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What about this??

Posted: 23rd June 2004 03:26

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Lunarian
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I've not the opportunity to try this, but if Mustadio had two-swords support ability, will he be able to equip and attack with two guns/spell guns? When I can, I'm gonna' try this out.

And what about Orlandu using All Swordskill with two swords? Please keep in mind, that I prefer non-one-sided battles, but for those that do, I'm sure you'll love these combinations (assuming they work as I presume they do).

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Posted: 23rd June 2004 11:50

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No gun equipper can equip two guns; it's not possible under the game engine.

As for All Swordskill, I might be wrong on this one, but I am pretty sure that none of them can be used with two-swords either. Knight's break skills can be used with two swords, though, giving you two chances to break the equipment.

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Posted: 23rd June 2004 12:25

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Cetra
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You're absolutley right, R51. Too bad about All Swordskill not working with Two Swords. meh.

The gun idea should work, in theory, since the gun is a one-handed weapon and you can equip a shield while using one. How sweet would that have been? thumbup.gif

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Posted: 23rd June 2004 13:39

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Lunarian
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Yeah...then you could have double sniped too, cause it works with two weapons. But let's be honest...have you seen the way they handle those guns??? They look so unweildy, I highly doubt they could handle two fo them?

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Posted: 23rd June 2004 15:12

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Onion Knight
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Then again, every weapon is pretty unwieldy in FFT... Even Katanas. They're supposedly elegant weapons, but they use the same attack animation as every other 1 range weapon. tongue.gif

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Posted: 23rd June 2004 15:32

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I'm with Ancient on the guns. In the formation menu, when you look at a gun on the item list, it looks like a revolver.... but when you see a character or enemy unit firing one, it resembles a small bazooka. blink.gif

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Posted: 24th June 2004 01:10

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Thanks for alla your input. Now I know I won't have to do anything unnecessary just for reasons of curiosity.

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"Thought I was dead, eh? Not until I fulfill my dream!"
Seifer Almasy


"The most important part of the story is the ending."
Secret Window


"Peace is but a shadow of death."
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Posted: 25th June 2004 06:50

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Cactuar
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Unfortunately, you can’t equip two guns, but I’ve found a neat strategy to use with Mustadio or gun-wielding Chemists. Use Battle Skill (Knight ability) as the secondary ability. Most melee warriors (knights, samurai, etc.) are well defended against equipment breaking attempts by swords, but they’re more vulnerable against arrows, and even more so against bullets. I’ve found that most attempts to break equipment when using guns are successful.

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Posted: 25th June 2004 14:06

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Mustadio is my man in Tactics. I've never been told that this is correct, though, so maybe one of you can help me out with this...

The blast gun, glacier gun, blaze gun, and stone gun's damage are all magic, based, correct?

So the best thing to do with Mustadio is beef up his MA. I do it with a Flash Hat, Aegis Shield, and Magic Bracer.

Is that accurate, about the damage from those guns being based on MA and not PA? And if so, anyone have any better ideas on bumping up his MA?

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Posted: 25th June 2004 15:11

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Onion Knight
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I've always thought that those Guns were magic-based as well. Your equip set-up is pretty good, but you should consider using a Wizard Outfit as well... The HP loss won't affect a long-range fighter like Mustadio.

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Posted: 25th June 2004 15:17

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A Wizard Outfit doesnt boost, MA, though. It just gives some additional MP. I usually stick with Secret Clothes or a Rubber Suit, since I can't find any armor he can wear that boosts MA... or am I missing something?

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Posted: 25th June 2004 17:40

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Cactuar
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Quote (Hamedo @ 25th June 2004 09:06)
The blast gun, glacier gun, blaze gun, and stone gun's damage are all magic, based, correct?

So the best thing to do with Mustadio is beef up his MA.

I thought so too, but when I replayed Final Fantasy Tactics using the Gameshark (with all stats maxed out), swords and spells were hitting for max damage, but the elemental guns only did between 100 and 200 damage unless the target was weak against that element.

This post has been edited by Magicite on 25th June 2004 17:41

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Posted: 25th June 2004 17:56

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I don't think they are capable of more than 200 damage under normal circumstances. I did, though, do 560 damage once with the blaze gun to a goblin (weak against ice elementals). That is by far a rare event, though. I'm mostly wondering if theres a way to up the % of times you get a level 3 spell rather than a level 1 or 2 with the elemental guns. Im guessing there isn't, but maybe one of you know better.

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Posted: 25th June 2004 18:07

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Quote (Magicite @ 25th June 2004 19:40)
Quote (Hamedo @ 25th June 2004 09:06)
The blast gun, glacier gun, blaze gun, and stone gun's damage are all magic, based, correct?

So the best thing to do with Mustadio is beef up his MA.

I thought so too, but when I replayed Final Fantasy Tactics using the Gameshark (with all stats maxed out), swords and spells were hitting for max damage, but the elemental guns only did between 100 and 200 damage unless the target was weak against that element.

That's because magical guns' damage are not affected by MA : they're affected by the gunner's Faith and the target's Faith, like any spell, but there damage are also randomized (between 3 fixed numbers, corresponding to the 3 levels of spells the gun can cast).
And while we're on the subject, the Stone Gun is not a magical gun, it's a physical gun, so it's not affected by Faith, nor does it have a random value added to the calculation.
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Posted: 25th June 2004 18:12

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Thank you so much, Mr. Thou. The stone gun I've never even bothered to try poaching for, but its good to know that it's not affected by the same properties as the other three are.

So MA has no effect.... just faith. And the level of spell produced is random between the three, and there's no way to increase the % for the level 3 at all?

Kindof a buzzkill.... you really stole my thunder, bro. Here I was pumping up his MA thinking I could maybe break 300 damage on a routine attack. *sigh* At least I know now.

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Posted: 25th June 2004 18:23

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Quote (Mr Thou @ 25th June 2004 13:07)
That's because magical guns' damage are not affected by MA : they're affected by the gunner's Faith and the target's Faith, like any spell, but there damage are also randomized (between 3 fixed numbers, corresponding to the 3 levels of spells the gun can cast).

That explains it. When I used the Gameshark, I never maxed out my Faith, because if Faith is too high, the character might leave. However, it should work on Mustadio, because he won’t leave the way a random character (ordinary Chemist) will leave.

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Posted: 25th June 2004 18:49

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Once he is a full fledged member of the team, he can leave due to high faith or low brave, same as anyone else. Only guests will not leave due to these two extremes.

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Posted: 25th June 2004 19:53

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Yeah, everyone who isn't Ramza or a guest can eventually leave the party if their faith gets too high. That's no reason not to pump up their Faith points though, since you'll get warnings if it's starting to get too high.

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Posted: 26th June 2004 01:52

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I would think that putting Mustadio (or any other character) as a Priest, Wizard, or other primary magic-user would increase his/her faith level if the Oracle's faith-increasing abilities isn't permanent. I haven't played in over two years, so my memeory is a bit shotty.

This post has been edited by FabulousFreebird on 26th June 2004 01:52

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"Thought I was dead, eh? Not until I fulfill my dream!"
Seifer Almasy


"The most important part of the story is the ending."
Secret Window


"Peace is but a shadow of death."
Kuja
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Posted: 28th June 2004 12:44

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Changing classes has no effect on Faith at all, as far as I know.

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Posted: 28th June 2004 18:44
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I believe that spell guns are calculated the same way as the spell cast when they are used, but using the gun's WP as MA.

No, changing classes does not affect Faith. The Mediator's Preach and Solution abilities affect permanent Faith by 1/4 of the amount shown in the battle in which they are used (the remaining 3/4 is for that battle only). The Oracle abilities 'Pray Faith' and 'Doubt Faith' do not affect Faith; they give the respective status effects 'Faith' and 'Innocent'. These status effects give effective Faith of respectively 100 and 0, but have no effect on the Faith stat.
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Posted: 29th June 2004 12:13

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Someone explain the Faith Rod to me, then. It gives 100 Faith during battle, correct? But just for the battle... not permanently?

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Posted: 29th June 2004 14:53

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The faith rod gives you Faith status, which means, like JVTruman said, that your character will have a faith of 100, without the actual faith level being changed. Makes you the ultimate magic user, without any fear of leaving the party for excessive faith, because your real faith level isn't changed AT ALL (also makes you very sensitive to enemy magic, but you can't have it all).
The faith rod can also add the Faith status with each hit (around 25% of the time, I think).
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Posted: 29th June 2004 16:37

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Sweetness. Thank you, Mr. Thou. If I ever decide to venture into the realm of building a magic-based party, I'll have to remember that. For the time being, though, I reckon I'll stick with my tanks. happy.gif

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Posted: 1st July 2004 15:13

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Faith Rod, eh? My friend uses Reis as a Calculator with that item... To say the least, it pwns. tongue.gif

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