I feel like I'd really like IV (minus the outdated writing) if I played a 2D version of it but the DS version left a kind of sour taste in my mouth
Yeah, turned out I was worried over nothing too--it's going up, maybe slower than other stats but I think that's normal. I think the issue was stuff just not levelling on trash mobs, which this game contains exclusively until you reach the ice dungeon. Enemies started hitting harder and so forth.
Yeah, that was wild. And then he opens an invisible passage in the beaver dam so you can get some kind of trinket (why is a beaver the guardian of the goddess bell) and Josef dies prematurely doing some Indiana Jones shit. This game was just throwing stuff at the wall. Amazing.
How so? The DS version is great.Definitely give IV another shake. As someone who somehow managed to get through the PS1 version of it, the DS game left a bad impression on me as well.
[Origins ver. No PSP speedy levelling.]
OK, to any FFII experts out there... the Agility/Evade% stat. I do have questions. And I've googled the hell out of it so maybe I'm making more of it than it is, but...
At this point, everything seems to be levelling fairly organically, including HP. Every stat seems fine. Except that one.
First of all, I'm aware of the invisible penalties. That, I think, is the only stat that has invisible penalties, and that's kind of lame, so I have a mini-guide open covering which equipment gives you the smallest penalties to raising it.
I'm just at the Snowfields now, and Firion has 13 AGL. That seems... fine. Maria has a whopping 20 for some reason. Guy has... 5. And it really doesn't seem to be going up. Everyone has a shield and is currently in the front row, btw.
Everything's been really easy so far, but I've heard late game you really need Evade more than you need DEF.
Should I really have even my axe murderer guy running around almost naked with a shield to boost it? I'm hesitant to even equip my new Mythril gear because that's when heavy armour really starts to screw your level up chances. I feel like I should get it up to a respectable level before finally putting some heavy armour on him, but I have no idea what a 'respectable level' is.
I'm not playing this game cheesy--not hitting myself or MP swapping--but I do wonder if I shouldn't take awhile to just basically run around naked with shields akimbo just to level up this catch-22 of an Evade%/AGL ouroboros.
Any tips appreciated!
The DS remake is by far the hardest in the series. I love IV but I tapped out of that one real early due to the number of times my characters got 1-shot by field-trash monsters and knowing it would only get worse from there on.I get that a lot, or at least some variation, and then have to sadly expose the fact that this is, unfortunately, just me
IV took me literally forever to finish. So I was kinda eh on it on the whole way through, and when I got to the moon I just about dropped it. I recall the version I played (GBA) being easy enough, and then just a brick wall, not to mention the moon enemies didn't give you any EXP. So for a game I wasn't that invested in anyway, eh...
I plan to try the DS remake at some point, but I've heard some say it's the hardest FF game, which is astounding and a bit intimidating, considering this series contains 1 + 3. Maybe replaying it, original or remake would change my slate-grey feelings towards 4, but I dunno. I do know that I liked 6 a hell of a lot more, and I even got through the first game much faster. I've played a lot more JRPGs since then, so maybe I'd appreciate it more, but I dunno, nothing really stuck out at me at all, besides annoying things.
The DS remake is by far the hardest in the series. I love IV but I tapped out of that one real early due to the number of times my characters got 1-shot by field-trash monsters and knowing it would only get worse from there on.
Underrated as hell Boss Theme
Below is probably my favorite rendition of the song though it's not the wonderswan original but I prefer how this sounds compared to the WSC original. Though both this arrangement and the original both have some FF prelude motifs worked in which sadly is lost in the above arrangements that are used from Origins/GBA/PSP/Smartphone, onwards.
Great info, thank you! Yeah, I have shields on all the time, except when Maria is using a bow in the back (which makes me think I'll be switching her back and forth the whole game--she's almost always in the front actually, with a lance, because her HP was simply too low and not getting any higher).Hmm...not super familiar with the Origins version (other than it's based on the Wonderswan remake), but here's what I can tell you:
- Keep Shields on for Evasion gains; Evasion & AGI only go up if enemies actively target you with Physical attacks. I woudn't worry about trying to go out of your way to level it up. Just keep Shields on and keep going through the game.
- Pretty sure Stat Losses are still in Origins, so you may wanna be mindful of that. (i.e. if your STR goes up, your INT may go down, etc.)
- Keep a wide spread of Elemental Magic available; some enemies have extremely high Defense and Magic can usually cut them down to size.
- Likewise, some Support Spells can be VERY useful later on (Berserk and Haste notably).
- Vast majority of Status Spells (Stun, Break, Death, Stop, etc.) are useless unless they're leveled up...and even then, you can probably whack enemies to death faster.
- The exceptions to this are Toad, Teleport, and Warp since they have actual uses.
- You seem to have figured this out, but different armor types have different Weight assigned to them; Higher Weight will slow a character down in battle.
- "Armor" is usually pretty heavy, "Curiass/Plate" is a bit lighter, and Cloth-like armor (Robes, etc.) are the lightest.
As for Warp, I was wondering how in the hell I'd even level that up if I just used it for getting out of a dungeon, but I guess in battle it's kind of also the 'X-Zone' of this game. (Is Warp separate from Teleport?) And thanks for telling me about Toad, I probably would have skipped that.
not quite that honor would go to Warmech in FFI in the Sky FortressHoly fuck that fucking hill gigas
I guess this is where the 'super hard optional boss' started
Also, there's something about this game that reminds me of FFIV, and it's not just the Star Wars thing. I can't remember what, maybe some stray line of dialogue... is IV a loose sequel? Is there some connection?
My fucking Holy Lance disintegrated the first time I used it as an item. THE Holy Lance I should say, the only one, the best of its kind... I'm the type of person who just might reload after that, because Maria was to be my spear-brandishing black mage mistress of death... but I'm 7 fucking floors into literal Hell, with probably 10 more to go, not stopping now*!
*until my inevitable demise
Actually, the other weapons didn't break... googling it, apparently it was a Holy Lance thing. I've been using my Masamune for Hastex12 (lol) and the Rune Axe can do Fog...There's some similar stuff like the Dragoons and Mysidia, but beyond that...there's nothing really tying them together.
Then again, they went and made a nod to IV in later versions by naming the Dragoon kid Kain, so take that as you will.
Oof. Yeah...they didn't fix that in Origins I guess. In that version and the OG game, Weapons that had an effect when used as an Item were instantly destroyed upon usage.
They went and changed that in later versions to where that doesn't happen.
And since there weren't many guides written at the time and no translated manual the game acquired the reputation as "that Final Fantasy where you grind by attacking yourself lol wut" (which people will point out is not actually necessary).
Holy shit! You've been around. Which I think I noticed in one of my previous threads.I helped write one of the first English guides to the game, back when the ROM was originally dumped.... with the whole 'attacking your own party members' and 'select a spell then cancel it to grind spell levels' bit.
So you're the reason everyone hates this game! :pI helped write one of the first English guides to the game, back when the ROM was originally dumped.... with the whole 'attacking your own party members' and 'select a spell then cancel it to grind spell levels' bit.
Finally, we have him in our grasp! The man who sunk Final Fantasy 2! The true final boss... TIESTO
lmao
lmaoooooooo
Yea my first playthrough I thought it was annoying but for Kashuan Keep I think it works well as that is meant to be in ruins and then it clicked (many years and a few replays later) that it kind of reinforces how desolate this world is on the brink of collapse under Imperial conquest and rule (though of course its more that its still a NES game but I like it when a game's limitations can reinforce an idea it's trying to convey by my view at least).You know what, i had a great time with this game.
The only annoying thing are the empty rooms with high encounter rate.
Oh, thank you so much! And to be honest, FF3 was my next game, and, uh... suffice to say, after a few promising open hours and what I imagined would be a long-running, promising thread as well... it, or at least the DS/PSP/Etc remake, was by far my least favourite of the first three (or any FF I've played). I felt I had to cleanse my soul with some more Dragon Quest.Oh wow, I'm so glad this gem of a thread got bumped. What an amazing read! Props to styl_oh for the entertainment. Cracked up more times than I count reading through it all. And I'm really glad you gave this game a fair chance and noticed the TES similarities. When you view it as it's own thing like that, rather than expecting a typical FF experience, it really is a good game for its time, and while it's hard to resist punching yourself in the face every now and again it's certainly far from a requirement.
And now that I've read the comments recommending FF3 so highly, I'm off to Google the best way of playing that game in 2021...
for ff1, the NES and PS1 (on original mode) are the most faithful. that also means the most difficult, but it retains the original D&D-derived mechanics (pay for a spell book, you can only learn a few spells per spell level and can only cast them a few times before resting) whereas the GBA remake and onward are based on the PS1 'easy mode' and change it to MP like other FFs (so you could have 99 MP and cast mad spells).
i highly recommend this article by the excellent nadia oxfordfor ff1, the NES and PS1 (on original mode) are the most faithful. that also means the most difficult, but it retains the original D&D-derived mechanics (pay for a spell book, you can only learn a few spells per spell level and can only cast them a few times before resting) whereas the GBA remake and onward are based on the PS1 'easy mode' and change it to MP like other FFs (so you could have 99 MP and cast mad spells).
basically turns it into a different game. NES and PS1 are basically the original/real FF1 (PS1 has bug fixes and SNES-esque graphics), PSP has higher res graphics if you just want to blow through it and see what it's like.
for 2 I know less but i think the remakes didn't 'gut it' as much, as in that weird levelling system is still there... i've heard recommendations for the PSP version of 2... maybe somebody could chime in and help you more
PS1 if u want difficulty GBA if you want a slightly easier game. Main quest is much easier but the side dungeons with super bosses can be pretty challenging if you do them as you unlock them as they're unlocked as you make your way beating the 4 elemental fiends.
EDIT: I recall he mentioned in a earlier patch readme he couldn't get Magic resist to code properly without linking it to Luck so those two stats now rise in tandem hence why it's described in such a way for the Rogue class description.o Primary warriors: (They focus almost entirely on physically dominating opponents)
Knight: Excellent equipment. Strong attack and defense, moderate speed.
No magic.
Rogue: Supremely fast. Decent defense, excellent luck-based magic
resistance. No magic.
Master: Tremendously powerful while unarmed. Constant defense bonus. Very
low magic resistance. A few Monk-based abilities.
Secondary warriors: (Above-average fighters with supplemental magical capabilities)
Paladin: Holy Knight. Highest defense. Slower than Knight, but casts
healing magic.
Ninja: Very fast. Decent with attack magic. Low defense, but evasion
is high. Low magic defense.
Ranger: Good at all tasks, but excels at nothing. Slightly better fighter
than caster.
Secondary spellcasters: (Above-average casters with at least one glaring physical weakness)
Enchanter: Offensive physically (speedy and lightly armored), but specializes
in healing and buffing allies.
Battlemage: Defensive physically (heavily armored and slow), but casts offensive
attack magic and warding magics.
Monk: Best unarmored (but a cloak always helps). Decent with weapons or
unarmed, and is quite effective with many types of magic (excluding
most direct attacks).
Primary spellcasters: (Their magic is extremely powerful, but have serious physical limitations)
Priest: These casters keep their allies alive. They are defensive specialists.
Archmage: They can cause serious pain to their enemies. They specialize in
area-effect attacks.
Sage: They can cast almost all known spells, but are exceptionally frail
due to their single-minded magical focus.
- The order that Jobs are opened during the game has been altered significantly. The final four Advance jobs are opened before you leave the first world, leaving only the Mime class to be learned later.
- Character stats are now calculated differently. Jobs are less important in the stat makeup of characters. Bartz, Lenna, Galuf, Faris, and Krile lend their personalities to the job they are in, so Faris might have more agility than magic power, even as a Black Mage!
- When characters set their abilities, they no longer establish a minimum for their dependent stats (for instance, White Lv. 1 ensured that the character would have at least 39 in Magic Power). Instead, they confer bonuses to their respective stats. Almost all abilities grant a bonus to stats (for instance, Item gives +5 Agility).
- Each job now has the correct passive abilities automatically assigned.
- When a job which has automatic passive abilities is mastered, those passive abilites become permanent on the character, no matter which job they currently are studying. For instance, master the Ninja class and you will always be able to equip two one-handed weapons! The only exception to the automatic passive skill rule is Berserk— thankfully.
- Due to the early opening of the Necromancer job, the monsters that confer Dark Arts magic when killed have been realigned. You can learn a few of them before you fight Exdeath in the merged world!
- Due to the early opening of the Cannoneer job, some special shops have Shot type items in their inventory.
- Due to the early opening of the Time Mage and Summoner jobs, the Tule magic shop carries two Time Magic spells and one Summoning spell.
- Minor changes to starting equipment.
- Some jobs now require a bit more ABP to master, based on the relative ease of opening certain jobs, and their early game availability.
- A few of the early weapons shops carry a few extra weapons.
- The power of various weapons are modified. Knives tend to be less effective, axes tend to be more effective. The Power Staff now does damage, in addition to berserking targets.
- Silver Harps, Dream Harps, and Lamia Harps do much more damage than they used to. On average they do 4x more damage. Harps are a viable strategy to use now.
- Like in Final Fantasy 3j, the Freelancer can cast Lv. 1 White and Black magic, but without actually learning those skills. However, true to Custom Classes form, those abilities can be reassigned to whatever you want.