If you're familiar with FFX's system, you can probably get away with just skipping down to the characters below (though you may want to at least glance over them there's some useful info in there, including all the equipment options). It should provide all the pertinent information about FFX in the DL, as well as providing you with oodles of mechanical information for those who like the stuff (there has to be more than just me.). 1.6.1.3 AVS Mods 9.28 By PKmods SIMPLE THE BEST MOD PACK MONEY CAN BUY FOR WoT FIRST COMPLEX MOD PACK FULLY WORKING WITH A 64BIT GAME CLIENTThis is the third incarnation of the FFX stat thread, and the second made by me. How do I change the language for DMG to English, it is currently displayed in Russian. 1.6.1.3 Simple Efficiency and WN8 Calculator By Ekspoint, Armor & WoTSpeak By PKmods on October 28.Use Trio of 9999 and partner that armour with Auto-Potion to survive all attacks aside from Energy Blast.Thanks go to everyone who helped with the first two FFX stat thread: Super, Meep, Sage, Crystalgate, Cmdr. Multiplier Max Damage Output For Ignis Max Rage Output For Gladio Max Clarity.Minimum damage/heal becomes 9999 (Door To Tomorrow+Wings To Discovery/Underdog's Secret/Gambler's Spirit, Gambler's Spirit+Gambler's Spirit) Hero Drink: Special Effects: One Ally-Always deal critical damage (Potion+Luck/Fortune Sphere/Designer Wallet, Hi-Potion+Fortune Sphere) Miracle Drink: Special Effects: Frontline-Always deal critical damageAnother strategy is equipping an armour with Break HP Limit to survive Energy Ray's fixed 9999 damage (even just having 10,000 HP can make this fight way easier). Enjoy.Our FINAL FANTASY X/X-2 HD Remaster trainer has over 7 cheats and supports.
![]() If you don't know what that means, don't worry about it.MAG/Magic: The stat upon which many attacks (mainly magical) are based. FFX defence is not linear, but instead operates on a sort of reverse quadratic, with higher defence getting progressively less significant from an absolute standpoint. Note that damage rises cubicly with Strength.DEF/Defence: Reduces physical damage to the character. If you can't afford the cost, you can't use the ability.STR/Strength: The stat upon which many attacks (mainly physical) are based. Microsoft office 2011 for mac free downloadThe exact dodge rate based on Evade hasn't been determined (too many factors involved), as far as I know, but it's not a percentage. Besides that detail, having more FFX Agility is always better, and makes for turns earlier in the battle, as well as doubleturns down the line.EVA/Evade: Allows character to evade physical attacks. Having higher Agility is only worth more at whenever certain benchmarks are reached beyond that, it is good only for tie-breaking. Slightly more complicated than it looks. Take this stat as you will. It does indicate a major struggling with even small enemy evade, however. Having low Accuracy isn't necessarily bad, as a character with no evade will still be hit 100% of the time. Does damage based off Strength.Skills: Skills are physical attacks with added properties. Subject to physical defence UNLESS the character is using a Celestial weapon. Evadable, physical damage. They are:Attack: Physical attack. Note that Skills have an attached MP cost but are NOT magic in any sense.White Magic: A kind of magic. As such, they are all physical, evadeable damage based off Strength. Skills inherit all the properties of a physical attack, as well as the weapon used in the attack (in particular, the weapon's element, added status, and Celestial bonuses/penalties (see below)). Neither are subject to Reflect (unlike all other Magic), and Demi has the additional unusual property of ignoring any and all magic defence (though it can still be reduced by Shell and Shield status). However, Black magic has two exceptional spells: Demi, and Ultima. Other than that, see White Magic. Note that FFX has no Magic Evade whether or not you allow offensive magic abilities to be evaded by other games' magic evade is up to you (personally, I do without exception).Black Magic: Black Magic, despite the name, is actually identical to White Magic in all ways but one: it can be used with Doublecast, one of Lulu's abilities. Healing and damaging White Magic is based off the Magic stat, and damaging magic is subject to target Magic Defence and is magical damage (duh). They inherit the properties of Specials, such as being neither physical nor magical (note: this is sometimes counterintuitive, see Blitz Ace, Fire Fury, etc.) and ignoring evade and Protect/Shell/Reflect, as well as ignoring the equipped weapon of the character (again, counterintuitive for some Overdrives). Most Specials have no MP cost, but there are a few exceptions.Overdrives: Overdrives are in most senses Specials (even triggering the same counters, in-game). All Specials ignore evade and Protect/Shell/Reflect, and the equipped weapon of the character, though. Although they are neither physical nor magical, some may do damage that is reduced by defence or magic defence. Ffx Passing 9999 Dmg Full Overdrive Gauge(I generally don't consider this in the DL.)Summon: The seventh command, available only to Yuna. Next turn comes three times faster. See below for more information on the Overdrive Gauge.Defend: Halves all physical damage taken until next turn, which comes 50% faster than usual.Switch Equipment: Change equipped armour or weapon (but not both) to another equip in inventory. They can only be used when the character has a full Overdrive gauge, and using them fully drains the Overdrive gauge. These are markedly different from normal weapons in that, not only are they loaded with powerful abilities, they have two special properties:-Attacks and Skills used with the weapon ignore defence. Of note, Summon can not be blocked by Silence.Every FFX PC has a Celestial Weapon. Yuna has eight Aeons available to be summoned. An Aeon once killed can not be resummoned during that battle. If the Aeon is killed, then, at the end of the turn that the killing blow is delivered, Yuna (and party, if applicable) return to the battlefield, their previous status preserved exactly. Most Aeons have First Strike (exceptions: Sandy and Mindy) so the Aeon will immediately get a turn after summoning. This cap-breaking applies not only to attacks with the Celestial weapon, but to ANY damage done by the character, for example Overdrives, magic (even Demi), and healing.-Triple Overdrive: Character gains Overdrives at 3x normal speed (see below).Note that, since Celestial weapons are assumed as default in this thread, that I'll also be assuming Break Damage Limit and Triple Overdrive for all characters. Again, this special formula does not apply to Overdrives, meaning Overdrives will do identical damage regardless of whether or not its user has a Celestial weapon equipped.Additionally, every Celestial weapon has the following two abilities:-Break Damage Limit: Character can do up to 99999 damage per hit, instead of the default 9999. This formula varies by Celestial weapon, and will be detailed with each individual character. I personally allow only the very common modes that will be gotten naturally in a normal playthrough of FFX (in particular, I disallow Loner). Note that in-game, it is possible to start any battle with any/all PCs and Aeons at full Overdrive, but I think everyone agrees this does not apply in the DL.FFX characters can choose between a few different Overdrive modes. It starts at 0%, and ODs can only be used when the gauge reaches 100%. Note that only healers can OD with this mode.Warrior: Gain OD gauge by dealing damage. OD gauge charges at (DamageReceived / MaxHP * 90%) per hit taken. Note that the PC must choose ONE method, and stick with it for the battle.The following figures assume Triple Overdrive:Stoic: The most basic Overdrive mode. ![]()
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