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MoogleBoss uploaded a new video
(2 hours ago)

Two more battles and I believe we're slowly getting to the end of the game (most people are at lv. 50-60 at this point).
At this point expect to se...
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Two more battles and I believe we're slowly getting to the end of the game (most people are at lv. 50-60 at this point).
At this point expect to see a lot of Raynie in my party. I haven't yet confirmed 100% that characters outside of the party receive less experience when outside of it (think Chrono Trigger), but from my non-lowlevel experience that certainly seems to be the case. Still, I'll doublecheck to ensure I'm not making the next battle against Viola harder than it should be by bringing an inferior character.
The intend behind giving Raynie extra experience is, to remind you, to learn G-Fire before the final battle, and therefore have high damage output that's consistent (unlike mana bursts which aren't practical).
Both of the boss battles in the video are unique in that they offer good steals.
The first is a battle against Heavy Thautomaton, which summons Floating Stones as the battle begins, and keeps summoning two more every time you've got rid of the first ones. This is why you should obviously destroy just one, minimising the damage they do (they can hit multi-target with Whiteout sometimes).
Turn breaks on the boss and one of the stones while Aht and Stocke co-operate to destroy the other stone. Then we keep stealing until it connects. We get La Tormenta, Raynie's best magical spear - extremely useful as we'll actually use it (not in the next battle though, as fear resistance is preferred in that one).
The boss is easily disposed in a decent combo (Dancing Dagger + Air Assault + Push Assault into a Volt Star trap).
Then we face 2 Dias Knights and their hooligan sidekicks - Gold and Sapphire. I just realised Aht lacked the ice-elemental star trap to penetrate the dinosaur's ice weakness (the tiger is weak to fire). That's fine, as we should instead focus on taking out the Dias knights in the back. Those provide healing, buffs to the front row, and we want to leave Gold and Sapphire alive alone before we start stealing.
This isn't very easy, as we have four enemies alive for a pretty long time - and the knights are only 3HKOd by the traps (too bad there's no Marco with his grapple). Raynie should use her turns for healing and everyone should use their turn breaks in a pinch.
Stealing from the two is surprisingly uncomplicated. They both carry two steals and even if we don't ever end up using them, we could always sell them to have more resources for the final battles and whatever else pauses a lot of trouble before that.
Next: Viola.
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MoogleBoss uploaded a new video
(1 day ago)

Levels at the start: Ephraim - 4(0) Orson - 3(0) + 20 Forde - 6(0) Kyle - 5(0)
Same ones as always, d'oh.
Though the chapter has an 'x' in its name, cont...
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Levels at the start: Ephraim - 4(0) Orson - 3(0) + 20 Forde - 6(0) Kyle - 5(0)
Same ones as always, d'oh.
Though the chapter has an 'x' in its name, contrary to what it might seem like, this is a map you can't skip. It has nothing to do with saving villages in the previous chapter.
We switch to Ephraim's story and finally we have a great Lord. Ephraim is just amazing - excellent growths (55% attack, 45% speed, 35% defence), lances and reliable 1~2 range. Since we're going to take Ephraim's path later on, we want him to have good growths on his first levels...
...and this is where things start going wrong. RNG rears its ugly head and insists that Ephraim doesn't get any good growths for 4 out of 5 level-ups in this stage. I actually restarted the map a couple times because the first two level-ups were always either just HP, HP and luck, or just skill, which I found infuriating. I'll let you decide which combination of the three above is the worst, but honestly, all three are as good as throwing 100 combat exp down the garbage can to me.
There's one time when RNG is condescending to me and gives me a really good level-up in, like, all the stats a melee unit wants and a few more. But overall it's laughing at me in this chapter, saying "oh, you restarted the chapter? well, you just wait until the new growths kick in and you'll wish you kept your earlier ones."
We also get Kyle and Forde, our Christmas cavalry. Cavalier is the one of the best classes in the game and you can't go wrong with any of them (besides Fiona in Radiant Dawn). Kyle has more speed and CON, meaning he'll be the one to double enemies first most of the time. Forde, on the other hand, has higher attack and defence, so he could tank hits. Both are really good, and if you ever feel like ignoring them in a normal run, it must be because you already have a trained Franz. But like they say, Cavalry is like a mother's heart - there's always room for one more.
In this chapter, we get to decide how much experience we feed Ephraim and how much should go to Kyle and Forde. Do we want to up their levels to increase the party average? Or do we want to keep them low-levelled, since a low-levelled Cavalier is way more useful than a low-levelled mage (this gets quite troublesome when you have 4 mages in the party at once)? Forde ended up being the low-levelled unit after the chapter was over, so we'll probably be seeing him soon on Ephraim's path.
Orson is a temporary member whom we don't want to give exp, but I send him to get the chests and, blasphemy - have him use the Silver Sword in the process. It's just really annoying passing those Steel Lances around until he catches up, that's all.
We're in no rush, slowly engaging enemies in groups up to three, and growing our units. After the boss is dead (a really slow Mercenary), I build the guys' support triangle, so that they have B support with one another during the next map. Kyle and Forde offer elements that are hardly the most desirable - wind and ice - but we get them so quickly that they're better than waiting for, say, Eirika's and L'Arachel's supports.
I make a stupid blunder once by positioning Orson into two enemies' range just as I unequip his Silver Sword (so that I don't forget to trade it to somebody else later), but two enemies isn't something we can't dispose of pretty easily.
I would say this chapter isn't very different from what you have in a normal game.
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Haven't played this one for a while, because I really needed access to Pokeathlon and desmume refused to let me start the game for some reason (it ...
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Haven't played this one for a while, because I really needed access to Pokeathlon and desmume refused to let me start the game for some reason (it used to work fine, but now all I get is that white screen of death). Solved my problem in an unorthodox way and moved on, finally.
Clair is the last gym leader in Johto, running a team of dragon-type Pokemon (and now also one pseudo dragon in Gyarados). She has the best movesets so far, especially her Kindra, demanding a full optimisation of resources. This is the reason why I needed Pokeathlon points and some good higher-levelled Pokemon for her.
Her new Pokemon in this generation is Gyarados, and surprisingly she doesn't know how to use it. Its only physical move is Bite, and the rest are special, so a Magneton caught at a really low level in the Safari Zone can safely switch in, para-hax it and start chipping away with Charge Beam. Chances are we won't succeed, so Graveler should switch in and finish it off with a Silk Scarf-boosted Selfdestruct (480 base power off a rather average attack stat for the enemy levels).
Our own Gyarados, however, kicks ass. I made use of the move relearner, getting rid of Strength and Surf and putting Waterfall and Avalanche in there. Avalanche has 60 base power and doubles in damage when following a damaging attack the turn it's used. Add NeverMeltIce for 20% extra damage and you get a 144 base power move coming off the great phys attack stat of our lv. 30 Red Gyarados. If it follows a Dragonair's attack (probably something like Dragon Pulse which we have enough special defence to not mind at all), it will OHKO.
The major problem is Kindra. Intimidate does nothing against it, as it runs only 3 special moves of great power and coverage - Hyper Beam, Hydro Pump and Dragon Pulse, plus Smokescreen for stall. Smokescreen is the reason why Gyarados can't switch in - its Avalanche and Bite will do ridiculous damage even after a lot of Leers, and it has to switch in and out after being accuracy-screwed.
My Pokemon of choice to castrate Kingdra's scary offence are Poliwrath and Wobbuffet, working in a duo. The former switches in (given Brightpowder though one of those Lens items to increase Hypnosis accuracy might've proved more effective but I haven't got yet) and sleeps Kingdra, switching out.
Now Wobbuffet switches in. Though it's bulky and boasts impressive health, Hydro Pump OHKOs it regardless. While Kingdra is asleep, it just waits for it to wake up and go for the kill while repeating Destiny Bond. The AI is too stupid to do anything about it and goes for the OHKO.
And for our victory, we get the Ris... oh wait, we get nothing.
So that's how that is. Now we aim for the Elite Four. Only thing still to figure out is how to evolve Pokemon like Graveler and Machoke. Machoke is of little use in the E4 but its evolution makes a WORLD of difference.
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MoogleBoss uploaded a new video
(2 days ago)

My levels at the start of this chapter: Eirika 10(1) Franz 3(88) Colm 3(33) Neimi 2(96) Vanessa 2(92) Artur 2(70) Lute 2(3) Natasha 1(0) Ross 6(48)-10
I just...
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My levels at the start of this chapter: Eirika 10(1) Franz 3(88) Colm 3(33) Neimi 2(96) Vanessa 2(92) Artur 2(70) Lute 2(3) Natasha 1(0) Ross 6(48)-10
I just looked at my recent videos and saw that my latest 5 videos are each from a different game. Reminds me when Kainmaster said I should finish older challenges before moving on, lol. It's fun for me to play different things and switch between one another since it gets less repetitive, and I guess I just upload whatever I've recorded, which happens to be challenges from different titles. Right now I think I have more Path of Radiance videos ready to be uploaded, than anything else, though.
Anyway, in our low level run through Sacred Stones, we're in chapter 5, where we recruit Joshua. I don't normally use him because the team I like to build for this game gets a lot of experience from me early on so it doubles just as well as Joshua does, plus hits harder and switched between different weapon types and ranges. I'm not a fan of Myrmidons, well not in this game anyway, but Joshua is low-levelled enough to matter in this challenge, so we might as well give him supports so that he functions better. I went with Natasha and Artur as his support characters. My aim isn't some sort of perfect support choices that go for a specific increase (e.g. in attack or avoid), but rather characters who are most likely to find themselves together in a map and have similar movement stats, so chances are they're not too far away from one another. Franz/Natasha still sounded like a good idea (because Seth won't be available, like, ever).
In the last map, I started building some supports and then after I got them to C level, I built them some more. Now we have B supports (and A support between Neimi and Colm) on the very first turn of this map. This means, among other things, that Ross can 1RKO Soldiers. Sure, Soldier is just about the most pathetic class you get to face (until Path of Radiance anyway) and its attack speed is usually stuck at 0 in the early chapters, but the fact that trainee Ross can 2HKO them with a Hatchet is pretty impressive. That, and he's been procing speed, which is very welcome.
This map is the reason why I've been keeping Franz low-levelled - he can travel far on his pony, counter 3 enemies at once with a Javelin and still survive and get to the villages before the bandits do. Vanessa runs essentially the same utility just with better movement (flight) and noticeably worse combat. You get a Guilding Ring for saving all the villages, and we'll want every promotion item we can get, so saving the villages is important.
Joshua can be a bitch to recruit, but he won't hit Natasha so just put her in his range but away from the axe fighter reinforcements and you're good to go.
With A LOT of favouritism, Ross makes it to lv. 10, so he'll be promoting after Ephraim's map. To keep the interactive thing going, Fighter or Pirate? I prefer Pirate since that lets me access Berserker later and extra critical is better than bow access, I think, but Fighters get better defence boosts during promotion iirc. In this challenge, short-term planning is a bit more important than long-term planning, IMO.
Also interestingly, Franz is lower-levelled than Moulder at this point. Not anymore, though.
Also, thanks to Toothache42 (and others) for suggesting a better VBA version. I don't have to stop recording to prevent my recording from being corrupted anymore.
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I first heard about the game 1 year or so ago, but I don't think I'll ever play it.
It will probably just depress me if I do.
Besides, I'm more than occupied with Koiiro Soramoyou, the best game of 2010 anyway. It has a fandisc too, YEEEESSS
Anyway, since I'm a cat man I consider calling me cat boy demasculation threat, so I must assume you're part of some 'mafia' and you're now added to my list of people to look out for.
So that's how that is.
In fact, I don't know enough to say anything useful at all.
What I can say however, is that tedious=bad, but I'm sure the emulator will be kind enough to help you out on that one.