I was so impressed by the strength of FF3 when it first came out, but with each installment in the series, I got the strong impression that it got weaker!
I wonder why it was a legendary weapon in 3…
>>2Is it because NINJA was the strongest…?
“Being weak is frustrating, you know? Haha!”
In an era when the attack effects of 3 are lame
Engetsurin’s weapon form is clearly distinguishable, so I was utterly thrilled.
Rising Sun
I didn’t equip it in FF5.
If you’re going to add combat to the thief during the firepower ship period, using the circular blade from the back row is stronger and has a better balance of offense and defense than just attacking.
>>8In the past, I only thought about attack.
>>8I will also put on a fighting stance when I hit with the round shield!
>>62“It’s not ‘if you’re going to hit with martial arts,’ it’s ‘if you’re going to do martial arts.'”
The one equipped by the Moogle in the Tina Defense Battle when it’s level 6.
It feels like it was designed as a weapon fitting for a ninja from the start.
The 3-circle moon ring is strong, has no attributes, can be equipped in the back row, and can also be used by magic swordsmen—it’s the best!
>>11Ninjas are strongest with Excalibur in a crescent moon wheel.
In FF5, the thief was responsible for dashing and fleeing, so I don’t remember much about the damage output…
The second one is obtained a little later, and since excellent daggers are concentrated, it’s more suited for thieves.
While 4 is a strong weapon for the second row of edges, it feels like there isn’t much difference from the boomerang.
>>15The boomerang is weaker than the initial weapon, the kunai, so there’s a significant difference.
>>15Once equipped, the rear row flag will not disappear, so a boomerang is unnecessary if you have one.
On the contrary, while the boomerang is available for purchase at the store, the circular shield can be obtained from treasure chests, so if you want to achieve rear row attacks without spending money, the circular shield is considered superior.
The 4 also has a floating attack, so it’s a convenient weapon.
Alkeny will die.
I feel like 3 also came equipped with a knight.
Surprisingly, it can be equipped.
Was it really an intended design choice to use knight equipment instead of thief gear?
I would like you to evaluate the flag in the fourth row with a generous perspective.
(So there was such a bug with the Edge of 4…)
>>23Everyone has the same bug.
Once you equip a bow and arrow (just the bow isn’t enough), the back row attack flag for both Lydia and Rosa will not disappear.
Using an equipment bug, I’ll equip Daichi’s Hammer and hit the phase.
It’s not an edge-specific bug, it’s a bug for all characters in SFC4.
A character that has fought with a weapon marked with the back row flag even once will have all subsequent weapons become back row attacks for life.
The boomerang type does have the same projectile effectiveness attribute as bows and arrows, so even if you’re utilizing distance glitches, there might still be a chance to use it.
I only remember Edge throwing high-value weapons that he duped by switching them during combat…!
Isn’t there too much of a “once you do XX in FF4, you’ll be stuck for life”?
>>28Don’t underestimate me.
There is also a bug in 6 where the interceptor will disappear forever.
The bow in FF4 seemed pretty strong…
>>29Through this, I learn that 4 is a special attack game.
Well, it’s true that it’s hard to use if you don’t understand the species and such.
>>29Considering the drop rate of the Glass Mask from Phase, I have to hunt infinitely, but since arrows are consumable items, it’s annoying.
If it’s after training, the decrease in defeat speed isn’t that concerning, so the Earth Hammer is better.
>>29In the second half, arrows usually have a special attack, so they are strong against those that are flying by default, making them quite effective when they hit.
Not just during battle, but it’s permanent…
There are various bugs, like resistance bugs and critical bugs, in 4.
If you hit a weakness, it becomes incredibly strong.
There are times when it’s okay to let Cecil hold it.
At that time, I was just a little kid, and I didn’t know what kind of object it was.
Well, if we let Cecil use a bow even once, it would be a big problem…
>>35It feels unavoidable in the magnetic cave, and there aren’t any characters who would go ahead even when Cecil is in the back at the end, so there isn’t much benefit.
>>35Well, for 4, I absolutely won’t accept any formation other than 3 in the front and 2 in the back or 2 in the front and 3 in the back, so someone has to be in the front.
>>53Lydia is weak, so she should be in the back row.
Rosa is also an archer, so she should be in the back row, unlike the warrior type.
Since I can’t move the edge forward, I’ll be in the back row.
Cain is only jumping, so he’s in the back row.
Cecile will defend, so she will be in the back row.
>>61In the DS version, Cecil uses abilities like Rear Slash and Counter, placing himself in the back row and continuously defending.
Otherwise, we’ll be wiped out at the counter.
I vaguely remember the ones that are no longer critical…
There’s a phrase in the FFT black book related to “things you can understand immediately if you actually play.”
I didn’t even realize that there hadn’t been any critical hits in the latter half of 4.
>>37The edge has a critical hit, so it’s even more.
Since only three people can be pushed to the back row, in the end, Cecil has to step forward.
>>38Cecil was guarding in the back row.
It’s hard to understand without a back row flag on the harp.
It didn’t transfer correctly to the GBA (and became messed up).
The tactic of deliberately placing Lydia in the front and having the rear-line defender Cecil protect her is effective deception.
But… you protected me…
In events like Golbez’s, everyone ends up losing critical hits due to forced death, right?
The three-ringed moon is good because it can be made early with refined bugs.
The flying attacks of arrows and spears are smoothly effective against the Blue Dragon’s resistance. Who on earth came up with this kind of resistance?!
It’s only in some peculiar play environments that placing Cecil in the back row creates synergy…
It can be said that it was hard to notice because it didn’t have much of an impact.
>>49Since there are bows and arrows, Lydia Rosa is irrelevant, and the most useful one is probably Edge.
“If it comes to ‘I guess I’ll just throw Excalibur!’, then it’s already over.”
The fire-controlling red dragon is strong against fire and weak against cold!
The blue dragon that manipulates cold air is strong against all attributes!
Why?
The illustration in the攻略本 for 3 looks like a shape similar to a metal blade.
By placing 3 in the back row with a shield and a circular saw, it becomes super sturdy and can handle back attacks to a certain extent, providing stability.
I wonder what that “kakakakaka” sound from FF4’s projectile represents.
>>55Isn’t it about how many times you hit?
The condition for not getting a critical hit is “being incapacitated or off-screen at the start of battle.”
Characters currently joined in the event are in an off-screen state and are not participating in the battle.
Perhaps it was a bug that made it so critical hits didn’t occur in the event of Terra vs. Gilbert.
There are too many bugs in Version 4 that cause critical issues or are unavoidable.
If we set Cecil in the front and Rosa and Lydia in the back, then it’s just a matter of where to place Edge for the final party.
It seems it was adopted as something like a shuriken in terms of imagery.
Isn’t 3 the same strength as Excalibur?
>>64Of course, I would seal it.
The interceptor has a special setting as well, but why is it necessary to save the critical hit occurrence flag forever…?
>>65I have no intention of saving for a lifetime, and it’s probably an address mistake.
Of course, there are processes for setting flags and for clearing flags.
If the address for the set operation is correct but the address for the delete operation is wrong, the flag will never disappear again.
I wonder why it has become such an individual flag… I wonder why…
The chakram probably wasn’t very well known back then, right?
I wonder if it was already included in the book by Shinkigensha.
“It’s fine if everyone is in the back row, even if it’s 6.”
It’s like bringing out a lock that wildly shoots variants against a really tough opponent.
From 3 to 9, was there perfect attendance…?
My memory is vague at the age of 6.
>>71Rock can be equipped.
But the armor is strong enough that there’s no need to intentionally put the rock in the back row.
Weapons of this type have a slow throwing and returning motion, lacking in refreshing enjoyment.
Movement is interesting, but the tempo inevitably suffers with throwable weapons.
In the game, 6 can use thrown weapons, but it doesn’t really focus on regular attacks.
>>75That’s why I believe the weapons in rock music are made overtly strong.
>>77People often talk about the variant knife, but the dedicated weapon Hawkeye is also quite strong at the time of acquisition.
>>80I don’t really understand why, but I loved the feeling of it sometimes becoming a special anime and dealing huge damage.
The FF series has a lot of bugs, doesn’t it?
>>78I didn’t think the avoidance rate related to 6 was a bug.
When I was corrected by Pikurima, the discomfort was immense.
>>78Well, there are a lot of issues in every game, and it’s not an era where they can be fixed immediately like now.
Romancing Saga and even worse.
>>78The bug that makes airships unusable is pretty terrible.
It should have been in 4, and that thing in 5 is famous.
Lock is usually very strong with normal attacks unless he is specialized in stealing.
“Still, there are many weapons that are much stronger than the Engetsu Ring.”
It’s not that the rock’s punch is strong, but rather that the evidence of the incident is poor.
>>82No, rock-specific weapons are strong.
Hawkeye and Sniper have a crazy effect that deals three times damage to floating-type enemies and occasionally activates for other enemies.
I thought the interceptor was simply excluded from the battle for the sake of the story…
>>84For the sake of the story, I made it a flag to stay out of the battle, but it seems the angel’s wings got a setting mistake and ended up making contact there.
Unlike boomerang types, I liked that Hawkeye just throws it with a thud.
Square initially had a production style where a general-purpose program was created, and the planner would assemble the script and get it to run.
So the development is quick, and the planner’s intentions are directly reflected in the game.
However, there are gaps in the general-purpose program that can be manipulated by regular players…
>>87Thinking that this might lead to the creation of academic conferences makes me feel like it’s not necessarily a bad thing.
In FF4TA, the number of front-line characters has greatly increased, so it’s nice that I can place Edge in the back row.
What kind of weapon is Hawkeye…?
>>91I had the image of a sharp baton that could also be thrown.
I don’t usually place rock in the back row.
>>92All the characters in this game would be fine even in the back row.
There isn’t much meaning in placing it in the front.
It’s better to roll 4 with Cecil…
>>94“Please say that after you actually try it out…”
It’s really tough.
>>94As long as you play normally, there’s no benefit to it at all.
If Cecil isn’t in the final party of 4, then it’s just the backline that disappears when they fly away, so if there are a lot of enemies, it could easily lead to total annihilation.
In terms of impression, the Twin Lancer is stronger than the Engetsu Ring in 5.
I’ve heard that it’s better to keep Lydia sleeping in the Zeromus battle, but what’s the benefit of keeping Cecil asleep?
>>104A means of adjusting actions during low-level play or similar situations.
There is no advantage at all in normal play to suppress Cecil’s firepower.
>>104In that person’s play, there is only a very slight time advantage in the battle against Zeromus due to the ATB system, and it seems that this determines the outcome.
It’s a completely rough combat system, and only someone like that person who verifies things under special circumstances can do it; normally, there’s no reason to keep Cecil rolling at all.
>>104Until around level 60, you can be taken down in almost one hit by Zeromus’s Big Bang, so instead of unnecessarily healing, it’s more effective to stay dead, as it increases the recovery amount of Curaga.
Also, when you attack Zeromus with summons or magic, it will always counterattack, and that attack is often more painful.
At that level, it can be quite difficult to continue utilizing the edge, so sometimes it’s easier to just throw away the knife and Excalibur and let the edge remain dead.
>>141This is terrible as game design, isn’t it?
FF4 is quite a game like this, but…
>>144If you are smart, you can realize that the Behemoth is hitting you painfully with high frequency…
>>144Most of the monsters that encounter you with a counter, starting from the first Mist Dragon, also have counters.
It means that the game is made with ATB and a counter.
It’s sad that people who have never played mistakenly think unique ways of playing are the normal way to do things…
>>105I do think it would be nice if you could at least play through to the end once before joining the conversation.
Because it’s interesting.
>>105I think you’re not very smart, but I don’t feel sorry for you.
Because enemies also become faster based on Cecil’s speed, playing while remaining at level 1 results in relatively slower enemy speed.
It’s imagined that this would be tough for regular play, as it’s meant for bondage play.
>>106Oh, I didn’t know that.
When I was playing FF5, I was also reading the manga “Nintama Rantarou,” so I got excited and thought, “It’s that Takiyachamaru!”
Cain is stronger when he’s not rushing.
>>110You will become an Avenger.
>>110I can understand it now, but there’s too much disparity between Cecil’s weapon and attack power.
I thought back then that if I didn’t let them jump, there would be no balance.
Cecil’s slow down should only be a disadvantage in situations that are normally not the case, where enemies are overwhelmingly stronger even including allies.
If you know how to be reckless, it doesn’t make much of a difference where you are.
Setzer’s weapon is a thrown weapon, and Shadow’s shuriken are low-cost.
Celes and Realm have magic, so it’s really great in the back, FF6.
>>116I didn’t know that 100 yen ignores the formation.
>>121If anything, I’ll ignore the weapon’s attack power too.
They said that in Romancing SaGa 2, the programmers didn’t even know what they were creating.
That’s not too bugged out.
>>117Due to the abundance of mask data, there are a lot of mistakes in the numerical settings.
Autoclave is unacceptable.
The ATB of 4 is difficult, so ordinary people cannot understand it.
The video viewers, who only knew the conclusion without understanding it, wrote in the FF Encyclopedia, and that’s how it turned out.
>>118But it’s fun to know that you can do various mischief.
There are also elements like being able to calculate speed based on Cecil’s standards and being able to attack quickly without having to input commands, which makes Berserk convenient.
There were also formations in Romancing SaGa 2 that didn’t function properly.
The Avenger, or rather, Berserk is exceedingly strong, but Cecil has an even stronger holy sword, which leads to Cain going mad, so to speak.
>>124Around the sealed cave, there aren’t any decent weapons against Cain’s spear, so it’s better to equip the Avenger and let it go crazy to deal more damage.
Cain’s role is to jump while carrying a special attack weapon.
I was using the Blood Lance to conserve MP for Cecil and Rosa.
Cecil drinks and goes crazy.
I liked the combat effects in FF5 so much that I used them for a long time.
I remember that it was quite strong when I obtained it on the ship.
>>128In the Pikurima version, damage against Moltres is doubled, which is advantageous.
>>135Ah, it’s the long-distance category…
>>136Actually, there are multiple weak enemies with ranged vulnerabilities around Karnak.
I feel that it was considered a modest divine weapon in that area.
While Cain is flying, you need to jump to avoid the enemy’s attacks.
>>130Since you have HP, become a shield for the softer characters other than Cecil.
When you go berserk, it’s like being the fastest in battle all by yourself.
The quality of strength is different!
Berserk becomes weaker with each series.
>>13312 is probably quite strong.
>>137The Berserk level 12 significantly increases firepower, so if you know about it, you would normally use it.
It’s a game that makes it easy to divide roles in hate management.
>>133In FF5, while the performance of Berserk hasn’t changed, the ATB system is slightly altered in the port.
Since the old smartphone, it has become something not bad as an option.
Berserk’s convenience changes with each port or remake, even if the same numbers are used!
The ranged weapons of Pikurika are strong!
The arrows have zero consumption, so they’re extremely easy to use.
Only Cecilia’s speed affects the speed of the entire world, so strange things happen.
Since it doesn’t make sense, it’s reckless for an ordinary person to imitate it.
But I really like how Lydia, who capped her stats with apples, single-handedly spams bombs while avoiding Zeromus’ magic and rampaging.
>>146It’s fine to play however you like, even if it’s clearly not normal gameplay!
>>146If you’ve poured that much love into Lydia, I can’t say anything.
>>146It looks like they’re swinging around some weird weapon.
Using the duplication bug in the FC version of 3 to increase myrrh and dual-wielding looks cool.
In addition to its attack power, the status bonuses are amazing, so Avenger is way stronger than Holy Lance.
There was a counter in Secret of Mana 3 too.
When you seal the counter and final attack, it starts doing strange movements, which is something that often happens in 5 as well.
I think it’s a design that reflects the boss’s personality at the counter 456.
The area around the ancient library from the firepower ship is well-equipped for thieves.
>>157It’s a ninja, right?!
I want to see you slice a lot with the sword at level 3, so I’ll remove it.
I don’t remember ever getting the rarest drop in FF4.
>>160The Glass Mask?
>>160I experienced a strong sense of otherworldly reincarnation at Pikurima before the update, with drops coming in abundantly.
If you obtain it at the time of FF5, it is pretty strong.
Looking at the specifications, the special attack is strong, both in 4 and 5.
It’s a good game that allows you to progress by grinding for levels without having to do that.
If it’s fine within the framework, then of course glass and Krillin, as well as hidden summon beasts like Mind F, are also in the highest rarity category.
In terms of difficulty, the Glass Mask, which has a maximum of only two characters appearing, might be the most challenging.
The Pudding Princess that appears in groups of five with a guaranteed alarm is still quite emotional.
It’s Rinoa’s early weapon, but it looks like a toy.
Is it because of the sound?