Friday, September 12, 2014

Day #490 Recap

Current Game(s): Final Fantasy X-2, Final Fantasy XI

Current Play Time(Final Fantasy X-2): 60:09
Current Play Time(Final Fantasy XI): 17:38
Total Play Time - 1,096:21

Current Game Overs(FF X-2) - 4
Current Deaths(FF XI) - 2
Total Game Overs: 67

Where I Currently Am(FF X-2): Chapter 3 Creature Creator Time!(57% Complete, Bestiary 65% Complete)

Where I Currently Am(FF XI): Training for Windurst Rank 2 Missions

Stuff Did Today (FF X-2): Did some training and repackaging of my creatures. Taught everyone Auto-Wall and got a bunch of HP and was able to get 3 wins in the Youth League Cup

Stuff Did Today (FF XI): Went around Windhurst and did a few quests. Next, I tried out some Synthesizing and wanted to hurt myself.. I then discovered the Spark of Eminence quests which should make some things go alot quicker. Finally, I decided I would start training up Black Mage to use as my initial Support Class.

Status & Notes: 

So, I'm starting to have some success in the Youth League Cup. I have everyone over 5500 HP with okay defense and Auto-Wall... however, I still can't beat Nooj. He's quite a pain. He always starts with Lightfall which does 5k flat damage to everyone. He then follows it up with an attack that does about 1k damage to everyone and saps some HP. He follows that up with Fireworks which does like 4K damage to everyone, he does one physical attack, and then starts to repeat.

Obviously, I'm going to continure working on my HP. My plan with that has been to just fight the Machina Panzer over and over. IT ALWAYS gives you a Crystal Bangle which gives you about 55 HP, plus 10k Gold which you can use to buy some Titanium Bangles... so it actually goes pretty quick, if only he didn't have such a long death animation... my plan though is that I'm going to need my Chocobo to actualy start doing some healing.... I've given him Full-Cure for now, though I may change that. I need to keep my Battlesnake alive to get 2 Full-Autos off to kill him. I'm hoping I can manipulate the star level well enough to be able to get my chocobo to use a full cure after its first meteor. The Gullwing Guys team has also given me some trouble but I can beat them some of the time...  Anyway, I'm happy I've continued to train instead of continuing with the story as I totally think I can have YLC farmable before Chapter 4.

Over in Vana'diel, I've been reading ahead and apparently in a few missions there's going to be a fairly tough boss fight... I'm really still just soloing everything, since ya know its FF XI and not exactly high population... so I've decided I'm going to need to take some time to make my guy as strong as he can really be before taking everything on. I think a support class is going to be very important to that.

I'll have my X-2 Current Setup updated at some point... though I'm not expecting any more play time on it today. My goal is to get into the teens on Black Mage in XI... I'm really just going to be levelling today I think. Also, I think I'm going to get my Dissidia Review written today.

1 comment:

  1. Not sure if you know about the star system in depth, so here's some notes.

    You star level directly influences both the damage you deal and take. If you know you're about to get hit, lower the level to 1 or even 0 (but make sure your creatures are charging or in the middle of a move so the don't run away) and you can reduce damage significantly. Then jack the level up to 5 before your creatures attack. The difference can range from like .5 to 2.5, I believe. Basically the way battles should go is a lot of raising and lowering the star level back and forth. Only if you're creatures can easily handle the enemies would I leave the level sitting on 5.

    Your start level has an influence on what moves your creatures will perform. The higher the level, the more likely attacking moves will be used, and the lower the level, the more likely healing and support moves will be used. So if you need your team to heal or cast Haste or something, lower the star level to 1 or 2.

    The move that will be used is determined as the previous move ends, so make sure the star level is where you want it at that time. If they start charging or attacking then the move is obviously already chosen. This might be kind of a no brainer, but if you swing your start levels back and forth a lot, you might keep having the problem where you're at level 5 trying to get the most damage out of an attack, and then the next attack is selected before you can take the level down. In this case I'd leave the level down for an attack or two to make sure it's being picked up. You can usually learn to tell what move will be used based on the length of the charge bar.

    The only other note I would make about your recent changes is that Auto-Protect is better than Auto-Wall, because Shell cuts your healing in half. Vigor becomes a 1/4th of total HP heal instead of 1/2. You shouldn't have to heal nearly as much if you get rid of the Shell from Auto-Wall. Also, most of the most damaging moves you'll face are physical, so Shell is less useful than you'd think, especially since you should have max Magic Defense fairly easily with Minerva Plates.

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