CoN 25th Anniversary: 1997-2022
CHARGE 20

Posted: 12th November 2007 01:33

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xD... i wonder if anyone actually used this...

i actually never used this in battle. takes way too long T_T. by the time u charged. the enemy is gone already.



This post has been edited by Vitasoy on 12th November 2007 01:46
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Posted: 12th November 2007 01:51

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Doesnt take as long when you cast Haste 2, and yeah ive used it a couple of times.
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Posted: 12th November 2007 03:28

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I always use my JP on other stuff, so I haven't even gotten around to getting it. Sounds like it would be pretty nasty, though.

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Posted: 13th November 2007 09:01

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Quote (BanjoTheClown @ 12th November 2007 01:51)
Doesnt take as long when you cast Haste 2, and yeah ive used it a couple of times.

Funny, because Haste status does not affect the duration of slow actions (like charge, jump and charging spells and such) charging.

Charge+20 will always take 35 clockticks to resolve, whether under Haste status or not.

This post has been edited by ShinSR-71 on 13th November 2007 09:05

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Posted: 13th November 2007 14:59

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Well, I used it once on something that I had used Stop on, but it managed to escape while the attack was still charging. I was so annoyed that I moved one of my own characters into the space to be attacked, just so I could actually see it happen.

... And it was Blade Grasp'd. No such luck that time either.

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Posted: 13th November 2007 19:09

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Simply Useless. All That JP Can be used for Speed Save. Just the First three or four charges [till 7] are really useful for a Archer.

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Posted: 14th November 2007 05:42

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Have you ever had such a slow unit with Charge +20 that it actually shows its resolution as an infinity symbol? Yeah, the skill is practically worthless on principle, and just plain unwieldy otherwise.

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Posted: 14th November 2007 13:07

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Quote (Shotgunnova @ 14th November 2007 05:42)
Have you ever had such a slow unit with Charge +20 that it actually shows its resolution as an infinity symbol? Yeah, the skill is practically worthless on principle, and just plain unwieldy otherwise.

The speed of Charge+20 is independent on the unit, for it ALWAYS takes 25 clockticks to resolve. A 3 Speed Calculator gets a Charge+20 off exactly as slow as a Hasted 11 Speed Ninja would.

@ laszlow: Yeah, Stop wears off after 20 clockticks, while charging Charge+20 takes 35. biggrin.gif

This post has been edited by ShinSR-71 on 14th November 2007 13:09

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Posted: 14th November 2007 17:18

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Short Charge or Speed Break are the only ways to make Charge+20 useable. A fast character can help it despite what's been said already - not directly, but if you can get a full AT unit with Charge+20 on a character who just took their turn (AT 0), you can get an Oracle (Or Beowulf or a Mediator) to put it to sleep, or get in a Don't Move, or Stop, or...yeah.
Charge+20 is an example of a difficult to use skill that's nevertheless extremely useful if your party consists of the right kinds of support units for it.

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Posted: 14th November 2007 17:52

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Quote (Avelon @ 14th November 2007 17:18)
Short Charge or Speed Break are the only ways to make Charge+20 useable. A fast character can help it despite what's been said already - not directly, but if you can get a full AT unit with Charge+20 on a character who just took their turn (AT 0), you can get an Oracle (Or Beowulf or a Mediator) to put it to sleep, or get in a Don't Move, or Stop, or...yeah.
Charge+20 is an example of a difficult to use skill that's nevertheless extremely useful if your party consists of the right kinds of support units for it.

Short Charge doesn't work on Charge or Jump commands..
And also, having other units to cover for a unit with a skill like Charge+20 is just pointless. You might as well have it use Charge+7 and have other units use offensive skills also. Most negative statuses sans Sleep will be removed faster than Charge+20 resolving anyways.

Using Charge+20 is just stupid and pointless, as it takes far too long to resolve. You're better off using other offensive actions. The unit using Charge would get several turns while charging. If you use those turns for other offensive actions, the resulting damage would be far greater in the end than if you would have used Charge+20.

This post has been edited by ShinSR-71 on 14th November 2007 18:21

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Posted: 14th November 2007 19:10

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Then what's the point of anything that doesn't deal damage? =P I like using a diverse party, myself; where I COULD have five ninjas with Blade Grasp, I generally have a couple of physical attackers and some support magic.

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Posted: 14th November 2007 19:27

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Quote (Avelon @ 14th November 2007 14:10)
Then what's the point of anything that doesn't deal damage? =P I like using a diverse party, myself; where I COULD have five ninjas with Blade Grasp, I generally have a couple of physical attackers and some support magic.

Oh, please. Not using Charge+20 doesn't discourage party diversity - it's just tremendously inefficient. There are hundreds of ways to administer a OHKO besides Charge+20, and not very many of them involve dozens of clockticks and Speed Breaking over and over.

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Posted: 14th November 2007 20:33

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Quote
Oh, please.  Not using Charge+20 doesn't discourage party diversity - it's just tremendously inefficient.  There are hundreds of ways to administer a OHKO besides Charge+20, and not very many of them involve dozens of clockticks and Speed Breaking over and over.

That's...not what I said. I was asking what the point of doing anything that doesn't deal damage is, if not using support abilities to enable a hugely damaging, slow attack to go through was such a bad idea. Who said you needed to beat every battle in X turns? =P

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Posted: 14th November 2007 22:54

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Quote (Avelon @ 14th November 2007 19:10)
Then what's the point of anything that doesn't deal damage? =P I like using a diverse party, myself; where I COULD have five ninjas with Blade Grasp, I generally have a couple of physical attackers and some support magic.

There is nothing wrong with some support magic, but it's generally not needed if the opposition doesnt have anything threatening. Using your support to help a unit get a Charge+20 hit is using your support the wrong way.

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Posted: 14th November 2007 23:36

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Quote
There is nothing wrong with some support magic, but it's generally not needed if the opposition doesnt have anything threatening. Using your support to help a unit get a Charge+20 hit is using your support the wrong way.

I disagree - if you win the battle with your troops and equipment intact, you've obviously done it correctly. =D It may be slow, but it's a lot of damage in one hit, and if the enemy is sleeping it's just excessive. It's fun to watch a Charge+20 hit even if it's not the most efficient way to take out an enemy.

EDIT: If you go for efficiency you don't use Archers (or 'Charge') anyway. You use Summoners with Half MP and at least one character able to use 'Pray Faith'.

This post has been edited by Avelon on 14th November 2007 23:38

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Posted: 15th November 2007 09:33

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You have never played FFT versus another player have you?

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Posted: 15th November 2007 17:34

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Quote (ShinSR-71 @ 15th November 2007 04:33)
You have never played FFT versus another player have you?

I dare say most of us haven't, mate.

And charge 20 sucks.

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Posted: 20th November 2007 18:40

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The only time I use it is when I'm just messing with an enemy. I surround it so that it can't move and then proceed to attack with Charge +20......just because I can

And then I realize I'm an idiot b/c I'm actually using CHARGE
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Posted: 20th November 2007 19:02

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Posted: 21st November 2007 03:40

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Quote
You have never played FFT versus another player have you?

Considering the game doesn't have a VS mode...no, I have not. But I don't know what that has to do with the current topic?

This post has been edited by Avelon on 21st November 2007 03:40

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Evil's friend and virtue's foe;
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Posted: 26th November 2007 10:07
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Why, it does. The PSP version at least. But you'd need at least two PSPs and two disks with the game to play. It's kinda tricky to get wink.gif I was lucky tho as I had a roommate that played FFT on PSP, so I played a few melee battles with him, bit it was rather pointless because he was like 40 levels over me...
Well, whatever. On the topic - what's charge 20? Is it the same what is called Aim +20 in PSP version? If it is, it doesn't seem to have fixed number of ticks to hit - it seems to depend on speed somehow...
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Posted: 28th November 2007 21:51

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Quote (Kane @ 20th November 2007 18:40)
The only time I use it is when I'm just messing with an enemy. I surround it so that it can't move and then proceed to attack with Charge +20......just because I can

And then I realize I'm an idiot b/c I'm actually using CHARGE

Kane, in your opinion is useful a Charge+20 and charges in generally combined with knight job ? Just now i was thinking about that combo.

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