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  1. #1
    Player
    Tlachtga's Avatar
    Join Date
    Jun 2017
    Posts
    284
    Character
    Tlachtga Ereshkigal
    World
    Zodiark
    Main Class
    Sage Lv 90
    Quote Originally Posted by kikix12 View Post
    Final Fantasy have two status effects, one hidden and one visible related to this.

    Doom is the visible and Instant Death is the one hidden.

    Every enemy immune to Instant Death is immune to Doom, for a very simple reason. Doom is nothing else than a turn counter for triggering Instant Death. Not everything immune to Doom is immune to Instant Death though.

    All of the attacks that Reynhart wrote are 100% one and the same. Instant Death debuff that ignore immunity to Instant Death one some or all enemies. If you say that Lvl5 Death works, then all the other do as well. They cause the enemy to "die" regardless of the HP since they don't cause damage. That's the very definition of "Death" spell.

    The ones that would not count are Banish and similar spells that do NOT kill, but eject from combat. They do not count as kills so they do not give experience, money etc. These ones do.
    I mean....I was taking his post and relating it back to the whole "blue magic isn't true blue magic if it doesn't work on enemies exactly how it works on the party" opinion from a previous poster. Reynhart's post was a response to the question "when was the last time you managed to land doom on a boss in a game?" and it still stands. Most of those aren't Doom (the counter as you say) and just ways of OHKOing bosses.

    And I'm like 99% sure Vanille's Death doesn't bypass Instant Death immunity. I admit, it's been a while since I played XIII but the only super monsters that come to mind with more HP than Orphan was the Long Gui and Vercingetorix, both of which were immune to Instant Death. Adamantoise notably could but I'm pretty sure he had less hp than the first form of Orphan. Correct me if i'm wrong here, it's been years honestly.

    Speaking of Death in XIII, that was a pretty crazy idea. I mean, making it do a large damage when the Insta-Death didn't proc/death-immune enemies....
    (3)

  2. #2
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Tlachtga View Post
    I mean....I was taking his post and relating it back to the whole "blue magic isn't true blue magic if it doesn't work on enemies exactly how it works on the party" opinion from a previous poster. Reynhart's post was a response to the question "when was the last time you managed to land doom on a boss in a game?" and it still stands. Most of those aren't Doom (the counter as you say) and just ways of OHKOing bosses.
    None of them are Doom. But all of them do what Doom is ultimately meant to do, being far more powerful than it.

    The posters question about doom was to show that powerful skills are limited or made ineffective in other Final Fantasy titles, so expecting that here is no stretch. But Reynhart have proven that it's not exactly as clear-cut. There are powerful skills throughout most Final Fantasy titles in one way or another, even those vastly more powerful than Doom.

    And you can't get more powerful than Yojimbo, The End or the slots. Yojimbo in particular since it's very easy to use and can be forced almost on demand on any single foe with some preparation (except in the original Japanese and NTSC versions). Not even really hard, just summon him for a bunch of fights and pay him some money for a permanent massive boost, then Overdrive him (or Yuna). Voila. You're almost guaranteed to insta-kill whatever enemy you come across.

    Granted, those are Single Player games. But I think that this part of discussion is about whether Final Fantasy was have a history of broken skills or not, and it does.


    As far as the whole Blue Mage and how it should be implemented, my stance doesn't change. It's fine for it to have those broken skills, it's fine for its skills to be faithful to what they do for monsters. It's perfectly fine because there are balanced monster skills as well. And in the first place, for pure damage skills we don't even know their monster potency and we know monsters have unlimited MP/TP...so any pure damage skill can be made balanced and be 100% faithful...

    So out of that mixed bag of skills, it is going to be possible to pick a "balanced" build without having to change anything, and have it be automatically used for Duty Roulette and "current" content without interfering with the class in the "old" content party finder/solo play.
    (0)
    Last edited by kikix12; 12-13-2018 at 07:15 PM.