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Rapportera problem med översättningen
Still running SFF 1.8.4 - am using the vanilla Zodiac Age jobs and have not pumped any HP boosts or Lore licenses yet, so as to have an experience that mirrors the original PS2 release's stat distribution as much as possible. It is working PERFECTLY. I am absolutely FLOORED at how perfectly the encounter captured the EXACT feeling and "spirit" of this boss fight, the first time I ran screaming from it back on my PS2.... but it also cant be cheesed with Aero spam now since Aero doesn't AoE (Cherry Staff don't buff it either I think).
So far as I can tell, a healthy party would typically be something around an average level of 15 when arriving at the fight (lower if rushing the playthrough a bit), and back on PS2, you'd probably be lucky at that point to get the Wall to 50% HP.... much to my dismay, most Zodiac Age playthroughs can Aero Demon Wall down easily around 15. Gross. That is absolutely ~not~ how I've been playing. I'm treating this like more of an MMO, grinding for drops, I know what I'm doing (mostly), and trying to grab as much completion as possible in each area as I go - so not only am I way past lvl 15, but vanilla Zodiac Age made this thing easier?
.....again, absolutely floored by how competent SFF 1.8.4 has hit this encounter on the bullseye. Multiple (expected) Game Overs as I try to strategise, finally was forced to start pulling out the Quickenings.... In the end, 3 characters with 2 Mist Charges, 3 with 1 Charge, I think I got a Torrent and two Cataclysms off, frantically burning Ethers.... Guest was trying to Expose the Wall, Fran trying to Oil & Fire the Wall by bouncing spells off Ashe, and Penello trying to bounce Blizzard. I've got Ashe doing some pretty good Bow DPS, so with the combat speed set as fast as possible, three rounds of (possibly lucky?) Quickenings and lots of party micromanagement finally dropped it.
All the while, it felt like the Demon Wall was doing a good job of trying to react to my party-swapping and attack styles - Blind if physical, Silence if magic, trying to throw Doom or Petrify in where it could.... really good stuff. The balance here hit the nail on the head, and this feels like the PS2 version has meaningful QoL and is appropriately challenging all over again. Bought the game just to play this mod and hotdang am I getting what I paid for.
Feel free to enjoy it! :)
Only thing I wish for is a mod for Stealing that makes it so if you successfully steal an item/enemies no longer have an item to steal, then Steal is ignored. Like a "Foe: Has item" type of thing. Seems like no has been able to mod it.
This mod adds a feature where the Steal gambit only activates if an enemy has items: https://www.nexusmods.com/finalfantasy12/mods/218 I've used it together with SFF before, so the two mods should work together if nothing drastic has changed.
A mod like that has existed for awhile. You can grab it here: https://www.nexusmods.com/finalfantasy12/mods/218
Honestly wish this was a simple click and install mod like with the other vortex mods instead of having to rely on the EFL/LSL mods to get this to work....
Nevermind... After restarting the game multiple times, it finally worked. Thanks
That's not a bug, it's a design choice. Certain guns, such as Ras Algethi and Arcturus, are melee gunblades rather than guns. They use the sword's damage formula (use strength as the offensive stat, attack against physical defence) rather than a gun's damage formula. The gunblades can't cause critical hits, but they can combo, and the ammo still exploits elemental weaknesses. In addition, the CT of the gunblades is 32 (the guns typically have a CT of 50), so they're ~56% faster.
Source: the mod's documentation.
Like he doesn't really care. Just like... whatever haha
If you really insist on grinding out XP, the best spots tend to be towards the end of the game. If you don't want to deal with the Lhusu Abysteel junction you can e.g. move along the path to Omega Mark XII in the Great Crystal and kill enemies there - there's a lot of them, and they give great XP.
Early game, you can use the Lhusu skeleton bridge if you like to get ahead some; though at that stage you probably want AP more than XP so there isn't really some magic number to level to.
Another decent AP spot is the Zaghnals in Ozmone (along with the Zu in the same area). They give 2 AP each and can be grouped nicely, and they have elemental weaknesses you can exploit for easy farming. Run in circles across the adjacent area and you'll have massive AP farmed in no time.
You may also want to farm gil in some instances, especially if you're using the Proud Mode version of SFF. One good early game spot is the Coeurls near the entrance to Golmore Jungle (from the Ozmone side) which you can easily chain for some nice money drops.
But as I said earlier: your best bet for power gains vs. time invested is gear. Know what you can get and where, and usually you'll get a lot stronger than you would from just grinding some extra levels.
Now with the increasingly difficult monsters in my somewhat blind playthrough, I'm running out of money buying gear/items. My party struggles to handles enemies if there is greater than 2. I've had a few times where I got wiped from accidental collisions from other groups of mobs that passed through.
I think Leveling in SFF seems a bit awkward since the exp of the mobs haven't seemed to be tuned to match their increasing difficulty in my opinion. Though this is coming from a more hardheaded type of player.
That's why this game has an entire game mode where you can't level up at all. And you can still beat the game, including all superbosses. At level 1.
Gear is far, far, FAR more important than levels. That doesn't mean levels aren't important - they do increase your power. It's just that when deciding how to spend your time to increase your power, you're almost always better off spending it getting more gear rather than more levels. Especially early on.
Farming gil is totally fine, especially in Proud Mode where there are no chests. In regular SFF you don't really need to, if you know where all the good chests are; but without a lot of meta knowledge it's fine if you just farm some money every now and then.
XP is of course a natural byproduct of fighting enemies. Take it as it comes.
SFF definitely steps up the difficulty, even without Proud Mode. But FFXII is mostly a very mechanical game - knowing what to do when, and where to go when, those are highly rewarding. Try and improve your gear and manage your skills well, and you'll see things get a lot easier.
XP hasn't increased, no, and that's fine.
Don't try and "outlevel" things in FFXII - it doesn't work like it does in many other games. You could be level 9999, but if your weapon sucks you'd still do actual 0 damage against tough enemies. Level doesn't help there. Only gear does. That's how the game mechanics work, so don't expect an extra few levels to suddenly swing things around - they won't ;)