Posted: 19th September 2006 22:38
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![]() 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
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Posted: 20th September 2006 00:22
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![]() Posts: 210 Joined: 8/3/2005 Awards: ![]() ![]() ![]() |
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
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Posted: 20th September 2006 15:08
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![]() Posts: 1,255 Joined: 27/2/2004 Awards: ![]() ![]() ![]() |
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
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Posted: 25th September 2006 11:58
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![]() Posts: 52 Joined: 17/6/2006 Awards: ![]() ![]() ![]() |
On flat maps Move +3 is better than Teleport. On others, it's debatable.
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Post #131304
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Posted: 25th September 2006 21:45
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![]() Posts: 210 Joined: 8/3/2005 Awards: ![]() ![]() ![]() |
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. ![]() 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
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Posted: 27th September 2006 15:43
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![]() Posts: 1,255 Joined: 27/2/2004 Awards: ![]() ![]() ![]() |
How many flat, terrain free maps are there in the game again?
-------------------- "That Light has bestowed upon me the greatest black magic!" |
Post #131455
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Posted: 27th September 2006 16:09
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
Next to none, TA. You know what he meant, though.
![]() 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
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Posted: 27th September 2006 16:30
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![]() Posts: 1,255 Joined: 27/2/2004 Awards: ![]() ![]() ![]() |
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
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Posted: 27th September 2006 16:34
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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. ![]() -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #131466
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Posted: 28th September 2006 02:10
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![]() Posts: 210 Joined: 8/3/2005 Awards: ![]() ![]() ![]() |
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. ![]() 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
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Posted: 28th September 2006 12:19
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![]() Posts: 2,336 Joined: 1/3/2004 Awards: ![]() ![]() ![]() ![]() ![]() ![]() |
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. ![]() 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. ![]() -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #131534
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Posted: 28th September 2006 13:58
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![]() Posts: 1,255 Joined: 27/2/2004 Awards: ![]() ![]() ![]() |
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
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Posted: 20th April 2008 05:46
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![]() Posts: 759 Joined: 3/12/2006 Awards: ![]() ![]() ![]() |
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
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Posted: 21st April 2008 22:46
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![]() Posts: 210 Joined: 8/3/2005 Awards: ![]() ![]() ![]() |
Thread necromancy? How about user necromancy?
![]() 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
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Posted: 21st April 2008 22:59
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![]() Posts: 1,519 Joined: 12/9/2005 Awards: ![]() ![]() ![]() |
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
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Posted: 28th April 2008 06:52
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![]() Posts: 57 Joined: 4/1/2007 Awards: ![]() ![]() ![]() |
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?
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Post #166151
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Posted: 28th April 2008 11:34
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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
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Posted: 30th April 2008 01:54
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![]() Posts: 121 Joined: 29/7/2007 Awards: ![]() ![]() ![]() |
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
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Posted: 2nd May 2008 22:06
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![]() 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
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