CoN 25th Anniversary: 1997-2022
Teleport Questions

Posted: 19th September 2006 22:38

*
Returner
Posts: 9

Joined: 12/2/2005


Apologies if these are already covered on the site, I searched but couldn't find the answers to these questions.

Does teleport ignore height.? Would you suggest teleport or ingore height for a charcater?

What is the success rate of teleport? I think I once remember hearing it's -5% for every square out of the characters range?

Thank you.
Post #131010
Top
Posted: 20th September 2006 00:22

*
Black Mage
Posts: 210

Joined: 8/3/2005

Awards:
Member of more than ten years. Member of more than five years. 
It does ignore height, making it better IMHO than Ignore Height, which only ignores height. Unless you don't feel like getting a few mage levels for some reason.

Teleport's success rate is 100% within your listed movement range, and -10% for every square out of range. If your range is 3, and you try to move 5 spaces, your success rate is 80%.

--------------------
Wasabi Viniagrette: Mix 1/3 C rice vinegar, 2 Tbsp sesame oil, and 2 tsp powdered wasabi. Excellent over cold udon noodles and shiitake mushrooms for a Japanese pasta salad.
Post #131021
Top
Posted: 20th September 2006 15:08

*
Lunarian
Posts: 1,255

Joined: 27/2/2004

Awards:
Member of more than ten years. Member of more than five years. 
Teleport is unquestionably the best movement ability.

Although Find-Move certainly has its uses.

--------------------
"That Light has bestowed upon me the greatest black magic!"
Post #131049
Top
Posted: 25th September 2006 11:58
*
Treasure Hunter
Posts: 52

Joined: 17/6/2006

Awards:
Member of more than ten years. Member of more than five years. 
On flat maps Move +3 is better than Teleport. On others, it's debatable.
Post #131304
Top
Posted: 25th September 2006 21:45

*
Black Mage
Posts: 210

Joined: 8/3/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote (Fuzzypickles @ 25th September 2006 06:58)
On flat maps Move +3 is better than Teleport. On others, it's debatable.

Eh, I'd say it's more a matter of preference -- unless the unit is female, in which case Move+3 isn't an option. wink.gif On flat maps, with Teleport you can get behind an enemy in 2 panels, a move which chews up four panels if you have to hoof it.

On the other hand, Move+3 also extends your Ninja's Throw range to its maximum, whereas Teleport doesn't raise it at all.

I typically go for Teleport (or Move+2, or even odd stuff like Move-HP Up) just because Move+3 is expensive -- 1000 JP plus however many it takes to get level 4 in both Summoner and Mediator.

--------------------
Wasabi Viniagrette: Mix 1/3 C rice vinegar, 2 Tbsp sesame oil, and 2 tsp powdered wasabi. Excellent over cold udon noodles and shiitake mushrooms for a Japanese pasta salad.
Post #131334
Top
Posted: 27th September 2006 15:43

*
Lunarian
Posts: 1,255

Joined: 27/2/2004

Awards:
Member of more than ten years. Member of more than five years. 
How many flat, terrain free maps are there in the game again?

--------------------
"That Light has bestowed upon me the greatest black magic!"
Post #131455
Top
Posted: 27th September 2006 16:09

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
Next to none, TA. You know what he meant, though. wink.gif

Generally, Move+3 is what I use. When you absolutely need to move at certain times in a fight, you simply can't afford to gamble.

I'll take a sure bet over a handsome gamble any day. Just my opinion.

--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #131456
Top
Posted: 27th September 2006 16:30

*
Lunarian
Posts: 1,255

Joined: 27/2/2004

Awards:
Member of more than ten years. Member of more than five years. 
Right, well my point is: Even if you use Teleport only with 100% certainty, half the time you get just as far as you would with Move+3 because of obstacles and hills and water, etc.

--------------------
"That Light has bestowed upon me the greatest black magic!"
Post #131462
Top
Posted: 27th September 2006 16:34

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
I don't know exactly why, but I am extremely prejudiced against any attack or ability that is a "maybe".

I look at teleport the same way I look at Reis' dragon breath attacks.... that is to say, with extreme disdain. smile.gif

--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #131466
Top
Posted: 28th September 2006 02:10

*
Black Mage
Posts: 210

Joined: 8/3/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote (Hamedo @ 27th September 2006 11:34)
I don't know exactly why, but I am extremely prejudiced against any attack or ability that is a "maybe".

I look at teleport the same way I look at Reis' dragon breath attacks.... that is to say, with extreme disdain. smile.gif

Aren't most skills in the game "maybes", though? You've got Draw Out, Summon, Geomancy, and sword-based magic death from the sky that are 100%. Just about anything else can be evaded. Not trying to be a mule -- if you don't like Teleport, you don't like Teleport -- just trying to wrap my head around this one.

I guess maybe it's the level of risk you're comfortable with? I'm with you on Reis' Holy Breath (Bracelet?) -- two hits in a 13-panel field is just lame -- but Teleport works often enough for me.

--------------------
Wasabi Viniagrette: Mix 1/3 C rice vinegar, 2 Tbsp sesame oil, and 2 tsp powdered wasabi. Excellent over cold udon noodles and shiitake mushrooms for a Japanese pasta salad.
Post #131516
Top
Posted: 28th September 2006 12:19

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
There's a certain risk level that I'm willing to accept.

For instance, any physical attack has a chance of missing, or being blocked, or being dodged. However, I can take certain steps to minimize that risk to where it is almost nil.

Magic I never use in FFT, part out of preference and part out of the gambling aspect, so I won't go into that here.

Draw out is a sure bet. It works every time, guaranteed. The only risk involved is breaking the sword, which can be offset by having more in inventory.

Instant death attacks are nice eye candy, like Lich and Crush Punch, but they are hardly anything I would ever rely on in a battle on Bariaus Hill against 5 dragons and a Tiamat/Hydra. Lightening Stab and regular two sword attacks for me, please and thankyou. thumbup.gif


Movement of characters isn't an "important" aspect of FFT. It's a vital aspect. When I absolutely, positively need to move... such as to escape the blast radius of a spell, or to get to a fallen teammate before they crystallize... I simply will NOT put my faith in anything that is not risk free. Move +3 FTW, in my book anyway. smile.gif



--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #131534
Top
Posted: 28th September 2006 13:58

*
Lunarian
Posts: 1,255

Joined: 27/2/2004

Awards:
Member of more than ten years. Member of more than five years. 
But what I'm saying is that if you teleport within the 100% certainty range you still alot of times move as far or farther than you would with Move + 3 because you have the benefit of always taking the straightest path with no impediments.

Moving 'around' things is a vital aspect of FFT. Rushing halfway across a flat map rarely matters.

--------------------
"That Light has bestowed upon me the greatest black magic!"
Post #131548
Top
Posted: 20th April 2008 05:46

*
SOLDIER
Posts: 759

Joined: 3/12/2006

Awards:
Member of more than ten years. Member of more than five years. 
After almost 2 years of death... I command ye, old thread, to LIVE AGAIN!!!

***Threadcromancy Successful!***

So anyway, I'm just recently getting into tactics again after my most non-triumphant first time, and my Time Mage learned teleport, which has been tasty and fun in just about all uses. Although I did have some other questions about it:

How many people use teleport as a method of movement in typical battles with their characters?

Will the odds of succeeding fall completely to 0% at some point, or will there remain a 1% chance at the long distance travels?

For people that use teleport: It's obviously not restricted to just mages, so what job classes work exceedingly well with teleport? (Granted, anything would be good to just *pop* + attack, but beyond that, what is good in ranges and tactics beyond the obvious?

And beyond the dispute done years ago on the topic, what other pros and cons do suppoerters/non-supporters have on the subject?

--------------------
If internal struggles were as enjoyable and glamorous as the self conflicted wars within video game characters, we would all be statues, reveling in perpetual self war. -Me

Play me on Rock Band 2, GH-WT, or any other Xbox GH!
Xbox Gamertag-MeanJerry
Post #165816
Top
Posted: 21st April 2008 22:46

*
Black Mage
Posts: 210

Joined: 8/3/2005

Awards:
Member of more than ten years. Member of more than five years. 
Thread necromancy? How about user necromancy? biggrin.gif

Don't know for sure on the percentages. My best educated guess is that it drops to zero, as people use failed teleports to daisy-chain Degenerator traps and I've never heard any of them complain about it succeeding at very long ranges.

Ninja aside, I don't know that there are classes that really work better or worse with Teleport, any more than there are classes that really work better or worse with Move+3. Freedom of movement is a pretty straightforward affair.

Other pros and cons...well, Teleport lets you go up steep inclines without worry, not even Ignore Height does that. Then again, the island at Bariaus Valley is the only place I can think of offhand with inclines that steep. Umm...well, like I said before, failed Teleports can daisy-chain Degenerator traps, but that's a special situation you don't find in a normal playthrough. Y'know, I think we may have beaten the dead horse to pieces on this one.

--------------------
Wasabi Viniagrette: Mix 1/3 C rice vinegar, 2 Tbsp sesame oil, and 2 tsp powdered wasabi. Excellent over cold udon noodles and shiitake mushrooms for a Japanese pasta salad.
Post #165892
Top
Posted: 21st April 2008 22:59

*
Crusader
Posts: 1,519

Joined: 12/9/2005

Awards:
Member of more than ten years. Member of more than five years. 
Quote (The Ancient @ 28th September 2006 08:58)
But what I'm saying is that if you teleport within the 100% certainty range you still alot of times move as far or farther than you would with Move + 3 because you have the benefit of always taking the straightest path with no impediments.

Moving 'around' things is a vital aspect of FFT. Rushing halfway across a flat map rarely matters.

if teleport is a sure thing at 5 panels, to move farther than move +3, you would have to have a move of one. 3 is a pretty average movement for classes, +3 will get you a sure thing 6, while teleport would have a 95% 6. with a class whose move is 4, thats a sure thing 7, plus germinas boots to get a sure thing 8, teleport would have an 85% 8.

Move +3 is better, plus, there isnt any gamble

--------------------
Aujourdhui a commence avec toi.
Post #165894
Top
Posted: 28th April 2008 06:52

*
Treasure Hunter
Posts: 57

Joined: 4/1/2007

Awards:
Member of more than ten years. Member of more than five years. 
I also agree that Move +3 is the better option. I was originally a teleport guy, but then I realized how much more effective Move +3 can be. Teleport is too risky and you cannot afford to lose turns because it fails. I wish there was a way to learn teleport 2. I wonder what the success rate is on teleport 2. Anyone have any educated guesses?
Post #166151
Top
Posted: 28th April 2008 11:34

Group Icon
Totes Adorbs
Posts: 9,306

Joined: 31/7/1997

Awards:
Second place in the CoN World Cup soccer competition, 2018. First place in CoNCAA, 2018. Celebrated the CoN 20th Anniversary at the forums. Vital involvement in the Final Fantasy IX section of CoN. 
First place in the CoN Euro Cup soccer competition, 2016. Voted for all the fanart in the CoNvent Calendar 2015. Voted for all the fanart in the CoNvent Calendar 2014. Third place in the CoN World Cup fantasy game for 2014. 
See More (Total 29)
Quote (cloud007 @ 28th April 2008 02:52)
I wish there was a way to learn teleport 2. I wonder what the success rate is on teleport 2. Anyone have any educated guesses?

Teleport 2 ignores move statistics and lets you teleport to anywhere with no chance of failure.

--------------------
"To create something great, you need the means to make a lot of really bad crap." - Kevin Kelly

Why aren't you shopping AmaCoN?
Post #166153
Top
Posted: 30th April 2008 01:54

*
Chocobo Knight
Posts: 121

Joined: 29/7/2007

Awards:
Member of more than ten years. Member of more than five years. 
teleport was cool until i ran into that time when it just refused to work, like 3 times in a row. so alas move +3 ftw, its just annoying when something just doesnt want to work

--------------------
"Change the world? no one can do that, Im not that naive!"
Post #166236
Top
Posted: 2nd May 2008 22:06

*
Returner
Posts: 3

Joined: 2/5/2008


Generally, Teleport is just better, and I use it for all my characters. Move +3 is great but has a few drawbacks:

-Only available for males
-You're still restricted on terrain
-You still have to move around obstacles (and if you're surrounded by the enemy you won't be moving anywhere)
-Available late in the game (under normal circumstances)

Teleports only fault is that it can fail if you try to move far away. However, you can move right through obstacles and go up/down to any height you need. This really shines in the Deep Dungeon where there are multiple "snake" map layouts as well as ones with obvious height differences throughout the map. If you have a class with move base of 4, you can move to any height in the map within 6 squares with an 80% chance of success ... not bad.
Post #166415
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members: