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Dr Pepper
Feb 4, 2012

Don't like it? well...



Final Fantasy Record Keeper is a Free to Play Mobile game developed by DeNA based off, well, all the Final Fantasy games.

It's notable for being actually good. Unlike almost every other F2P Mobile game.

Story

There's a magical kingdom and... you know what. It doesn't matter. This game technically has a plot. But beyond the tutorial it doesn't really come up. The story is essentially an excuse to recruit characters from every mainline Final Fantasy game (Plus Final Fantasy Tactics) and fight enemies and bosses from said game.

Battle System


FFRK uses the classic ATB battle system from Final Fantasies IV to XII. A characters ATB Bar fills up, they choose an action. You can choose to Attack, Defend, use one of two abilities you have equipped on a character, or use a Soul Break.

Soul Breaks are used when a character does enough actions and/or gets hit enough times to fill up a bar on their Soul Break meter. These are basically the Limit Breaks/Overdrives/Trance Attacks/Quickenings/Etc from past FF games. Generally, however, the Soul Breaks that characters naturally have aren't that good. However, there are ways to get better ones. More on that later.

Characters



There are a lot of characters in FFRK. Since its using every single Final Fantasy game as a source, you can imagine how big the playable cast is.



Each character can equip one weapon, one armor, and one accessory. Each character obviously has their own unique equipment list. Cloud, for instance, can equip Knives, Swords, and Katanas. Obviously he's never gone to use a Harp. Abilities are also based off the character you have. There's the Final Fantasy mainstays like Black Magie, White, Magic, and Summoning. But also more unique skillsets to translate mechanics from other FF games like Samurai, and Knight.

Record Materias are gotten from using a Memory Crystal on characters that have reached the level cap. This increases their level cap and lets them drop these while playing. They give unique effects that equipment doesn't or can't give. There are wayyy to many to talk about.

Dungeons
Dungeons are the core part of FFRK. There are three types of Dungeons you have to worry about. Realm Dungeons, Event Dungeons, and Daily Dungeons


Realm Dungeons are the "story mode" of FFRK, as it were. Each Realm Dungeon is generally waves of regular enemies, ending with a boss fight. These are always available and a good source of the main materials you need to play the game. Orbs, Mythril, and the only way to upgrade Stamina. Every 5 Stamina shards you earn from the Realm Dungeon your Stamina goes up by 1, thus letting you use this skinner box a little longer. Realm Dungeons have both a "Classic" version, which is the simpler version you'll play through the first time to progress, and an "Elite" Version. Which are harder, optional to progression, and provide better rewards. Some characters can be recruited from the Realm Dungeons, but most are gotten from...


Event Dungeons are limited time only dungeons. Each Event generally follows a similar pattern to a series of Realm Dungeons. Waves of regular enemies ending with a boss. However, each event also has at the end of them powerful boss only stages. These give the best rewards the game has. Furthermore, an Event is generally the main way you recruit characters. If you don't clear enough of the event to recruit everybody, don't worry, the characters will be back another time. Plus, you can always use the "Soul of the Hero" items they also give you to acquire characters that way.

The final "event" Dungeon is the Daily Dungeon. Unlike most dungeons, which you clear once and then move on. You're going to be running the Daily Dungeons a lot if you don't have anything else to do. Why? Because the Daily Dungeons drop all a bunch of stuff constantly. Orbs, Relic Upgrade materials, money, EXP and Gyshal Greens.



Finally, there's Raid Dungeons. These are unique in that they are :siren:multiplayer:siren:, instead of picking a party of five, you pick two of your characters (one for the front row and one for the back row) and then team up with three other players, making a big party of eight. Enjoy watching six people cast Wall at once, spam the Fat Chocobo Sticker, and nobody bring the needed element for the Mastery condition.

Also if you want to set up games with goons, here's a Discord Server

Abilities


There are a lot of abilities in FFRK. There's the classic Black Magic, White Magic, and Summoning. But there's also esoteric abilities like Knight and Support.

Abilities are made using the Orbs you get from all the Dungeons. You acquire the required Orbs, select the ability you want to make, and you use it!

However, each ability can only be used so many times in a Dungeon. Most abilities you make, you can use twice before you run out and your character has to settle for "Attack." However, you can extend the number of uses your abilities have by "Honing" them. Once honed they gain more uses. However, honing takes more Orbs then it would take to make a second copy of the ability! It's up to you to decide if more orbs are worth it rather then just spread around the ability to multiple slots. (Since you only have 10 slots, this is usually the case though.)

Relics, Soul Breaks, and the Gatcha.
`
All right. Now that I've explained how the game is played, it's time to go over the parts of the game that a F2P mobile game is required to have.

This game, like a lot of Japanese F2P games, uses a Gatcha system. Rather then just buy what you want, you instead buy a chance to get what you want.

Unlike a lot of Gatcha games, however, this game does not tie characters to the Gatcha. After all, I already explained how you get them. Instead, equipment is what the Gatcha gets you. You pay for a roll on the Gatcha and you have a chance to get a "Relic", which is what gear is called in this game.

Gear is ranked. From 1 star, to 8 Star. However, the Gatcha will only give you gear from 3 to 6 Star. You get 7 and 8 Star gear from combining two of the same relic. Two of the same 4 star Relic will make a 5 Star Relic, and so on. However, these "Combined Relics" will not be as strong as a relic that's naturally that ranking. But there's still a use for these, more on that later.

The ability to draw is paid for by two currencies. Mythril and Gems. Mythril is given out for free. Clearing out any Realm Dungeon and most Event Dungeons will give the you a Mythril. This is one of the main things FFRK has over most F2P Mobile games. It's incredibly generous with this free currency. There are hundreds of Realm Dungeons out now, and each Event gives 10 Mythril throughout its Event Dungeons every 8 days. You're given 1 Mythril a day, with 3 days out of 10 giving you a second one.

Gems are the currency you buy with IRL cash. The rate is simple enough, 1 US Dollar = 100 Gems. Both Mythril and Gems are used to buy the same things, and there's no difference in effect. For Gatcha pulls you can even use a mix of Mythil and Gems if you don't have enough of one or the other. (1 Mythril = 60 Gems.)

When you finally choose to make a pull, you are then given a 14% chance of given a 5 Star relic. Does this sound low? Yes, yes it is. But remember, this is actually pretty high compared to a lot of F2P Gatcha games. Plus, there's one major change recently added to the game that makes the game a lot more worthwhile. You see, you can pay for a single pull with 5 Mythril or 300 Gems (100 Gems if it's your first pull on that "Banner") You could pay for three pulls at once for 15 Mythril or 900 Gems, or you could pay for 11 pulls for the price of 10, 50 Mythril or 3000 Gems. Oh yeah, one more recently added bonus for the 11 Pull.

:siren: If you do an 11 Pull, you are guaranteed a 5 Star or better Relic.:siren:

So with a 11 Pull, it goes from a 14% chance, to one 100% chance at least. And remember, the game is incredibly generous with Mythril. Even if you do nothing but log in each day you'd be able to do around 1 Pull a month.

Relics are the source of new Soul Breaks for your characters. Some Relics offer "Shared" Soul Breaks, which can be used by any character that can equip the relic. However, most Soul Breaks are unique to a single character. They're far more powerful then the default Soul Breaks your character has, and which characters you get to use will be defined largely by what relics you pull. As you fight battles with the Soul Break equipped, it'll gain experience. Once its EXP bar is maxed out, the character has Mastered the Soul Break, and can now use it without having the Relic Equipped. Now, not all Relics are created equally naturally. Even within 5 Star relics there's been a fair amount of variation. There's your Soul Breaks, and then there's the better stuff.


First, we have the basic Soul Break Relics. Still, mostly, better then a characters default. Generally nowadays if you'll get decent damage and an effectt. These are, of course, good. And there are some Soul Breaks that even today are desired more then higher ranking counterparts.


Moving up, we have the Super Soul Break. These are a tier above regular Soul Breaks. They do more damage and generally have stronger or simply more effects. Furthermore mastering a Super Soul Break or higher SB will give the character a permanent stat boost, just to make them a little bit better.


Next there are Burst Soul Breaks. BSBs are actually more like sidegrades to a SSB. Using a BSB will use an attack or effect generally weaker then an SSB effect. However, upon using it the character will gain "Burst Mode." This grants them a substantial stat boost, as well as replacing their Attack and Defend commands with "Burst Commands;" powerful abilties that are unique to the Brust Mode.


Following that here's the Overstrike Soul Break. This is the newest tier of power, having just come out recently. OSB Relics are the first natural 6 Star relics, and are pretty dang powerful. Using an OSB will make the character do an absurdly powerful attack that can break the 9999 damage cap.


Up next we have Ultra Soul Breaks. These are also native 6 star abilities, but they do not break the damage cap. Instead these are, essentailly, upgrades to Super Soul Breaks. Many USBs have simply been the character's SSB but Better. With more and/or more powerful effects, as well as most notibly the addition of EX Modes which are unique to each USB and tend to give powerful stat boosts, passives, and unque effects.


Following that, Chain Soul Breaks. These do the usual damage/effects/buffs that you'd expect from SSBs. However, they also add a "Chain Meter" to the top of the screen, which grants extra damage to abiltiies of an element or type. Using the matching element/type increases the bonus and fills up the chain meter.


Moving down to the final type of Relic, these do not actually grant Soul Breaks. They are Legend Materia Relics. Legend Materia can be gained from Record Diving characters to full, but Legend Materia Relics give unique ones that can only be gained from said relic. They're typically powerful passive abilties.

Realm Synergy
Now, remember, all the characters, bosses, and stages, are from past Final Fantasy games. This isn't just fanservice, it's enshrined mechanically. If a relic or character is from the game being adapted, it gains Synergy. So they have higher stats, and get more EXP.


This is Cloud if I'm using him in a stage based off Final Fantasy 7. You can tell if something is effected by Synergy if it has a blue aura around it. So while his Organics and Hero's Belt get it, because their items from FF7, the Kaiser Shield does not get Realm Synergy in this case, because it's an item from Final Fantasy Tactics.

Synergy is when combined 3-4 Relics comes into play. With Synergy in effect, a combined 3 star is about as good as a 5 star without Synergy, and a combined 4 star is better.

New Player tips!

Now then, if you've read this OP and downloaded the game, there's a ton of stuff you need to worry about. As such, here's some tips to go through the beginning part of the game and start progressing.

1. Plow through Realm Dungeons: Early dungeons have low Stamina costs and often give multiple Stamina Shards so you'll be able to go through this pretty easy with the free 5 Star you draw and Roaming Warriors. The Orb rewards will be small, so you'll primarily be doing this for the Mythril and Stamina.
2. Once you hit 50 Mythril, do a draw on the banner of your choice: While you'll hear more experienced players talking about "saving" for some particular relic, that's because they have a wide spread pool of relics already and can afford to wait. You, however, can not.
3. Progress as far into each Event as possible: Generally, again, you'll be able to at the very least clear the first "Classic Dungeon" half of each Event off the back of Free 5 star and RW. These will give better rewards then the early Classic Dungeons.
4. Keep building up abilities and relics and soon you'll find yourself progressing further and further.
5. Once you have enough 4 Star Orbs, the first abilities you should craft are Protectga, Shellga, Attack Breakdown, and Magic Breakdown. Being able to mitigate damage is hugely important in this game. Before you can kill the boss, you have to survive the boss's attacks.
6. Post screenshots of Full Break Crafting, First Ultimate Victory, and first 5 Star Hone in the thread to make us all proud of how far you've come. :v:

If you want to know the answer to "Who's the best character?" It's actually a pretty simple one to answer; It's whoever you've drawn relics for. Relics are pretty much the biggest deal. Since a Character's Relic provides a guranteed peice of gear they can equip, as well as powerful Soul Break. You will in general build your team around which characters chance offers you.

Generally teambuilding works as follows

3 DPS
1 Support
1 Healer

Now what form all these roles takes is depentant on your own personal taste, synergy, the abilities you have, etc. But in general this serves you well. Always make sure to bring Support. It's vital.


Other Terms.

There's a few other bits of terminology used that I think might be handy to know.

Wall: The effect given by the Soul Breaks "Sentinel's Grimoire" and "Stoneskin II", used by Tyro (the player Self insert character) and Y'shtola (catgirl from Final Fantasy XIV) respectively. They buff Defense and Resistance by 200%, making them very useful effects for High end content.
Hastega: Any Soul Break that casts Haste on the entire parry, increasing their speed.
Medica: Any Soul Break that gives out an AOE healing
Trinity: Wall, Hastega, Medica. Generally having 2 out of the 3 is what's considered the point where you can easily tackle said high end content.
Roaming Warrior At the start of each dungeon, you can pick one of these. Their other players characters, which you can then "Summon" to use their set Soul Break twice per Dungeon. Incredibly handy.
Boostga/Faithga: An party wide Attack/Magic boost. Is increasingly needed for high end content. Luckily these are easily gotten with Roaming Warriors.
Drawtaliate: Slapping the skills "Draw Fire" and "Retaliate" on a character that can use both. All single target physical attacks with target this character, miss, and will then counter attack the enemy. Earlier in the game's life this was a massive, powerful strategy for handling a lot of bosses. Especially since the counter always hits the enemy, even if it's another team member doing the targeting. Nowadays it's a useful tactic for early game use and a handy niche set for use against high end bosses. DeNA has even released a few relics that support and enhance this strategy, so it's not like you're cheesing anything.
X Meta: A description of a Team Archetype in the game. There are several different types of them. A "Mage Meta" team would use multiple stacking Magic buffs to blast away with Black Magic and Summons, while say a "Fire Meta" would focus on Fire elemental abilities and Soul Breaks, often using ones that weaken the bosses resistance to Fire and strengthening your own characters power in the ability, etc.

Buff Stacking
This gets its own section because it's pretty important.

Now, the way FFRK handles buffs and debuffs is different from most RPGs I've seen. The way it works is that each Buff/Debuff has its own ID, based off what stats it effects. So, an ability that reduces the Enemy's attack and one that raises the user's attack would have the same ID, because they both effect just Attack. You can't have two effects with the same ID on the same character, the new one will just overwrite the old one.

So if you use Attack Breakdown, then Attack Break, you'll just end up undoing your Attack Breakdown for the lesser Attack Break. So don't do it.

However, two Buffs/Debuffs that effect different stats will stack. So Attack Buff/Debuff and Magic Buff/Debuff will stack. And here's where things get crazy. Some abilities give Buffs/Debuffs that effect multiple stats at once. These then have their own unique ID. So let's say you have three Debuffs to inflict on the enemy. An Attack one, a Magic one, and one that decreases Magic and Defense. Then you throw on a buff that increases your Party's Attack, then one that increases their Magic, then another that increases both Attack and Magic. All three will stack since all three have separate IDs. This is important to know because high end FFRK content pretty much requires the ability to be able to stack up multiple buffs and/or debuffs.

Helpful Links

Just going to quote this from the last thread.

pichupal posted:

Enlir's FFRK Database - Best for looking up just about any detail on a character, Record Dives, SBs, ect.

MisterP Record Keeper PDF - For looking up quick tips for clearing realm dungeons, a great diagram on 6* Crystal competition, damage formulas and details.

Roaming Warrior Search - For when you need to find ANY Roaming Warrior, you'll find it here.

Banner Relic Details by kaonohiokala - For looking up specifics and details on future banner relics.

Kongbakpao's FFRK Event List - Dates and details on current and future events.

Reddit Ability Guide - Good base for explaining what abilities to make to start challenging the Ultimates, including recommended 3 and 4* abilities

Dr Pepper fucked around with this message at 23:06 on Sep 15, 2017

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Dr Pepper
Feb 4, 2012

Don't like it? well...

IllegallySober posted:

Having Cloud's OSB really, really trivializes quite a few of the early Elites. Literally push button, collect rewards.

A ton of the early game events can basically be stomped over now by RWing a BSB. Summon it, AOE down all the trash, then stomp the boss. So you can easily get by with much lower hones.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Onion Knight's BSB stacks with Shout. Run both, laugh.

Also, time to build up Mythril for it. I want that Fire Amulet.

Dr Pepper
Feb 4, 2012

Don't like it? well...

If you need AOE I've set my RW to Garnets BSB. XFtD is the code

Dr Pepper
Feb 4, 2012

Don't like it? well...

Huh, I just noticed there's a big hole in my FFIX Synergy. Both of the IX characters that have Support can only use Daggers and Spears.

My IX Physical Synergy is two swords.

The Dagger of Resolve is the best weapon Freya and Quina can equip.

Man now I'm tempted to pull on the net IX Banners. Which, of course, has relics for both of them. But they have it set up so that both banners each only have one Spear, which is what'd I want.

Overall the second Banner looks more tempting to me. No dupes on that one, plus Zidane and Vivi's BSB's look amazing (And Zidane's would even help with my IX Support issue.), plus Angel Snack is a HoTE Clone, always good.

Dr Pepper
Feb 4, 2012

Don't like it? well...

CaptainPsyko posted:

The first 9 banner is a much stronger banner overall. Quina's hairpin is a Shout magnitude boostga, Eiko and Beatrix bursts are legit...

But I want a spear. :qq:

Dr Pepper
Feb 4, 2012

Don't like it? well...

Yeah, RWs are consumed the moment you start a fight in a Dungeon They refresh with the start of a new day, when you get your login bonuses.

Dr Pepper
Feb 4, 2012

Don't like it? well...

ApplesandOranges posted:


The Golden Hairpin is a good pull since it's the only armour piece to date that boosts Water damage though.

Basically if I draw this it's getting glued to Tidus and never taken off.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Having a bit of trouble with the Zombie Dragon.

Killing them too fast, so Aerith can't heal off enough Pandora's Box blasts in time. :v:

Think I'll swap in a Mako Might on her instead, maybe that'll help her keep up if I can jump straight to her BSB after the first.

Dr Pepper
Feb 4, 2012

Don't like it? well...

ETB posted:

It helps to refresh Magic Breakdown on each respawn, since Wall is useless against Pandora.

Didn't even use Wall.

As is I had to hold back to have enough time for Red XIII to get off Magic Breakdown and Full Break before Cloud, Hope, and Yuffie murdered them all.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Snazzy Frocks posted:

just reporting in to say that yes RWing Hope's Divine Judgement Burst makes the U++ pretty easy

Any opinions on which available mc3 rm unlock is the best?
None of them because that requires getting them to level 99 and that leads to :siren:wasted EXP:siren:

:colbert:

Dr Pepper
Feb 4, 2012

Don't like it? well...

The main reason I'm apprehensive about Eiko 1 is that I'm really afraid I'll only get a third Wizard Rod.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Lucky Draw got me a dupe Vega and FFT's Main Gauche.

I'm never going to have a FFXIII Sword, am I. :negative:

kalensc posted:

With Mage Meta making a strong comeback I'd be totally down for a 3rd Wizard Rod. Keep them separate for massive mage RS when there's a boss that requires it, and one day it can be combined/re-forged into a super-duper Mag stick.


IX Mage RS is the last thing I need.

Dr Pepper fucked around with this message at 02:32 on Oct 12, 2016

Dr Pepper
Feb 4, 2012

Don't like it? well...

KataraniSword posted:

:
I'm a little :psyduck: that the gloves are an actual mage fist, though; who can use MAG-oriented fists other than Raines, Reno, and Red XIII? (Tyro excepted, of course.)

EDIT: I suppose there's an argument to be made for handing them off to ninjaspell-Yuffie, if nothing else.


You can give it to Jecht and have him use Memento Mori and Dark Zone. :eng101:

Dr Pepper
Feb 4, 2012

Don't like it? well...

Thanks to Typo Mythril I now have enough to pull on Eiko 1. :toot:

Which, I just noticed, has an Imperil Holy BSB on it. When I have four other Holy elemental BSBs.

I could make an entire team of Holy Light destroying all.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Got Excalibur and Kuja's Gloves.

Neither of which improves my IX situation any. A IX Holy Sword is good, I suppose, but I needed something other then swords of FFIX Physical Synergy. And a bracer is nice, and Kuja is now definitely going to destroy everything ever with Dark Zone. But it doesn't open new options, it's another IX Mage Soul Break.

Dr Pepper
Feb 4, 2012

Don't like it? well...

superloosegoose posted:

I'm never going to use ramza, even if I had shout. It's hard to replace a support (faris) that has some of the best debuffs (bsb and that aoe atk/mag down). I wish I had a use for him, I just got tailwind.

Faris and Ramza have wide enough skillsets that you can easily use both.

Edit: Since you have Grand Armor, for instance. You could have Ramza run Armor Breakdown and Lifesiphion while Faris does the offensive Breakdowns.

Dr Pepper
Feb 4, 2012

Don't like it? well...

I love this game. :allears:

Dr Pepper
Feb 4, 2012

Don't like it? well...

Snazzy Frocks posted:

After chain blizzaga and now chain firaga I am hurting very badly for non elemental orbs

Luckily I have not honed Chain Blizzaga.

Mostly because I don't have an En-Ice SB. On the other hand, I do have an En-Fire SB and Imperil Fire SB. So I'm totally going with Chain Firaga.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Schwartzcough posted:

While you can make it better by buffing DEF, Steiner's SSB will pretty much always be pretty bad. The problem is how the formula works- It's based on 70% DEF and 30% ATK, so as you say, boostgas don't help much. But the real kicker is that the way it computes for the DEF value, is it's almost entirely based on his NATURAL defense- pre-buffs. The benefit you get from buffing DEF is very minimal. So while yes, to get the most out of it you need to stack Wall and Protectga and Draw Fire, it's still going to end up significantly weaker than a purely ATK-based SSB that gets full benefit from boostgas.

Also, why is it non-elemental? At least if they had made it Holy Element it could have benified from the sword that gives it and elemental weaknesses.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Armitage posted:

If it was .1% for the FF7 banner then I should have played the lottery!

No since Cloud's OSB is on Banner for that one it's the usual 1%.

Though, I have to wonder what the odds are for the G5 pull are. Do they just make it proportionally the same chances?

Dr Pepper
Feb 4, 2012

Don't like it? well...

Honestly at this point I'm not pulling out of any need because because I feel like I don't need anything. I just pull on banners I think are cool and/or are for characters I like.

Edit: Like, I have Sentinel's Grimoire, Agrias's Cleansing Strike, Vaan and Faris' BSBs. I think that's enough power and mitigation to clear any content possible forever.

Dr Pepper
Feb 4, 2012

Don't like it? well...

One major Mage Relic I can think of that's coming soon is Maria's BSB. En-Earth (Which will be better with an incoming line of Stone spells, including Chain Stonega). With her burst commands being a Magic version of Thieves Revenge and a unique +MAG/-DEF buff.

Dr Pepper
Feb 4, 2012

Don't like it? well...

It scales off MAG.

The game will generally tell you if an attack uses MND by saying it's "White Magic" damage.

Aerith's BSB opener for exampe.

"Deal five white magic holy attacks to all targets..."

Dr Pepper
Feb 4, 2012

Don't like it? well...



Reforging. :allears:

Dr Pepper
Feb 4, 2012

Don't like it? well...

Scob posted:

I dont know if anyone cares or not but i took my cloud osb big hitter out for quintis and mighty guard again for summon. both get about the same amount per day so it probably doesnt matter haha

Cloud's OSB is getting novelty summons for people who didn't draw it and want to see it as well as for cheesing the ultimate.

Mighty Guard is probably a better long term one. Shellga+Hastega+High Regen will always be in demand.

Dr Pepper
Feb 4, 2012

Don't like it? well...

I just R5'd Alexander for this event.

It's one of the easier summons to hone, though it does cost as much Major Holy Orbs as it does to craft an average 5 star ability

Dr Pepper
Feb 4, 2012

Don't like it? well...

Koobes posted:

I'd Argue Fran's BSB is probably the best support bsb in jp, mostly because of the entry hyper break reducing everything. The commands are kind of generic breakdown replacements, but being able to bring something like Northern cross for extra damage is kind of nuts.

The fun part about Fran's BSB is that the commands are Power Breakdown and Mental Breakdown.

Which has no overlap with Vaan's BSB. So bring both and slap Full Break on Fran. :v:

Dr Pepper
Feb 4, 2012

Don't like it? well...

U-DO Burger posted:

Uh wow I was expecting the bonus battles to be easier because FFII synergy isn't too common but holy poo poo that U++ battle was pathetic

Pretty sure the Events for Realms that Get very few events are generally easier because their synergy isn't too common.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Zurai posted:

You're reading it wrong, and are also wrong.

1. You only need to be targeted by a damage-dealing magical attack 5 times to be exactly the same as a baseline OSB. Chances are that will happen before you even get your SB bar charged up since Celes can't use either Lifesiphon or Wrath.
2. 12 magic hits is really easy to get to. Most bosses spam magic, and Celes can use Lure Magic for single target stuff.

It's only a downside for the very rare pure/almost pure physical fight. The vast majority of bosses are almost entirely magical.

Don't forget that Celes has Runic.

Like a lot of OSBs it's made with the intent of comboing with different SB, in this case her two Runic Relics.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Is there a reason they have Ramuh so involved with Garnet's Relics?

Three of them involving summoning him.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Why must I wait another month for Orbfest. :negative:

Dr Pepper
Feb 4, 2012

Don't like it? well...

Got Lenna's SSB from the dollar pull.

As much as I want Lightbringer I now have four dupes on the banner and is such not worth it

Dr Pepper
Feb 4, 2012

Don't like it? well...

Zurai posted:

It'll be like that forever. DeNA doesn't fix mistakes which are in the players' favor. For example, Yuffie's SSB only costs 10k experience to learn, unique among all SSBs. That's a mistake and it's been like that in Japan for nearly a year, unfixed, because there's no benefit to them fixing it and doing the fix could cause all kinds of drama and trouble. FFRK is actually just about the best-managed game (not just mobile game, either) in that respect and with regard to power creep.

Pretty sure that particular bug wasn't fixed because otherwise they'd legally have to refund mythril and gems to any players that pulled on banners the item was on.

Similar thing happened with the SOLDIER Breastplate (VII), a generic Light Armor. They accidentally advertised its Level 30 stats as its level 20 stats. Rather then fix it and deal with that mess, they just upped the stats to that point.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Dollar pull got me Sazh's SSB.

Yet Another Back Row relic for FFXIII. (My fourth FFXIII Gun) On the plus side, its a Shout Level Boostga and my first Magic Blink.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Got Yang's gloves from the Dollar Pull.

Not bad, I suppose. Self sufficient. Lifesiphion to SSB, then use Meteor Crush

Dr Pepper
Feb 4, 2012

Don't like it? well...

Servaetes posted:

...Yang's fist. :suicide:

Imperil Earth isn't a bad thing when there is a 5 star 2 hit Earth skill for monks.

Heck, it has a 50% ATK boost so you can slap him on say, a Mage team and use Earth spells to further take advantage of said imperil

Dr Pepper
Feb 4, 2012

Don't like it? well...

paperwind posted:

I'm not quite sure if I can even slide Porom into a CM team at all because I have Decil's boostga already.


DCecil and Porom's boostgas stack.

DCecil is just a ATK boost, while Porom's is an ATK+MND+CRT boost.

Dr Pepper
Feb 4, 2012

Don't like it? well...

Zurai posted:

Porom's actually stacks with literally everything in the game. The problem is that, when you're using that ... your healer isn't healing. Which is usually a problem on any fight where you really care about a stacking attack buff. And Porom doesn't have the skillset to do anything but heal or buff.

True. That's where other relics need to come in.

For instance, Paperwind has Rosa's SSB. Rosa has Support 4, so slap her bow on her, give her a good bracer and an ATK accessory and her Breakdowns will do decent damage. With that they can have a CM Team of DCecil/Porom/Rosa/Yang/Other FFIV physical character. Throw out the stacking boostgas, use Rosa's Medica when needed.

Dr Pepper fucked around with this message at 03:43 on Nov 18, 2016

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Dr Pepper
Feb 4, 2012

Don't like it? well...

I chased Lightbringer VI and got literally every relic on the banner but it.

Never chase.

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