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japaneasy:
OOOOH FFX topic!

On the sphere grid-
I recently started playing again, using the advanced grid, and WOW it is so much better.  I totally agree with diverting Yuna down the Black Magic path, she deals out damage like it's going outta style.  The rest of them I've done a bit differently...  I took Lulu to grab the more important White Magic spells (Cura, Life, etc) along with Rikku.  Very early on, you can divert Rikku to the White Magic path, and she actually does rather well going that route.  I took Kimahri down the Black Magic path, and, combined with his Overdrives and Lancet ability, he's actually pretty powerful.  Doublecast is an extremely useful ability, if you get Rikku to cook up some items with the 'One MP' thingie.
Tidus is pretty straightforward, although I've been trying to add as many status attacks as I can to his arsenal.  Auron's the same deal, although I also diverted him to pick up some agility/speed/etc stuff along the way.  Wakka's my gimp.  I bring him in to charge up his Overdrive and usually let him diddle hisself until I'm fighting something with a large elemental weakness, rip off the Overdrive, and back under the stairs with him.

FFX-2:  The only good thing about this game was sitting there, making them change outfits over and over and over again for 30 minutes straight.  I give it a 3/10.  YMMV.

Mr. Glitch:

--- Quote from: Switchblade ---I think what you're referring to in your post, however, is getting hold of Auron's ultimate weapon. To do this, you need to get up Mushroom rock road, yeah? it is possible to get past the group who summon those dark aeons by hugging the extreme left of the path as you move past them. Stay far enough left, and you won't get close enough to trigger that fight sequence.
--- End quote ---


I think what Mighty Mopdecai meant was whether one can customize equivalent versions of weapons obtained by using the destruction spheres at Besaid and Macalania and thereby avoid having to futz around with the cloisters at all--which obviously doesn't work.


--- Quote ---The key to getting Zanmato on a regular basis is this - mercenary points. the more kills Yojimbo scores against powerful opponents, and the more you pay him, the more points he'll accumulate. Being stingy with the gil, sending him up against inferior fiends, letting him be defeated, and not using him very often will lead to a small number of mercenary points, leading to weak attacks such as Daigoro. Paying him loads, presiding over victories against honourable, strong opponents, making use of his services and summoning him with a full overdrive guage will lend to his mercenary points. The more points he has, the more powerful the attack he will use. Send him up against potent fiends to build up the number of mercenary points, Grand Summon him, pay him at least ten thousand gil, and the odds are better than 90% you'll get a Zanmato. If you don't, go away, beat up a few powerful fiends, come back and try again.

Towards the end of the game, when you're actually looking to fight dark aeons, you really should be so powerful that the only places in which to coach Yojimbo's skills are Sin, and the Omega Dungeon. Otherwise, the fiends are too weak and his supply of mercenary points will slow to a trickle.

unfortunately, the game gives you no feedback on how many points he has, nor how likely he is to perform a given attack, so it's more intuition and practice than an exact science.
--- End quote ---


Actually it is pretty much an exact science, and you've got a bit of it wrong. There's just a lot of random chance obscuring the underlying mechanics. Find all you need to know about our favorite ronin Aeon here: http://db.gamefaqs.com/console/ps2/file/final_fantasy_x_yojimbo_a.txt

Areckahn:

--- Quote from: Digs ---
Wakka starts pretty securely crappy, but he can be the most singularly horrifying physical attacker in your lineup once you get Attack Slots.
--- End quote ---


With his easily acquirable ultimate weapon, and attack reels, he is capable of 1.2 Million Damage in a single move, so I'm inclined to agree here.

Mr. Glitch:

--- Quote from: Areckahn ---
--- Quote from: Digs ---
Wakka starts pretty securely crappy, but he can be the most singularly horrifying physical attacker in your lineup once you get Attack Slots.
--- End quote ---


With his easily acquirable ultimate weapon, and attack reels, he is capable of 1.2 Million Damage in a single move, so I'm inclined to agree here.
--- End quote ---


Indeed he is. That made some of those Arena creations much easier, let me tell you. The only things that can compete with Wakka for sheer maximum damage output in one turn are Passado (which is randomly selected and thus unreliable) and FFX International's multi-hit version of Oblivion--and neither of those will help you against Shinryuu.

Switchblade:

--- Quote from: Areckahn ---With his easily acquirable ultimate weapon, and attack reels, he is capable of 1.2 Million Damage in a single move, so I'm inclined to agree here.
--- End quote ---


Eh. Unfortunately, I really suck at both blitzball and getting the damned reels to line up properly. That's probably why I'm advocating Tidus and Auron as being better - because I've never managed to use Wakka properly

but seriously... what is the POINT behind Kimahri? he's just no fun to use. If his fiend-grabbed abilities were available on the main menu rather than being the weakest, most crappy-ass overdrive moves in the game, and he had something nicely powerful on the overdrive menu instead (nothing drastic - just a super-powerful attack with no damage limit, perhaps) THEN he'd have a purpose. as it is, he's the guy you put up front if you need a spare potion-slinger in a tight spot.

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