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The Final Fantasy Tactics Autobattle Tournament thread

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  #661  
Old 10-06-2014, 07:54 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by PrivateJoker View Post
i've tried looking in that guide for the answer to this, and I couldn't find it. Maybe I just don't know how to read that shit, but I know i've looked at the dmg formula for Jump and couldn't find a definitive answer to whether or not Attackup or 2-handed applied to it.
Under the miscellaneous modifiers for Jump:
"AttackUP does not apply"

Under the description for Two Hands:
"For the Attack command only"
  #662  
Old 10-06-2014, 09:29 PM
Destil Destil is offline
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Quote:
Originally Posted by PrivateJoker View Post
i've tried looking in that guide for the answer to this, and I couldn't find it. Maybe I just don't know how to read that shit, but I know i've looked at the dmg formula for Jump and couldn't find a definitive answer to whether or not Attackup or 2-handed applied to it.
Your best option for jump damage is a squire with the 9 WP axe.

I totally bounced a ranged heavy party with a jumper about my head, but no guns and no spears made is kinda seem bad. Someday Team Longshot's time will come. Someday.
  #663  
Old 10-06-2014, 09:32 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Destil View Post
Your best option for jump damage is a squire with the 9 WP axe.
Wouldn't a Geomancer be better since it's got 6 PA over Squire's 5?
  #664  
Old 10-06-2014, 09:34 PM
Solitayre Solitayre is offline
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Quote:
Originally Posted by aturtledoesbite View Post
Wouldn't a Geomancer be better since it's got 6 PA over Squire's 5?
Squire has accumulate though.

Choices.
  #665  
Old 10-06-2014, 09:37 PM
Destil Destil is offline
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Quote:
Originally Posted by aturtledoesbite View Post
Wouldn't a Geomancer be better since it's got 6 PA over Squire's 5?
I always forget Geomancers can use axes, really. They have so many better things to do (like everything).
  #666  
Old 10-06-2014, 09:42 PM
Mogri Mogri is online now
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Jump damage is affected by exactly the following:
- WP (if unarmed, this is PA * Br/100)
- PA
- Spear bonus
- Protect/Defense UP
- Vulnerable statuses (Charging, Sleep, Frog, Chicken)
- Zodiac

For best damage in this format, you'd want to use the Battle Axe, which would get you to 72 damage. You run the risk that the unit would actually use that to attack, though. Mithril Sword is a disappointing 56 damage, same as you'd get from an attack. (These numbers assume you've optimized for PA.)

By comparison, you could just Charge +3 with that sword for 80 damage. It's much more vulnerable than Jump, but it also has much less delay.
  #667  
Old 10-06-2014, 09:48 PM
PrivateJoker PrivateJoker is offline
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Quote:
Originally Posted by Destil View Post
Your best option for jump damage is a squire with the 9 WP axe.
That's exactly what I had in mind. I already added him to my team.
Quote:
Originally Posted by aturtledoesbite View Post
Wouldn't a Geomancer be better since it's got 6 PA over Squire's 5?
It would be, if I didn't already have a geomancer.
  #668  
Old 10-06-2014, 10:09 PM
Solitayre Solitayre is offline
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Remind me, does Martial Arts increase the effectiveness of Chakra/Revive/etc? Or are these based on Pa/MA/?

Would a dancer with equip sword do more than one with martial arts?
  #669  
Old 10-06-2014, 10:17 PM
Gerad Gerad is offline
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Quote:
Originally Posted by Solitayre View Post
Remind me, does Martial Arts increase the effectiveness of Chakra/Revive/etc? Or are these based on Pa/MA/?
Chakra and Revive are based on PA, but Martial Arts does help.
  #670  
Old 10-06-2014, 10:24 PM
Mogri Mogri is online now
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Quote:
Originally Posted by Solitayre View Post
Remind me, does Martial Arts increase the effectiveness of Chakra/Revive/etc? Or are these based on Pa/MA/?

Would a dancer with equip sword do more than one with martial arts?
Dancer is a pretty terrible base Job, sporting the worst HP and evasion, with only average PA. In this format in particular, you'd be better off with a Monk with Dance, and that would free up your support ability, too.

But to answer your question, yes, the sword will be much more effective than Martial Arts for attacking. Martial Arts does boost most Punch Arts by 50%, though.
  #671  
Old 10-06-2014, 10:26 PM
Solitayre Solitayre is offline
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Quote:
Originally Posted by Mogri View Post
Dancer is a pretty terrible base Job, sporting the worst HP and evasion, with only average PA. In this format in particular, you'd be better off with a Monk with Dance, and that would free up your support ability, too.
But then I lose my flavor =/

Also I thought Dancers actually had high PA?

Last edited by Solitayre; 10-06-2014 at 11:08 PM.
  #672  
Old 10-06-2014, 10:29 PM
aturtledoesbite aturtledoesbite is offline
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Question.

Is there any disadvantage to having high Brave?
  #673  
Old 10-06-2014, 10:41 PM
Destil Destil is offline
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Quote:
Originally Posted by aturtledoesbite View Post
Question.

Is there any disadvantage to having high Brave?
Move-Find Item rate and Anti(I think)-Truth damage.

So, no.
  #674  
Old 10-06-2014, 10:43 PM
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Truth and Untruth are Faith, not Brave. You basically always want high Brave, since even the rare units that don't use it will want to have it anyway as a buffer against Chicken.
  #675  
Old 10-06-2014, 11:16 PM
aturtledoesbite aturtledoesbite is offline
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Let's see how quickly I lose.

Code:
Nils
Male Calculator
70 BR, 40 FA
Run like a rabbit

Math Skill (None)
Sing (Last Song)
MP Switch
Magic DefendUP
Move +2

None
None
Red Hood
Silk Robe
Battle Boots

---

Ninian
Female Summoner
70 BR, 70 FA
Run like a rabbit

Summon Magic (Fairy, Moogle)
Dance (Last Dance)
Abandon
DefendUP
Move +3

Ice Rod
None
Red Hood
Silk Robe
Small Mantle

---

Wallace
Male Knight
70 BR, 40 FA
Save fading life

Battle Skill (Shield Break, Speed Break)
Jump
Auto-Potion
Two Swords
Move-HP Up

Mythril Sword
Mythril Sword
Iron Helmet
Chain Mail
Small Mantle

---

Wil
Male Archer
70 BR, 70 FA
Save fading life

Charge (+1 through +5)
Time Magic (Haste)
Critical Quick
Attack UP
Fly

Silver Bow
None
Red Hood
Chain Vest
Diamond Armlet
The Sing and Dance abilities made me think of Fire Emblem 7, so I went with names from there because why not.

Last edited by aturtledoesbite; 10-22-2014 at 07:07 PM. Reason: Charge's CT doesn't care about unit speed, does it?
  #676  
Old 10-07-2014, 12:07 AM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by PrivateJoker View Post
Definitely entering this. Will post my team later, or maybe edit it into this post.

EDIT:
here we go

Code:
Little Mac
Zelda
Ike
Pikachu
I guess we both had the same idea.
So here's my team super smash bros 4:
Code:
Link 
Male Knight
70 Br 40 Fa
Fight for life

Battle Skill - Head Break, Armor Break, Shield Break, Weapon Break
Talk Skill - Threaten (So he can make chickens to attack.)
Abandon
Maintenance (Fuck you, Like Likes.)
Move + 3

Buckler
Mythril Sword
Chain Mail
Iron Helmet
Small Mantle
Code:
Sheik 
Male? Ninja
70 Br 40 Fa
Save fading life

Throw - Sword (Sword beams?)
Item - All Allowed
Counter Attack
Throw Item
Move + 2

Blind Knife
Mage Masher
Red Hood
Chain Vest
Rubber Shoes
Code:
Pit
Male Archer
70 Br 40 Fa
Fight for life

Charge +1, +2, +3, +4
Elemental - all allowed skills
Concentrate
Arrow Guard
Fly (Well, duh.)

Silver Bow
Red Hood
Chain Vest
Diamond Armlet
Code:
Donkey Kong
Male Monk (Monk-ey Kong in this situation.)
70 Br 40 Fa
Save fading life

Punch Art - Spin Fist, Repeating Fist, Stigma Magic, Chakra, Revive, Earth Slash
Thief Skill - Steal : Helmet, Armor, Shield, Weapon, Accessory, Heart
Magic Defend Up
Auto-Potion
Move HP Up

Chain Vest
Battle Boots

Last edited by Torzelbaum; 10-08-2014 at 10:17 PM.
  #677  
Old 10-07-2014, 12:23 AM
aturtledoesbite aturtledoesbite is offline
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But Torzelbaum, Sheik doesn't get sword beams.
  #678  
Old 10-07-2014, 01:30 AM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by aturtledoesbite View Post
But Torzelbaum, Sheik doesn't get sword beams.
I'm using a Game Genie code.

Or "he" stole them from Link.

Last edited by Torzelbaum; 10-07-2014 at 01:48 AM.
  #679  
Old 10-07-2014, 02:10 AM
PrivateJoker PrivateJoker is offline
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Sheik is a girl

She is not a "he"
  #680  
Old 10-07-2014, 08:24 AM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by PrivateJoker View Post
Sheik is a girl

She is not a "he"
Eh, that's at least no worse than calling Samus a dude. And here, where gender does affect your stats, it's not the worst thing.

But giving him/her sword beams? He should be disqualified for using them evil game dragons or whatchamacallits.
  #681  
Old 10-07-2014, 11:00 AM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by PrivateJoker View Post
Sheik is a girl

She is not a "he"
I know Sheik is actually Zelda and a female! I'm just trying to make a joke here! Why do you all have to be so damn serious all of the time?!

Quote:
Originally Posted by aturtledoesbite View Post
He should be disqualified for using them evil game dragons or whatchamacallits.
Uh, turtle, you do know this tournament wouldn't be possible without using a gameshark code? So by your logic everyone who enters this tournament would have to be disqualified.
  #682  
Old 10-07-2014, 11:24 AM
Mogri Mogri is online now
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Quote:
Originally Posted by Solitayre View Post
But then I lose my flavor =/

Also I thought Dancers actually had high PA?
Missed this yesterday. Dancer has 5 PA at level 10, which is as good as anything except Monk and Samurai*, which have 6. The bigger difference is the HP. As a Dancer, your unit will have 73 HP, while your Monk has a base of 82. You haven't used your support slot; if you packed Equip Armor, your Monk could go as high as 152. That's more than double!

*Samurai, of all things? Well, Samurai doesn't have fantastic PA growth, but it does have an excellent multiplier of 128, which matters more than growth at this low level. Only Monk has a better multiplier, at 129. For male units, Knight, Lancer, Mime, and Ninja are also tied for best PA.
  #683  
Old 10-07-2014, 11:42 AM
Destil Destil is offline
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If my last unit kills herself the same turn as the last opponent, is that a draw?
  #684  
Old 10-07-2014, 12:34 PM
Solitayre Solitayre is offline
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Quote:
Originally Posted by Mogri View Post
Missed this yesterday. Dancer has 5 PA at level 10, which is as good as anything except Monk and Samurai*, which have 6. The bigger difference is the HP. As a Dancer, your unit will have 73 HP, while your Monk has a base of 82. You haven't used your support slot; if you packed Equip Armor, your Monk could go as high as 152. That's more than double!
Ehhhh my team is already super not-optimized. I may as well stick to my guns.

However, I posit that if Angel Song is allowed, Witch Hunt should be too.
  #685  
Old 10-07-2014, 01:42 PM
Mogri Mogri is online now
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Quote:
Originally Posted by Destil View Post
If my last unit kills herself the same turn as the last opponent, is that a draw?
Draws are tricky business in a double-elimination tournament. For the purposes of the tournament, let's say that in a mutual destruction scenario, the team that dealt the killing blow is the winner.

Quote:
Originally Posted by Solitayre View Post
Ehhhh my team is already super not-optimized. I may as well stick to my guns.

However, I posit that if Angel Song is allowed, Witch Hunt should be too.
Angel Song replenishes your entire team's MP over the course of a turn. 60 MP each over 18 ticks. That's pretty awesome! You give up a unit to do it, but it lets you cast a lot of expensive spells.

Witch Hunt depletes the entire enemy team's MP over the course of two turns. As much as 36 MP each over 18 ticks. Before they can even get to you, you've shut down the entire enemy team.

The problem with Witch Hunt is that there's only one way to restore MP; namely, Angel Song. If Witch Hunt is allowed, magic-using teams are essentially forced to bring a unit with Angel Song. As much as magic has going for it, it's still got a ton of counters without allowing a single unit to shut down every magic user on your team:
  • Silence is infinite-duration and is cured only by Stigma Magic, Esuna, Echo Herb, or death.
  • Reflect blocks nearly every non-Summon spell.
  • Magic Break depletes half a unit's MP.
  • Hitting a mage mid-charge will often kill it.
  • And, of course, if the battle lasts long enough, the unit will simply run out of MP.

Magic teams don't need Angel Song to function, although it opens up new options for them. Witch Hunt just shuts them all down.
  #686  
Old 10-07-2014, 02:12 PM
Solitayre Solitayre is offline
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Quote:
Originally Posted by Mogri View Post
Dancers aren't allowed to be good
>=(

So...is Last Dance really even worth using?
  #687  
Old 10-07-2014, 03:41 PM
Mogri Mogri is online now
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Not so much that Dancers aren't allowed to be good, more that Dancers and Bards break the game in half at this level.

Is Last Dance worth using? I don't know. I'm throwing in with Last Song, which is similar. Last Dance could even be better, since you're using it against all four enemy units, while Last Song hitting the Bard is unhelpful. (Last Dance hitting the Bard is also unhelpful, but not every team will have one.)
  #688  
Old 10-07-2014, 04:58 PM
aturtledoesbite aturtledoesbite is offline
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I'm hoping Last Dance/Song prove useful, since they're what my team is based around.
  #689  
Old 10-07-2014, 04:59 PM
Mogri Mogri is online now
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Oh, you're going with both? That's bold. Tell me you're using Haste on top of that.

(edit) oh hey there's your team and yes you are.
  #690  
Old 10-07-2014, 05:01 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Mogri View Post
Oh, you're going with both? That's bold. Tell me you're using Haste on top of that.
I am, actually!

...wait, does Haste increase the speed of slow-charging skills, too?
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