FINAL FANTASY XII THE ZODIAC AGE

FINAL FANTASY XII THE ZODIAC AGE

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Nezkeys May 1, 2018 @ 6:23pm
Yiazmat
So i ended up full healing him. Battle was so easy i kinda just walked off lol. Came back around 3 bars left and saw he used reflectga and then my whm uswd renew. I had no time to react to it otherwise i would have switched that gambit to megalixirs. So like yeah should i just restart since he already used growing threat? Cheap fk fuming lol
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Showing 1-15 of 36 comments
Nezkeys May 1, 2018 @ 7:19pm 
Originally posted by Dwight:
Weakzmat.
I restarted. Wasnt gonna carry on with him fully healed and levelled up. And yeah he is weak for sure he went down easy like he would have the first time if i didnt fully heal him. The breaks make the fight a joke and the only thing i had to worry about was that reflect. The random deaths and stops were easy to deal with altho at the end he was on crack and every time he hit someone they died. I mean yagyu darkblade helped like and i didnt even have dark robes since i chose shikari/mehbreaker. One fight wonder tho. Very little use outside that fight for that dagger
Last edited by Nezkeys; May 1, 2018 @ 7:21pm
Nezkeys May 2, 2018 @ 6:20pm 
Originally posted by Dwight:
Weird Yiazmat's a Holy monster.
Well i did get a ♥♥♥♥♥♥♥♥♥ moment
Daedalus007 May 4, 2018 @ 4:04pm 
Yiazmat is an absolute joke in Zodiac Age (and IZJS) precisely because of the added vulnerabilities to breaks. Bit of a shame honestly.
I'm working on a mod that'll make Yiazmat great again ^_^
Will be ready in a few months (part of an overall rebalancing/hardcore mod).
Nezkeys May 5, 2018 @ 4:35pm 
Originally posted by Daedalus007:
Yiazmat is an absolute joke in Zodiac Age (and IZJS) precisely because of the added vulnerabilities to breaks. Bit of a shame honestly.
I'm working on a mod that'll make Yiazmat great again ^_^
Will be ready in a few months (part of an overall rebalancing/hardcore mod).
Yeah after id used the breaks he was hitting for like 20 damage. I also feel like in the original i was doing less damage even without the defense breaks. Pretty sure it was capped at 9999 back then yet i saw regular 30k hits going off in this one
Last edited by Nezkeys; May 5, 2018 @ 4:35pm
Daedalus007 May 5, 2018 @ 5:12pm 
Zodiac Age removed the damage limit and actually nerfed the HP and stats of mobs to make things easier (as well as allowing dual-job choices).
I understand they say 'just use weak mode for a challenge' but I would've preferred that they kept the vanilla-style of difficulty by default and then allowed 'challenge modes' that made things easier or even harder :)
Hinnyuu May 5, 2018 @ 10:25pm 
Originally posted by Daedalus007:
actually nerfed the HP and stats of mobs to make things easier
Do you have a concrete example of this? The only real mob change I can recall is Archaeoaevis and they were made a lot harder, not easier. Everyone other mob seems pretty much identical to the original, except in Trial Mode (which is its own separate game, pretty much).
Daedalus007 May 5, 2018 @ 11:26pm 
Originally posted by Hinnyuu:
Originally posted by Daedalus007:
actually nerfed the HP and stats of mobs to make things easier
Do you have a concrete example of this? The only real mob change I can recall is Archaeoaevis and they were made a lot harder, not easier. Everyone other mob seems pretty much identical to the original, except in Trial Mode (which is its own separate game, pretty much).

There are quite a few examples, even going back to the PS2 versions.[finalfantasy.wikia.com]

Omega Mark 12[finalfantasy.wikia.com] was reduced from 10kk+ HP in the JP version to barely above 1kk+ HP in the US/EU versions. This major nerf was carried over to Zodiac Age.

In addition during an interview, the Producer for FF12 Zodiac Age makes a statement about how difficult the original was and how they wanted to rebalance the game 'more like classic Final Fantasy' to make it easier.

Picture from a Polygon article because Polygon hates gamers.[i.imgur.com]

Unfortunately aside from the phrase 'overhaul the game balance' I haven't found specific details on changes in stats between various mobs. Most info is still using outdated FF12 or IZJS stuff.
Last edited by Daedalus007; May 5, 2018 @ 11:31pm
Hinnyuu May 5, 2018 @ 11:51pm 
Originally posted by Daedalus007:
url=http://finalfantasy.wikia.com/wiki/Omega_Mark_XII]Omega Mark 12[/url] was reduced from 10kk+ HP in the JP version to barely above 1kk+ HP in the US/EU versions. This major nerf was carried over to Zodiac Age.
That's not a Zodiac Age change, as you said. It's always been like that in the English version, even a decade ago.

Zodiac Age, to my knowledge, didn't touch enemy stats (except for Archaeoaevis) outside of Trial Mode. It touched a lot of other things that made the game easier overall, but not enemy stats.
Last edited by Hinnyuu; May 5, 2018 @ 11:52pm
Zodiark May 6, 2018 @ 8:28am 
Some stats might have been adjusted a little bit, but there were no major changes. The only stat adjustment that comes to mind is this one (more like randomness removal though):

http://finalfantasy.wikia.com/wiki/Ixion_(Final_Fantasy_XII)
Daedalus007 May 6, 2018 @ 2:01pm 
Wow...the player is told to kill a beast of legend because some stupid NPC is unable to sleep? O_o?
That's so silly lmao.
I just really wish we had more data on what these 'balance changes' were that were done to make Zodiac Age easier.
Last edited by Daedalus007; May 6, 2018 @ 2:02pm
Hinnyuu May 6, 2018 @ 10:49pm 
Originally posted by Daedalus007:
I just really wish we had more data on what these 'balance changes' were that were done to make Zodiac Age easier.
Well we do. It's the sum of all the new systems, i.e. the new job system (no jobs in the original), new tiers of weapons, and so on.

Enemy stats were pretty much left untouched, with the exception of like 2 or 3 enemies in the game. The biggest change by far was to Archaeoaevis which is now harder than most bosses. The Ixion change is almost imperceptible. And everything else was pretty much left as it was in the original NA version. The only exception is Trial Mode, where there's often significant changes to enemies because of how you encounter them there (multiple bosses at once, or with other mobs, etc.). But Trial Mode is almost a separate game, so...

The reasons things are easier is because of what the player can do now, not so much because of changes to enemies.
Nezkeys May 8, 2018 @ 7:16am 
Trial mode 100 is bugging me lol. I take massive damage. If i use reverse they all spam elixirs on me lol. I tried nihapaloa and used a megalixir on them and it didnt really do much either. I heard there is a trick with zeromus but the character its on has no charge apparently (the only one for some reason). The one annoying thing/mistake imo is how you start each new level exactly how you zoned and enemies attack you instantly...so if it autosaved with 5 people dead...meh
Last edited by Nezkeys; May 8, 2018 @ 7:13pm
JD May 8, 2018 @ 9:44am 
Originally posted by Nezkeys:
Trial mode 100 is bugging me lol. I take massive damage. If i use decoy they all spam elixirs on me lol. I tried nihapaloa and used a megalixir on them and it didnt really do much either. I heard there is a trick with zeromus but the character its on has no charge apparently (the only one for some reason). The one annoying thing/mistake imo is how you start each new level exactly how you zoned and enemies attack you instantly...so if it autosaved with 5 people dead...meh

There is a trick to max out Zeromus' damage and kill off the judges in two shots. If you check out the other thread on here it there's a full explanation available. I've not used it.

If you take the judges on the old fashioned way, it's extremely helpful to kill them in a certain order. Brute force doesn't work unless you're WAY overpowered, because they have an infinite supply of Elixirs and they all have a different gambit setup for using them.

Put disease on Ghis first so that he can't be healed with Elixirs. Then pour all your effort into killing him. Once Ghis is dead you can put Reverse/Decoy back on your tank, as Ghis is the only enemy with a Foe:Status = Reverse -> Elixir gambit. Gabranth and Drace will toss potions on a reversed character but that's not a real concern as long as your tank has a way to heal themselves.

Once Ghis is dead, put immobilize on Drace and lead the rest of the judges away from her. Then focus on killing Bergan. Once he's down, get rid of Drace and then dispel the judges (she will keep rebuffing them otherwise).

Once you are down to Zargabaath and Gabranth, have a character keep Zargabaath asleep at all times while you kill Gabranth. It's imperative that Zargabaath not wake up, because if Gabranth is at critical health he will be fully healed with an Elixir the instant Zargabaath awakes. During this phase, I keep my Niho character with their gambits off and have them use white magick to heal manually while they keep throwing a Prince's Kiss on Zargabaath every 3 turns or so.

Link to the other thread: https://steamcommunity.com/app/595520/discussions/0/2860219962086079114/
Last edited by JD; May 8, 2018 @ 9:52am
Nezkeys May 8, 2018 @ 7:21pm 
First of all for some reason zeromus is greyed out. Ive never really used quickenings/espers anyway as felt i was more powerful lol. Im guessing i have no charge.

Secondly you said potions on reversed characters would not be a big deal unless they have a way to heal themselves. Bearing in mind heals actually damage them im assuming you mean someone from the party has to attack the reversed character.

Thirdly outside of any strat i dont get why they all just either one shot or two shot me without using elixirs...so how am i supposed to kill the first guy when all of them can do that faster than renew/curaja. Also reverse is weird as it doesnt last long so usually at least 1 character starts taking normal damage amd dies before reverse and a healing spell can be cast.Im level 85 though so maybe i should have been 99. Even with all the so called strongest gear i dont understand this unless there is a massive difference from 85 to 99. I really cannot be bothered going through all 99 trials again though (loading the 90 stage on main file wipes the trial mode progess apparently)
Last edited by Nezkeys; May 8, 2018 @ 7:25pm
Serafie1999AD May 9, 2018 @ 9:44am 
I defeated the 5 Judges a few days ago, and it's a very hard battle, but here's how I did.

1. You have a few seconds before the Judges reach you. Use this time well. If you want to catch them by surprise, cast Zodiark and use Final Eclipse right away to deal 60,000 damage to everyone. Alternatively, use Dark Energy to deal 50,000 damage to everyone. If you want to win the battle in a cheap way, summon Zeromus, throw a Bubble Mote on him to double his HP, then equip a Nihopalaoa, throw an Elixir at him to drop his HP to 1, and cast Big Bang to deal up to 260,000 damage to everyone. This can kill even 3 Judges at the beginning of the battle.

2. When the battle starts, your first priority is to kill Ghis in any way you can, since he keeps using AoE spells and status ailments on you. Have one of the characters (with Item Lore 3) equip a Nihopalaoa and throw a Remedy at Zargabaath to put him to sleep. Have another character, preferably your Knight or your strongest physical attacker, equip a Bonebreaker (steal from Omega at Trial 99) and a Cameo Belt, and have him/her hit Ghis and Drace with it, while the character with a Nihopalaoa throws a Remedy at Bergan and Gabranth. After that, equip your Knight with Excalibur, White Robes (if possible) and Cameo Belt, and have him/her and another character attack Ghis (use Gambit "Foe: lowest max HP --> Attack") until he's dead, while the third character (preferably with a Ribbon to defend against Ghis' status ailments) casts Curaja constantly. You can also have the 2nd character throw Scathe Motes or other items to deal damage.

3. When Ghis is down, the battle becomes much easier. You can now equip your healer with a Bubble Belt, since you don't need to worry about heavy status ailments anymore. Use Dispelga to remove the Judges' buffs, and keep Zargabaath asleep with a combo of Nihopalaoa & Remedy (or Prince's Kiss). Go for Drace next. At this point, I had my Knight use physical attacks against her, my White Mage cast Curaja, and my Monk/Black Mage use Curaja or Scathe depending on the situation.

4. When Drace goes down, you've basically won. Have one character keep Zargabaath asleep all the time, and possibly use Wither to reduce Gabranth and Bergan's attack power. Have the 2nd character attack Bergan, and the third character either attack Bergan or use Scathe (or Scathe Motes). He should go down eventually, and the same for Gabranth, as long as Zargabaath remains asleep (so that he can't use Elixirs on Gabranth). Finally, just finish off Zargabaath. There's no-one to heal him since you've already taken care of Gabranth.
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Date Posted: May 1, 2018 @ 6:23pm
Posts: 36