm sure any of the in-depth rage guides on gamefaqs would answer your question.
Aquasol Mar 16, 2016 @ 4:27pm 
You only need to see an enemy, not beat it. You can get Intangir's rage without ever killing one, for example.

It's all RNG on the Veldt, though.
Last edited by Aquasol; Mar 16, 2016 @ 4:27pm
Bamethyst38 Mar 18, 2016 @ 2:52pm 
It isnt really RNG in the Veldt. Groupings are grouped up and what is randomized is the battle in said group.

In the mechanics of the Gau Guide under Veldt Battle Formations, I show how the enemies are grouped up and how you can recycle the Group should you not like the current encounter.

As for the innate question, just simply encountering them and escaping or winning by any means will add them to the Veldt. But the number of Dobermen you fought is vital since the 2 and 3 Doberman formation are in seperate groups (6 and 8 respectively).
Victrola Mar 19, 2016 @ 1:29am 
The pack stuff is very interesting... I just took a glimpse, and let me talk a second about this text ChrisH:

"
If you Normal Save and reload the game, it will completely randomize the Group location and you won't know it until you enter battle.
"


For example:

It certainly explains why FLAN !!! SO MUCH FLAN!!! And also the 'leafer' pack. Since these are packs 1 and 45 it makes sense. 20s~40s all go to FLAN, and 40s~last all go to leafer. However, I think there may be a 'group leader' component.

I've had success, where it's 1 in a LOT, run through and through using... and then when I save/load, it's correlated similarly (Not the 1 in a ton chance it's the monster RIGHT THERE!). So it's more of a 'series of random numbers' based on some kind of seed.

An extrapolation on the idea, Venobennu. Is that even a word? The idea of the bird healer isn't lost on me, but as a child it was called Abolisher... like what you draw with Relm when you go on bird watching trips. And grandpa (priest or other influence) hopes that you learn something.

I think there may be a 'group leader' component to the seed. Since that's accepted change. And also a correction for it. Changing the seed is important to retaining randomness.

Anyway, just wanted to say that, since using that text as gospel could potentially allow for an eternity where the desired is unattainable (i.e. it's not random).
Bamethyst38 Mar 20, 2016 @ 4:14pm 
Before this version, if you quit the game and reloaded it, it would take your Group number and added 13 to it, reducing it to 1 if you overflow the number and doing the necessary skips.

As for your group leader component, I don't know about that. Cause I have had pretty good luck rerolling my monsters via the Quick Save Method.
YTDvlshAngel Aug 17, 2018 @ 3:27pm 
I've gotten Doberman switching between Sabin as leader and Locke as leader or Terra (after zoo)
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Date Posted: Mar 16, 2016 @ 12:14pm
Posts: 6