Posts for FreshFeeling


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Joined: 8/13/2005
Posts: 356
Location: Canada
This is fantastic. And I thought that Mookish's run was great. I guess the Flame Sword and Wizard Staff can't add that much time, huh?
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Oh. Found this on page 4 or so.
Paulygon wrote:
To manipulate the stat gains (and HP gains for strong level-ups only), it's all in the timing with the last command you give in the final battle round. Once you choose that final command, I think your stat gains are set in stone. It's like trying to get a good outcome for a battle round in addition to also trying to roll for the desired stat increases (i.e. that much more that has to go right).
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
It's vitality before the level-up. HP gain is done before stat gain. Good thing to point out.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I don't know when they occur... could be the start of the battle. As for how turn action order is determined, I believe that every target is still selected (randomly) whether they are dead or not, and simply do nothing if they're dead. I'm not sure about this, but I really don't think a dead party member will affect your chances. I'll try to find out both of these things though. EDIT: Removed huge block of information made redundant by a much earlier post.
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Joined: 8/13/2005
Posts: 356
Location: Canada
I am among those gurus on a regular basis, and although I make mistakes my facts are generally pretty good. Unfortunately I'm new here and might not have a rep for it yet. :P In retrospect, I'm not sure if the necessary value is 15 or not. I'll double check that. Anyhoo, like I said, after a certain point all characters can run perfectly in the first two positions (based on luck). In a low level game (as Mookish's at level 11) luck will only have a few chances to increase, so Thief is somewhat better at running. However, you could probably get fairly good results by manipulating all of your level ups to yield luck points (there is randomness to what classes gain what stats when... it's a slightly complicated to explain concisely, perhaps a matter for another post if there is interest). Fighters start with 5 luck. If you manipulate your levels, they will be perfect runners in the first two positions by level 10 (near endgame for a speedrun). Thieves start with 15 luck. They will be great at running in the top two positions from the get-go. If the game were ending at a normal level like 25, this would matter a lot less. For a low level game, using a thief in the top two positions could be critically important. Early on, they -are- better at running.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Actually, way it works is that the first two character's running ability is based on the "status" byte of the character two postitions lower than themselves. It's not their agility or luck, it's whether they have poison/stun/sleep/stone/dead. My understanding is that if a character has 15+ luck and is in the top two positions, running is 100% unless the encounter is marked unrunnable or the character two positions lower is affected by status (again, poison/stun/sleep/stone/dead). If you're going to use a thief to increase running speed, they should probably be in the second position. The third and fourth position's running chances both point to what the FF-know-it-all people (Paulygon, Alex Jackson, Disch among others) refer to as a "randomly fluctuating value". I guess they probably don't know what it's for.
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