I'm pretty sure the gap in the barrier tower is supposed to be where the actual entrance is. It doesn't do anything because the door's still locked since the group snuck in. Basically, just a neat little bit of environmental detail for the folks who would otherwise be like "Wait, the tower doesn't have an entrance on the inside!"
That makes a lot of sense. I'm pretty bad at getting stuff like that, I tend to only see things as what they are for the player, rather than what they are for the world. Although there is a part of me that wishes Bartz would be like "we can't go through this way, it's the exit!" to make my pea brain satisfied.
@@Suprapika Yeah, that's legit. I know I'll occasionally prod it when I'm running the Career Day randomizer just because I always forget if it does anything.
My favorite silly "why is this allowed" in FF5 is that you can bypass Ex-Death's phase 1 form's immunity to berserk with !Mix (Kiss of Blessing), and not only will that phase become stupid easy due to no magic, but it disables his phase change so beating his first form just ends the fight right there. I think it might be an issue of him being immune to debuffs, but since Kiss of Blessing is a buff, it somehow still works.
When it comes to Final Fantasy 1's Intelligence stat, it's not the only one that does nothing. Luck also does nothing, Thief being able to always run away, have high Luck growth, etc. is actually several other misaimed pointers happening to line up perfectly and make him function as intended. It's actually checking a combination of the party position of the person trying to run and the status ailment value of someone in another party slot and not interacting with Luck. A similar happy accident is the CatClaw having a high crit rate as intended, but not because its critical chance stat is called from correctly - but because its internal item ID is called as a value for crit chance and it happens to be a weapon defined late in the coding. And in the remakes they did indeed give Intelligence a function; in Dawn of Souls a starting Black Mage has 20 Intelligence and Fire and Thunder each do 40 damage, the White Mage has 15 Intelligence and Cure recovers 30 HP, and the Red Mage has 10 Intelligence and Fire and Thunder each cause 20 damage while Cure heals 20. Thus, first level spells are roughly scaled to INTx2 in their effects and keep roughly similar ranges to what they had in the NES version and nerf the Red Mage slightly in comparison (to be fair, he wears armor and uses swords). My experience also shows the Monk getting better INT growth on average than the Red Mage/Red Wizard, often leading to items like the Heal Staff having greater effect when used by him - possible allusion to the fact that back when there were character by character inventories, it was often best to saddle the Black Belt/Master with the spellcasting items?
Something funny about the chicken knife aside that is the only knife that is not bugged and actually used agility in the damage formula is that if you equip a twin lance in your first slot and then the chicken knife in the second slot it can't activate the flee command as the game gives priority to the twin lance double hit effect
Wait for real? That's sick, does it work for stuff like the Dancing Dagger or other weapons that occasionally do things? Obviously the twin lance is better since it ALWAYS does its special thing, but I'm curious.
@@Suprapika i think it works with dancing dagger too as the game only allow only one command, the chicken knife and dancing dagger actually overwrite the !attack command with !flee and !dance but with the twin lance in the first slot they cannot overwrite !attack
@@Suprapika Dancing Dagger does override, but only when the dance procs so it's unreliable. Less usefully, iirc some bells also technically work in the SNES version because bells are weird.
9:27 Speaking of Goblin Punch, that spell is quite useful when used with Excalipoor. Excalipoor has a weapon effect to make it do 1 damage, but that doesn't get used with Goblin Punch, so you get that max Attack power and it is amazing.
If you have Knight/Freelancer you can also Gunch with the Brave Blade and ignore the flee debuff. And of course, CK doesn't receive the buffed damage so it's a 1 damage Gunch lol.
This is referenced in Dissidia of all things. Gilgamesh is a secret character in Dissidia 012, and if you fail to do his super correctly he uses Excalipoor to attack instead of Excalibur... doing one damage a hit. The move that actually does damage is when he flings the sword behind him, remorsefully, and it accidentally lands on his opponent. It would be funnier if his super wasn't so damn hard to do.
RE: bugs - I've done QA in the games industry for many years, and when I was first trained in functionality QA I was told to report as bugs pretty much anything I encountered that resulted in an undesirable experience for the player; QA should basically always be looking at the product through the eyes of an end user and challenging design if it makes things worse for them. From that perspective you would probably argue that all three of the examples you listed ought to be reported as bugs, regardless of whether they were the result of programming errors or design issues or anything else. Of course, sometimes when we report these there's a back and forth with designers/programmers/artists/etc. as to whether it's a bug or not so in a way we have our own version of this discussion during development. And often these undesirable behaviours exist in released games because fixing it would create even worse issues, or because someone decided it wasn't worth fixing in the time left, or because a designer really wanted it that way and no one could get through to them, or any number of other reasons that blur the line of what's "intended". I bring this up because I think it's fun to observe that when fans of a game have discussions about these types of (usually undesirable) behaviours, they're often trying to see it from the perspective of the developer's intention and asking things like "did they make a mistake?", which is a question that is less concerned with the end result/player experience than it is with the tension between technical and creative dimensions of game development - despite the fact that they are the end users whose experience should always be centered when discussing bugs in the context of game dev. (You could make a point here about "Games as product" vs. "Games as Art" but I think that's a bit of a false opposition, in my experience most of the people who work on games regardless of their discipline are mindful of the tension that comes from the context games are produced in, and oh gosh this is getting a bit too pretentious for a youtube comment isn't it)
Great write up, and especially nice to get perspective from someone who's much closer to that aspect of game design. That seems logical enough, and I have watched a video before from matthewmatosis where he talked about QA processes and he said that sometimes devs mark bugs as "do not fix" because of time constraints, or some of the stuff you said. I remember I also watched a Borderlands 2 run on AGDQ where the devs of that game were present, and there were some things that were DEFINITELY bugs or unintended behaviors being used, but the devs said that they didn't fix them because they weren't harmful and could even be fun. So yeah, that games as products/art thing stands strong even today.
Re: Glitches. Body Slam not paralyzing normal types isn't a memory thing, not directly. Gamefreak didn't want Electric types to get paralyzed, Poison types to get poisoned, etc. so they designed the game so that moves with secondary effects won't have the secondary effect trigger if the pokemon is the same type as the move. This prevents stuff like Thunderbolt from paralyzing Electric types, but also causes some weirdness with moves like Body Slam. They could have the game just check for a specific type when a status condition is applied, but Gen 1 pokemon games where held together with duct tape and chicken wire. This isn't a glitch. It's a poorly designed system. The Int Stat in FF1 isn't a glitch either, just an unfinished system. In both cases, the games these were systems that were designed to do a something and a glitch is when something unintended happens.
I prefer Bugs being able to poison Poison types that aren't Bugs, and Electric types be paralyzed by having their bones smashed with Body Slam even though they can't be tazed. Normal types being immune to secondary Normal effects is the only really weird interaction that results.
That's weird. I knew Electric types not being able to get paralyzed is a recent development. But on Bulbapedia it's stated: "n Generation I, Electric-type Pokémon cannot get paralyzed by damage-dealing Electric-type moves, but can get paralyzed by other means. From Generation VI onward, Electric-type Pokémon cannot get paralyzed at all" So I get it, you can paralyze Pikachu with a Body Slam in B2W2. But the line about *damage-dealing* Electric moves is news to me. Does that mean you can paralyze Pikachu with T-Wave? That's insane
@@nolanstrife7350 Yeah, pretty sure Thunder Wave used to be able to paralyze anything 100% of the time no problem if it just outright immune to Electric attacks or paralysis until the Electric-type paralysis immunity change. So Ground types were always immune to Thunder Wave while Pikachu got bodied by for five straight generations. Amusingly Thunder Wave and paralysis in general only seemed to get nerfed due to how obnoxious Prankster made them than due to any internal type consistency. The Electric-type change only weakened them further, though they both deserve it, especially since full paralysis is still pretty dumb.
I really liked it. The combat is fine but exploration is where it really shines. There are so many secret area's to uncover and you get a lot more freedom then you normally would in similar games.
Dual wield is still situationally useful on blue mage for dual wielding rods. You won't get the 50% damage boost twice, but if you break a rod with one in the other hand it will get the 50% extra damage.
Technically there’s three flee-like abilities, because Teleport also has the same effect in battle (though it’s also the slowest animation of the three). It’s neat that you get 3 shots at getting a guaranteed escape ability in a standard FJF, there’s a good handful of encounters that take forever to run from
Oh yeah, I totally forgot Teleport can do that. And the fact that it's attached to the Time Mage is funny in like, a cosmic kinda way. At least the Chicken Knife is always available for free flees late-game, even if it's not consistent. Also if you play Advance, the Oracle gets Read Ahead, which reduces encounters by like 99%. Not good for farming for the Chicken Knife, but reduces annoyances dramatically.
Teaching Azlumagia self-destruct is definitely the easiest way to end the fight, but bringing reflect rings and teaching him Level 3 Flare is also pretty funny if your party is the right level for it. You can even learn Mighty Guard from him if you have a way to put reflect on him like Mix, White Magic, or a Wonder Wand. It also works as a way to get float on your party to cheese the Catastrophe fight right after.
in my recent run i learned that if you confuse a enchanted fan sometimes it can use white wind on you, so control is not neccesary to get that blue magic
@@rayquazathenoodledragon9630nearly anything that you get via control can also be got through confuse, because they both use the same set of abilities for the enemy to perform. The only real exceptions are things like enemy-targeting spells such as 1000 needles, where they’ll never target the party when confused and the spell can’t be reflected
On Crystal Project. It's a game where you need to break the classes and figure out new combinations where there are a few questionable exploration choices that simply just leave you to figure it out on your own and get stuck. I've had a lot of fun mixing and matching classes but with a max level you'll hit, at one point gear and how you pair it with classes is how you are going to live or die. Classes have abilities tied to specific weapons and which classes you have and how you level up with them early game will vastly effect how viable each party memeber is. Yes you can swap them later, but it costs gold and farming gold becomes an issue. If you do play it, I'd recommend playing with the bonus to double your earned gold otherwise you'll find spots where you just need to grind for gear. Other than that, many of the classes seem ripped/changed from FF5 and I reccomend it, especially with the built in randomizer and mod support. Since it has ways in game to deal with most of the issues I have with the game I give it a solid 8.5/10
As far as Crystal Project goes, id say its incredibly fun and definitely an RPG you should try if you enjoy FF5, FF in general, and the older feeling of RPGs that let you feel clever, let you explore, and didnt try to always coddle you. its absolutely worth playing i think most people who play it enjoy it a lot, i think if you try to play it with a completionist mindset or a mindset that has a kinda rigid expectation on what an RPG "should" be maybe not. Or to put it another way, its the kind of game where you might be inclined to pass up fights for later, you wont see everything your first go around, and you will have to actually be curious to find things. i binged it for about a week. I did not finish but i have mainly very positive impressions my only negative impression comes in the way that backtracking or being lost doesnt feel amazing, which it doesnt in any game as well as the fact that i put myself in something i consider a classic RPGs paradox. i got very curious about the games systems and mechanics, and grinded too much. So i am egregiously strong and it makes continuing with exploration unsatsifying because i can mow everything down in ways that i was not able to do earlier including optional bosses, but im not so strong as to be able to comfortable "progress". So going forward feels like i should grind more, and exploring isnt giving me the same enjoyment. and its not as though im at a loss for areas to grind. its more that it feels like the magic was lost once i got put into this position
I guess that since the Magus Rod is the ultimate spellcasting weapon and will end up on your Black Mage/Summoner by default, not boosting Water damage _is_ a feature. It would be weird if Leviathan just _always_ did more damage than Bahamut. Okay, reflecting NeoExdeath's Delta Attack to petrify the Almagest part is hilarious and possibly the most FF5 thing to happen.
I guess so, but that's so reserved from this game compared to all the crazy shit you get otherwise. Like Flare (the spell, not the spellblade) isn't great compared to every other "ultimate" magic.
Catoblepas is susceptible to Stop. It's also susceptible to Romeo's Ballad if you're running Bard. Catoblepas being inflicted with Stop on either occasion allows you to attack Catoblepas without the fear of being counter-petrified. You could Gold Needle your way through like you did here, but this is useful information to know in case you play a FFV randomizer with randomized commands, or doing a no item challenge.
This is true, and I did try this strategy in the level 1 run, but since he's Heavy, the Stop only lasts for like, a second, AND the Stop isn't guaranteed to work. But you're right that I at least should have TRIED it, I honestly forgot when doing this fight.
@@Suprapika Yeah the heavy flag means Stop won't last for long. If you have your turns queued up behind the stopper, though, you can get 3 hits in without a counter attack. There's still the problem with Stop outright missing sometimes, though.
FF1 was programmed by Nasir Gebelli in California while communicating with Square by phone or something, so the game is full of things that are obviously bugs. Luck not pointing at the right thing, Crit pointing to the weapon index numbers instead of the actual crit values, anti-type weapons not actually dealing anti-type damage, etc. So while INT not doing anything isn't technically a bug in that there's no code showing what it should do, it's hard to say that INT was never supposed to do anything. It's possible it was, and the poor communication and crunch deadline prevented Gebelli from implementing it correctly; or it's possible Square told Gebelli that characters had INT stats and neglected to mention what INT did, so he followed instructions and put the stat and its growth into the game but never gave it functionality because he was never told to.
@@Suprapika Nasir was in Japan during FF1, the messy coding was just the result of him having 0 experience with RPGs as a genre and FF being relatively complex compared to Square's other products at the time, not to mention *probably* being rushed for a Christmas release. He *was* in California during most of FF2 and some of 3, but it was because his work visa expired, and most of the FF dev team followed him to the US
Once he gets through all the jobs, I wonder what a tier list would look like. Berserkers and Bards at the bottom, Samurai at the top, everything inbetween would be interesting to think about.
@@Suprapika I think Samurai is def up there, but Black mage (Abuse rod smash, using fire ring to heal yourself with fire magic), Magic Knight (Spellblade), ranger (once you get quad shot you win) and Time Wizard (the run is over when you get comet) can all give it runs for it's money. Bards and Bezerker were def. at the bottom. Knight was high-mid I think, as good gear choices covered for a multitude of sins but not as well as the above. Dragoon(ers) were incredibly lackluster but still better than bards.
Bards were interesting, because once he got the strength and level songs things got way easier. Just such low damage early on. Easy grinding late with Requiem at least.
I swear the best part of these videos is me picking out and identifying the background music from other rpgs. Shoutout to Fighting of the Spirit from Tales if Phantasia!
Now you got me thinking what to define as a glitch, or a programming oversight/bug... Though will probably just continue to stick with my broad interpretation of: If the game tells me it is supposed to work one way, yet it either does not work as such or causes weird things to happen under some situations - its a glitch. It's significantly easier nowadays to really delve into the technical part of "Why" something doesn't work the way it should and give a correct definition - especially with older games though even current generation is not safe but I will leave that for the people that are genuinely interested and I will probably hear about it at some point.
11:12 Magic evasion is in multiple items, usually mage hats(feathered cap+elven cloak is very useful in w1). It's also, like everything, effected by level. 42:11 The mix breaths do get modified by weakness. As for the deterministic damage, likely because it directly interacts with !Drink and !Mix allowing you to double your HP 1:10:08 As for recommendations, I always find the "puzzle solving" nature of FFV gets turned up to 11 with no750 runs.
@@Nasgatemk2 Okay, I'm glad you checked, because I've actually already recorded another video assuming that it DIDN'T boost water damage. Thanks for double checking so I can be lazy.
I think I'd go for a Black Mage over Blue Mage in this format. In a pinch a black mage could also serve as a gimmicky healer if you give everyone flame rings. I'm surprised you didn't break any rods, especially early game. It's a lot easier taking down Liquid Flame with two ice rods than it is messing around with gravity magic. Also, Drink is useful on boss fights. A Goliath Tonic will double your max HP and make your chemist a lot tankier. One more thing: World 2 Exdeath is Level 66 so instead of using L2 Old you can kill him with L3 Flare.
Black Mage is amazing, but also Death Claw and Level 5 Death just obliterate half the game's bosses. Black Mage is better for regular encounters though, and is probably better against Neo Exdeath. Also I don't break rods or use Gil Toss because I find those two things extremely overpowered, even for this game. Or rather, they're way too powerful for how easy they are to do. At least you gotta find the Blue spells and collect Mix ingredients. I'll give you the Level 3 Flare thing, I neglect that move way more than I should. But boy is Old useful.
Love this, I always struggle with the wind and earth crystal for which job is best. Blue mage vs Knight Chemist vs Samurai In both cases its an about overall utility vs ease of use. Knight and Samurai are straightforward, synergize well with many classes, and still help cheese parts of the game. Blue mage and chemist break the game but require a lot of knowledge and/or a guide. All of the top four jobs from the wind Crystal provide an excellent foundation for the whole game (sorry Thief and Monk). Completely agree on Time Mage, it basically covers all types of mages to some degree. Staves/Regen for healing, rods for damage and Slow/Haste/Quick for battle control.
Very nice run! I started recently a ff5 four jobs fiesta run and I'm having so much fun using jobs or combinations that I don't usually play! It makes the game more challenging and fun.
Oh shit, that IS what happened. That's crazy luck, I can't believe I didn't notice it until now; you can even see me confused with the cursor for a bit trying to figure out why that section died so fast, that explains it.
Man i like your page, you get a lot of interesting content in the comments, and i love listening to you talk about peripheral things while enjoying the ff5 ASMR 😂
Crystal Project is a great game, would highly recommend playing it. The platforming got easier with a recent update that makes your character auto jump at the very last frame of the tile. There's a couple of gimmicky bosses, but its like any other Final Fantasy game that has tutorial bosses for a new class at the beginning of the game. There's also a lot of options in game that let you customize your run, a baked in randomizer, exp/ap/gold modifiers, and much more.
Is the randomizer done well? And does it still have like, a story mode and stuff, or is it like Project Demi or Career Day where you're just expected to know what you're doing?
@@Suprapika I would say that the randomizer is pretty decent. The items/equips/monsters/bosses can be either scaled or full random. Job classes, job passives, enemy abilities and the strength of an enemy can be randomized. If you go for full randomized then yeah you'll have to know what to do to get to places earlier. The game is open world, you do kind of get railroaded into doing some things in order, but the gist of the plot is explore the world and collect crystals. It's a very fun game with fun team building. And there's a test dummy to practice your team builds on too.
I think Crystal Project was a great game, tbh. The only segments where I would personally say the platforming is outright obnoxious would be the bass racing segment and an optional dungeon. It's fairly challenging but I had a good time especially for the price point.
Honestly the late game it start to get unfun as even basic enemy take up way too much time and the level cap being much lower mean that after awhile it not worth fighting them anymore and you cant run that well so like everytime i gone to a dungeon that have enemy as punishment for not doing the platforming well i actively groan. Also not being able to travel to 3 locations on the crystal by default is freaking dumb like why is that a "Accesibility Option"? Do you WANT everyone to walk around for hours then? Also also not being able to use any item in battle(beside a job) make healing ridiculously hard without setup and make most encounter into having a timer cuz if you dont take them out in time you will get nuked. The platforming is fun. What NOT fucking fun tho is missing a treasure by the skin of your teeth and falling down wayyyyyy below and having to retread everything again just for another chance now that is fucking Bullshit. The game was fun up until the end game if they make it so the end game werent painful i would def make this my top 5 games
If you haven't yet, I'd like to see a fun run that essentially revolves around exploiting every boss with the most obscure weaknesses and/or trivializing them entirely. (I watched your lvl 1 run and you mentioned all different kinds of ways to pretty much trivialize every fight or have weird interactions with each boss fight, like the control enkidu to twister himself and death clawing every elemental crystal in that boss fight as well and petrifying Odin.)
oh god! i spent last night watching your videos and searching for something like this. today, you post exactly what i was looking for! neat :p great vid!
About Crystal Project I would say it is worth the buy, there where only 2 places that stumped me in it and those where the boss at the top of the biggest mountain and the final boss, but the game is made for class building and respecing, if you're willing to grind some cash then you can change the levels of you're characters to the max level you've achieved with them, and the party comps you can make are wild, platforming is only really an issue at the start when you're getting used to it and it gets more interesting as you go with some upgrades to you're movement with animals and there is even a golden chocobo you can breed for the best mount though that is harder than some bosses This is coming from a guy who 100% the achievements, has over 180 hours, is doing a moded run and tried his best against the supper bosses, iykyk
17:41 TWEWY mentioned, hype. Oh yeah, also fun team. Might try something like it on my next FFV playthrough, but with a bit of Beastmaster incorporated just to get sillier Blue Magic.
Apparently you don't even really need Beastmaster to get the really amazing spells, just to get something like 1000 Needles early. All you need it Confusion and/or Reflect, who knew?
I can explain the Bodyslam not Paralyzing Normal types in Pokemon. The special effects of moves was intended that those Pokemon types would be immune to those statuses. IE, Poison types immune to Toxic's Poison, Fire types immune to Burn, Electric types immune to Thunder Wave's Paralysis, etc. So then you get to Body Slam being a Normal move unable to inflict Paralysis on other Normal types does make sense. Unsure if it would be an oversight, unintended side effect or glitch, or simply working as intended.
The question was mostly posed to think about where people would draw the line for a glitch, between "straight up unintended behavior" and "working as intended, but it's not working how you would think it would".
@@Suprapika With that being said, it's definitely the 2nd. Odd that it is working that way, but logically correct next to everything else. As for Crystal Project, very neat game and does include mods (on all versions) to fix many skills only working with 1 specific weapon type. It is a HARD game if played on Hard and the point of many fights is that there are NO trash mob battles. Everything is reasonably deadly and bosses especially. I stopped playing near the end to play Maid of the Dead and then got sidetracked with other games. Challenging in a good way but can be annoying in some aspects.
I played crystal project and I really like it, it does put a lot of focus on exploration, the world is huge and comlpetely connected. I played it through on hard, until I got kinda bored near the ending (maybe postgame) and wanted to finish completing it, (though puting it on normal just let me nuke the final boss). The game is very open world, if you see a road block, you might be able to just platform around it, but that can get you in deep trouble with enemies much stronger than you. (there is an acievement for "teleporting" to a far away land but I just stumbled upon it.) There is also a built in randomizer where you can randomize items, classes, class abilities and moves, enemies, etc, but you can also just choose one like classes. Conitinue reading for a class spoiler, but I personally like the samarui for having high HP and being able to attack multiple times in a turn and then finishing with a powered up move depending on how many attacks you did. in terms of platforming, they added and auto jump, you will jump at the latest oppurtunity automatically if inabled, I never saw the platforming as bad, you have to climb a tower and part of climbing in a platformer is falling. Plenty of safety too, you fall in water, you will teleport to the last place you were standing.
Big fan of Crystal Project. I did my first play through on the harder difficulty and there were some fights I got stuck on for a while but I passed everything without too many attempts or crazy grinding. The game requires a bit or lot more party planning than 5 does depending on the difficulty but I personally see that as more of a benefit than drawback, I personally like harder games and don't enjoy steamrolling. The endgame is also pretty great on the harder difficulty because each superboss is more or less a puzzle you need to figure out albeit with multiple solutions. The platforming is just something you like or don't. I wouldn't say its bad, there were a couple annoying places but overall its pretty well thought out, but if you don't like platforming than you don't like platforming. I think it adds some depth to exploration though. Top down 2D can only do so much, and the so much is generally put a fork in the road with objective one way and treasure or time waste the other.
I loved my time with twewy switch, but that does require an asterisk describing that i played it dual-wielding the joycons where left hand is shiki and right hand is neku, which is hard to imagine most players going out of their way to put themselves through. It's janky and flawed, but is also a fun little parallel of the initial difficulty spike in ds version that is learning to grapple with both the touch-screen and d-pad. Retaining that aspect of the game is cool because there's, like, the whole ludonarrative *retch* aspect of it of your protagonists starting off as not being in sync at all as you're figuring out how to multitask. Your partner is invincible when you play dual-wielding joycons like sora kingdomhearts though, which kinda sucks and also means that they can just win the game by themself while neku runs away. Also cool about the switch version is that you don't need to use the dumb mingle feature to evolve a third of the pins. Both versions are worthwhile. I played neo once and really want to go back to it because i completely misunderstood that pins with higher numbers are NOT at all inherently better, which apparently makes the game way less of just a mash-fest. That's another detail i have a hard time imagining most players picking up on that'd be kind of a big game-changer, so both felt worth sharing I'm also sorry to report, at least imo as someone who really didn't like SMT V on switch, that VV is a notable improvement that I could absolutely squeeze multiple playthroughs out of, if there were not constantly 9999 other cool other things to play and replay
I have heard about TWEWY Switch being better if you play "co-op solo", but I played through it actually co-op with someone so I wouldn't know myself. TWEWY really was a one-of-a-kind game; with no dual screen, a big chunk of the narrative-gameplay aspect is lost. Maybe the Switch 2 will make the Switch 1 into a DS and we can have that back?
As someone that played Crystal Project, it's great! For the platforming, the dev did implement some accessibility settings to help with this (such as jumping only at the last possible frame off a corner) like i get that the platforming is annoying sometimes but i do like how it makes the world feel more dynamic. As for bosses being gimmicky, isnt it good to exercise your brain and figure out a good strategy for fighting bosses? Crystal Project is definitely not easy though (maybe that's because I increased my difficulty?) so that might be a source of complaints too. Crystal Project is also great for people who really like to plan their moves because it provides a lot of information about attack accuracy, ailment accuracy, damage range, etc.
Someone did mention that hard difficulty is very hard, so I'd probably stick to normal for a first playthrough. I also appreciate the platforming accessibility, because I vastly enjoyed my time with Kingdom Hearts Re:Coded more because of that.
I think the mix quandary is a mix (lol) of both giving so many different effects to let the player do science and figure out all the different effects but also "ok this is the same thing but now im going to make a version of it for each element because I'm not making a unique mechanic for each item combination" from the developer to make this not take 1,000 years. For the philosophy behind it, it's just flavor. I doubt they balanced the game around That One HP Based Water Elemental Mix Combination. It's cool to think about what if the elements did hold a unique property like water also buffing magic damage and wind buffing speed, but again I don't think they were trying to do all that while making the game. These are likely fillers and they knew you'd probably use them until you figured out the OP combinations. For the finisher element, that's purely for flavor I think. They could have fleshed it out by saying it concentrates the power of the unique crystal element each character is, but that's honestly not emphasized really at all in this game. And the GBA jobs are really just "here's some more toys for battles" with really no flavor or world building behind them. I think people would have hated that if the rest of the game was super fleshed out and these weren't, but this is the final fantasy known for a goofy but warm gang who faces some real heavy moments interspersed by anime slapstick all as a facade for a battle sandbox with really interesting mechanics.
Crystal Project is definitely worth checking out if you're a major fan of FFV. Even the wonky overworld platforming doesn't drag the ups of the game down much.
A few notes on Blue being even more broken. Adamantoise is susceptible to Level 5 Death, Archeoaevis form 1 is weak to wind, 2 and 4 are susceptible to Death Claw, 3 takes 2 Dark Sparks before level 5 death and 5 dies from a hardcast of Level 5 Death, as done in the video. Level 2 Old on ExDeath does mean his level slowly drops... so with good timing, or being lazy and just spamming it, you can Level 5 Death him too. Mighty Guard can fairly easily be acquired on GBA by sailing on the coast above Sunken Walse Tower after quicksaving. You get a Stingray on the second battle, which can be confused via Dancing Dagger. (It's also tanky enough to not just die to failed attacks.) Any time I think I reach the end of how broken !Blue is, there's something more. Overall, a fantastic video. A potentially silly run idea could be No Weapons or No Equipment. Punching Only would show off my favorite class, the mediocre Monk, and could potentially show off some silly interactions like using !Dance to Swords Dance your fists for massive damage, or !Rapidfire fists (or even Kaiser Knuckle Kicks). Both would technically allow magic, but deprive any Rod bonus, or Gaia Gear/Air Knife to boost Titan/Syldra. No idea if either would be interesting enough to make a video on.
I think there is a video out there already of no weapons and/or no equipment, although I didn't watch it. It definitely could be interesting, since a ton of cheesy strats rely on stuff like death scythe, but honestly I'm not sure if I'm ready to give up Gold Hairpins yet.
What a lucky delta attack reflect to take out Almagest. Gotta love RNG. With the magic evade the chances of that happening are tiny. As for my selection for best jobs, if I'm only taking one from each crystal, it's hard to disagree with the ones you picked, blue edges out black due to the versatility, and time mage and summoner are basically a toss up. You can get haste with chemist and accessories, and slow isn't really needed at all, but it's definitely nice to have. Golem and catoblepas would have been great. Syldra is incredible. For this run I would have absolutely taken the 10 mins to ensure I had white wind at the start of castle ex death though, so I could buy more fuma shurikens for ninja, and not waste the gil on elixirs.
This last playthrough I did my final bartz build was Mime w/ Time Magic, Sing, and Mix. My strategy was basically using Quick and then chucking out haste and crack on my allies, then having him Sing the Level song while the ladies go on a drug fueled rampage. 10/10 have my new favorite ff5 build. I actually stopped using White Magic after a certain point.
The bug/glitch conversation got me thinking and something that came to mind was an old-school NES game Faxanadu. Halfway through the game there's a pendant that's supposed to boost player stats, but in game it actually makes damage and durability worse. It feels unintended, but at least the bug can be rationalized given the story. The player is fighting against a corrupting influence, so the player could just say a known benevolent item became transformed and cursed. Still seems like a bug.
Crystal project is quite fun but the main sticking point i have with it is some jobs just feel lackluster and there some steep difficulty spikes here and there but the extra bosses and endgame is fun
Some armors have hidden magic evasion inherent to them, specifically the plumed hat has like 5%, which is the hat you likely would be wearing when fighting Byblos. So, if you were to hit Byblos and he counters with drain, you *might* see it miss.
I can't believe I didn't know that. Now I've gotta go figure out what armors have magic evasion; I wish that could just be a stat. And similarly I wish the elf cape would list ITS physical evasion.
@@Suprapika cavesofnarshe's equipment section shows it. Most armor doesn't have magic evade at all; it's mostly the lighter armors like robes that have it. The angel robe alone has 25%, which I believe is the highest of any single piece of equipment.
No one mentioned it yet, but I think if it is intended it isn't a glitch. So the int not doing anything isn't a glitch because they programmed it on purpose like that. The 1/256 miss chance is a glitch.
@@Suprapika could be memory or processing power. Depending how the programming was done the formula and calculation could take up extra space. With NES that space was very limited.
I'm glad to hear the dudes doing the Graces F port/remaster are wanting to do Abyss next, imo Abyss has the best story of that entire series and it's not even close, Luke's character development is one of the best of honestly any story I've played, and I love that it keeps the 2d texture faces like Symphonia has, but on non chibi models and there's so many good expressions that swap for each character as needed.. I felt like something was really lost in terms of the expressiveness of characters in Tales games (and a lot of anime style games) when going to full 3D, they kinda just move and talk statically way too much instead of having fun preset expressive faces which I'd rather have. It has been getting better tho lately in that department finally, stuff like that new dragon ball game does some great expressions with their anime 3d style still. Also while graces F isn't exactly a favorite, it ABSOLUTELY has the best combat in the entire series no question, felt like they didn't quite get back to something of similar quality until Arise, but then Arise has different issues that mess with me in that one lol.
Well, I have a pretty heavy bias against Abyss and Arise, so I'm not the best one to talk with about those games, but I'm at least glad people can agree Graces has the best combat. When I played that game, I was like "man, how did they never make another game like this?", and then Zestiria came out and the Monkey's Paw curled once again...
You mentioned that final fantasy 5 is basically a bottomless well of content given the options in 4 job fiesta. Have you every tried the ancient cave mod of the snes version of ff5? It turns the game into a rogue like similar to the ancient cave in Lufia. It’s pretty fun and kind of hits the same spot that slay the spire does.
regarding the question of bugs, I feel the gen 1 bodyslam and FF1 int examples fall into what one would call "oversights" incidents where the code is technically working as it is meant to, but doing something unintuitive or unexpected with the way the game rules are presented. they handled thunderwave not working on elec types by just making it so paralyzing moves can't work on same type enemies, this was fine when only 2 non electric moves could inflict them, one being both rare and on a mediocre mon, and the other not being entirely consistent.
Crystal Project is a very nice game if what you're coming for is the excellent battle system that's essentially a blend of FF5 style jobs with an FF10 style act bar and an MMO-esque aggro system. The game largely balances around characters being innately limited outside of their job actions and therefore cripplingly overspecialized, which might be a turnoff if you like RPGs like FF5 for the relative powertrip of breaking game balance over your knee and having lots of redundancy in your party whenever something goes wrong. Combat item usage in particular is virtually nonexistant, so if your dedicated healer dies and you have no backup that can rez in a pinch, you will just wipe, but that coupled with almost every enemy being extremely reactable and predictable makes fights really engaging on a turn-by-turn basis. Most boss battles are essentially about the push and pull of constantly avoiding crisis situations while pushing enough damage to defeat the boss before your party runs out of resources. The exploration aspect of it is a more mixed bag and you have to like what the game is attempting (essentially being a gigantic interconnected Minecraft adventure map) but I thought it was mostly alright. The game kinda skimps on checkpoints but I think it does that to encourage experimentation with the different mounts you get over the course of the game. The game unfortunately loses a lot of momentum towards the late game. The low level cap coupled with even chaff encounters messing you up past a certain point makes a lot of the later common enemy encounters too slow to get through, and a lot of the late game sidequests and the path to the true ending are kind of tedious compared to the rest of the game. At the same time the normal ending fight is very anticlimactic compared to the bosses required to acquire the true ending (as the game is designed to be beatable by the second mount), so I don't think it really makes sense to skip those fights.
Some of these things are slightly worrying, like combat item usage being almost nonexistent, but at this point I feel I want to at least try it with all the recommendations I've gotten for it.
@@Suprapika "Almost nonexistent" in the sense that there is a chemist class equivalent in the game whose identity revolves entirely around using items. So yeah unless you're willing to burn a job action slot on using items RIP lol (that said, the same command provides a lot of other useful effects. Basically think of it as a school of support magic that requires inventory items instead of mana, and some of the spells in practice are really just "chuck 2 potions at target"). I'd say just go in with an open mind, it's a very different game despite pretty much lifting a lot of its job concepts from FF5 specifically. Characters/jobs in Crystal Project are very limited and specific, which sounds bad, but that coupled with a passive ability equipment system and lots of equipment with interesting secondary effects lends itself to very creative and goofy multiclassing shenanigans.
16:23 another Atlus title that is worth taking a look at is Mirage Sessions. Yes SMTV Vengeance is quite good, but it's in the way of "added a different route and basically expects you to have played the original route in order to know what is going on". The Canon of Creation is the base SMTV. Just about every Atlus game has gotten an enhanced rerelease, including Devil Survivor, Devil Summoner, etc. The SMT3 that arrived in the West was the rerelease version (and there's another version available in the modern port).
40:40 It's useful not in FFV but in other FF, in ffxii there are enemies that are immune to almost everything and can only take damage from what they are vulnerable to, so having an item that deals damage based on the enemy's weakness allows you to defeat them without having to grind too much or drastically change your build. HP-based items have the possibility of being upgraded depending on the class. In ffV you can use alchemist with monk 30% hp skill equipped and !mix double hp, but in ffxii you can just buff yourself with bubble buff (double HP).
Never really thought about how other games would handle it, part of me wishes that other games had the hunts of 12. Although considering that's like, 75% of the sidequest stuff in that game, maybe that's a monkey's paw kinda wish.
@@Suprapika To be honest with you, I don't think any ff will have the sidequest system of ff 12. For that to happen, the game itself would have to have a good lore, and ff 12 has a very expansive lore among several titles in the series: vagrant stories, final fantasy tactics, Advance & A2, ffxi revenants wings. The sidequest system supports itself not only because of the gameplay but also because there is a reason in that world why it works the way it does.
@@redmage076 Very good point. 12 definitely blew me away when it came to the worldbuilding and all that, no other FF game I've played has come close. Or any other... game, really.
I'm going to subscribe just in case this idea gets used, but how about an itemless run? No weapons, no armor, no potions or phoenix downs, just job abilities and the monk's barehanded skill.
I think there's a video out there with that idea already, no equipment. I don't remember exactly what it is, but if this idea is distinct from that, I could definitely try it!
I think blue mage is the best because you didn't even mention some of my favorite spells like Aqua Rake, White Wind, and Mighty Guard. If the list is that stacked that it's hard to list all the good ones, then that speaks to its power.
White Wind and Mighty Guard are amazing, I think I didn't mention them because (at the time) I thought you could only get them with Beastmaster's Control. Aqua Rake is... okay, it's mostly just WAYYY too expensive for how weak it is outside of desert enemies.
10:46 Yes, Drain spells ram into mevade in FF5 and also have below 100% base hit (I think it's 99%? Sounds hard to notice, but FF5 evade on both ends is a highly functional and potent stat!). So, that explains your experience. It wouldn't be until FF6 when the series actually got the hang of how to make drain spells good, but in that game they actually overcorrected, with Drain being a very easy full heal and Osmose being the most busted MP healing ever.
I AM now aware that magic accuracy and evasion kinda lives and dies on level, so that stat is even more important than I thought. In the level 1 run, I thought Pixel Remaster just nerfed spell accuracy, but it turns out it was just the whole "level 1" thing.
Please try crystal project, i have the game and its very reminiscint of ffv, it does unique takes with many of its classes and weapons that id think youd appreciate. The platforming does take some getting used to, but its not as bad as the reviews you saw make it out to be. Chances are if you reach a jump thats too high or far, you dont have the right mount. Alsk, there are aecrets everywhere so its great to explore the world. There also arent typical random encounters, but on map encounters that get slower when you become too strong for them.
I like Atlus games and imo your the fact that the games are all so similar means as you play more of them then they can get somewhat repetitive. Also quite a few SMT games let you level your MC and you can just make him the best damage option possible and kinda ignore demons(outside of support) altogether.
Iirc any enemy tagged as flying actually can't be hit by Krile's version of Gladiator's 9999 attack because its considered earth damage, which just makes it straight up worse than the others. It seems like things like that are elemented mostly for flavor but unintentionally end up making some elemented attacks just less useful than others.
I genuinely don't understand the complains about ToV initial gameplay. It doesn't feel any slower than the other Tales of games I played. The only thing I can think of is that ToV is on the harder side so people get more punished for not learning the systems quickly.
I love Vesperia and I still have major issues, although yes a lot of it is because of the game's higher difficulty: If you don't know about manual canceling, everything has a ton of endlag and it doesn't feel as smooth as other games. Enemies run away from you at low health, and chasing them is a humongous pain in the ass. Tons of enemies are fliers and are already hard to hit, compounded by the "running away" thing. Yuri and friends can't even backstep or aerial tech without skills, which are things that are baseline in past AND future games. Also it just plain takes wayyyyy too long to unlock the cool shit like Altered Artes, higher Overlimit levels, Fatal Strikes, Arte canceling past "base > arcane", stuff like that. And a big thing is that there's a lot of "Yuri VS a bunch of guys" fights (only like 2 or 3, but that's a lot) and you can't really afford to make mistakes because you get comboed to death.
21:18 Well, imo, Bug is something bad programmed but can work sometimes. Glitch is something that works well but on a certain weird scenario will allow something strange to work.
Thinking it's not the best, okay I can get that, everybody values different things. But thinking the job is BAD is just nonsensical, and it probably means they haven't used it correctly.
I always mastered every job except berserker, samurai, bard, and chemist. I know those four can be broken, but if you fully ignore them then the rest all have an op synergy build.
Most spells skip the accuracy check. The more status oriented spells tend to not get to bypass the check. Vampire is one of them. Its accuracy is 99 + caster's level - target level. FFV in particular doesn't have evasion or blocking interact with accuracy, and instead rolls separate checks for each.
interesting, so if you're too underlevelled then spells won't work often, whereas if you're overlevelled they're practically guaranteed. That explains why boss levels are so unnaturally high, so you can't just flatten everything with debuffs. Is Slow the same way? I swear nothing in the game ever avoids Slow, it feels way more accurate than most status magic.
@@Suprapika Slow is the same way, yes. I believe its innate accuracy is only (previously said 80) *95, I checked. Slowga is 80.* Giving yourself an additional 20% accuracy with the Dragon Power mix is one of the sillier reasons chemist is broken.
yeah drain/osmose spells always seem to be treated like debuff effects. Lance and the Dance effects on the other hand never seem to miss, which is at least one point in their favor. Even Spellblade Drain or Osmose can still miss, just based on physical evasion and weapon accuracy.
When an enemy is weak to the element of a Gladiator's Finisher, instead of dealing 9999 damage, it inflicts instant KO. Of course as long as the enemy has not the heavy flag, otherwise it will deal the 9999 damage anyway. 😬
I wonder how many enemies that's practical against, since not a lot of enemies have more than 10k health while also having a weakness to those four elements. Would be great against the Mecha Heads in the pyramid, if Lightning was one of the finisher elements.
@Suprapika The Spellblade versions of the tier 3 Elemental Spells plus Bio and Holy have the same effect of instant KO if a target has the appropriate weakness and is not Heavy in which case the attack deals 4x Elemental damage.
@@ultimatecalibur I do know that, that's why I bring up the Mecha Heads, because that's my preferred strategy of dealing with them assuming I have access to Spellblade.
17:35 hard agree, i miss trauma center series, loved trauma team on wii even if it was easier, playing the different modes was a blast. Also recommend the etrian odyssey series, got into them just for the trauma center cameos
There's Trauma center cameos in those games? I have one of the mystery dungeon games on 3ds but I never played it for very long, but I liked it well enough.
I have a theory regarding the FF1 INT thing. I think it was intended to boost the proc rate of status effects, much like strengthening the threshold of a saving throw, but then they couldn't get it to work so they just didn't. I think the damage rolls of the spells were always intended to be fixed. I have no evidence of this as it's just a theory I thought of, and probably isn't true.
Double commenting on this video because the way that old works, if you cast Level 2 Old on Exdeath (Or any even leveled boss, but Exdeath is the one that matters), his level slowly ticks down. If you time it right, and battle speed can make this really weird, you can actually kill him with Level 5 Death.
You can use chemist mixes to increase bosses to max level and also lvl Death them. A Madlad did it to NED so they could make a gif of instakilling all parts at once.
I think "best jobs" is very interpretable. I agree Blu is the strongest Wind crystal job, but if I want to turn my brain off, Knight is the "best"(grind out 2H in ship graveyard, enjoy the free W1 and W2). This would then make MK the stronger Water job. Bard and Sam to round out the "zero thought" crew 😂 That said, Mix is truly so strong you could replace any of your "worst jobs" with Chemist and get another easy playthrough (after you unlock chemist)
Someone can correct me if I am wrong but I am pretty sure the Gladiator's Finisher move that has an element based on who uses it IS affected by weakness as if they are weak to it then it doesnt do damage and instead insta kills them if it can. And if you hit something that absorbs/immunes that element then it heals or does no damage, respectively. Granted, by the time you get Gladiator most things that would not die to 9999 damage in one shot are immune to instant death anyway so its still not very good even if they have a weakness. Plus at max Job Level it still has a 25% chance to do nothing. Out of all the 4 new jobs from the advanced version only the Necro really is all that useful aside from some niches uses for Cannoneer. And the Necro is not all that useful for when you get it as you have to go get all the magics like blue mage but not until the end of the game. Necro is however super useful if you use cheats to unlock it and its magic early. Just maybe dont use it right away cause it will be OP. Maybe world 2? All in all, the advanced jobs are a neat idea but implemented poorly. Wish they had them in the PR version but just moved their accessibility around and rebalanced them. Add one to each crystal or something, IDK.
I have a video of the Advance jobs coming out, and suffice to say, the jobs are generally cool (except Oracle), and I also wish they coulda been rebalanced to fit the main game. Alas.
(I'm assuming that's one of the names of Mighty Guard) I was under the impression that it, alongside White Wind and Fusion, were Control-only, is that not the case? Otherwise I totally would have gotten them.
@@Suprapika Confuse lets you learn any spell an enemy can normally use in battle like White Wind and Transfusion, and will even cause Stingrays to use Mighty Guard on your party even though I don't think they normally cast it on their own. I was able to fill my blue magic spellbook in my last 4 job run thanks to also having a white mage for easy confusion access. Supposedly White Wind will never be cast on the party by a confused Enchanted Fan on the pixel remaster version of the game though, so you'll have to wait until Exdeath's Castle to confuse a Hellraiser instead.
Control is still really useful for getting enemies to use abilities they don't normally use in battle, like getting 1000 Needles from the Lamias in the Ronka Ruins instead of waiting for Lamia Queens in the Pyramid of Moore.
Vampire will only work if you are not more than 3/4ths of health. Anywhere below is viable for it to work. Also, the chemist job does have the greatest ability "Mix", but the samurai would have been far better since "Zenniage" exists, they dodge most physical attacks, and can also equip the Aegis Shield that has a chance to negate both physical and magical. Personally, for the "best job only" job fiesta, I'd go for samurai for the earth crystal, but that's just me.
There's definitely an argument for just loading everyone up with Gil Toss and saying that's the best thing you can do, and I won't say that's not a legitimate strategy, but since I avoid Gil Toss personally, that doesn't really come into my consideration.
@@Suprapika It is very expensive to use Gil toss. Each 5400 damage to one enemy with Gil toss is 1000 Gil lost. So I can see where Gil toss may not be so useful. Otherwise, I am the type that uses the bestiary and look for enemies that drop the most gold than EXP. In a job fiesta, that may not be a very good idea for a speed run or low level challenge.
@@masontabalani1464 I knew about the quicksave thing a long time ago because of a playthrough I read, so if I didn't read that, I probably wouldn't know about it either. My go-to gil farming strats are the Dark Flames in world 1, and then the French statues in world 2 and 3 since Level 5 death means you don't even have to try. You can also farm Movers in the rift with the quicksave thing, but I suck at fighting them, so I do the easy stuff.
TL;DR: All those classes from the thumbnail are represented on my team I'm here to say that I'm playing FF5 blind and avoiding spoilers, but as of right now: Faris is a samurai with Two Handed from Warrior. Lenna is a chemist who is usually a summoner/red mage mix Galuf is a monk since the beginning of the game; consistent tank Bartz(?) Is a Blue Mage/Time Mage. He maxed his blue mage job and keeping Learning on him is kinda annoying.
I'm pretty sure the gap in the barrier tower is supposed to be where the actual entrance is. It doesn't do anything because the door's still locked since the group snuck in. Basically, just a neat little bit of environmental detail for the folks who would otherwise be like "Wait, the tower doesn't have an entrance on the inside!"
That makes a lot of sense. I'm pretty bad at getting stuff like that, I tend to only see things as what they are for the player, rather than what they are for the world. Although there is a part of me that wishes Bartz would be like "we can't go through this way, it's the exit!" to make my pea brain satisfied.
@@Suprapika Yeah, that's legit. I know I'll occasionally prod it when I'm running the Career Day randomizer just because I always forget if it does anything.
My favorite silly "why is this allowed" in FF5 is that you can bypass Ex-Death's phase 1 form's immunity to berserk with !Mix (Kiss of Blessing), and not only will that phase become stupid easy due to no magic, but it disables his phase change so beating his first form just ends the fight right there. I think it might be an issue of him being immune to debuffs, but since Kiss of Blessing is a buff, it somehow still works.
It's funny because GBA fixed that bug, but then Combine from the Cannoneer introduces another, similar bug.
"Subversion Poisoning" is a great term and I intend to use it when discussing media discussion going forward.
I'm glad I can be some kind of impact on the world, even in some small way.
When it comes to Final Fantasy 1's Intelligence stat, it's not the only one that does nothing. Luck also does nothing, Thief being able to always run away, have high Luck growth, etc. is actually several other misaimed pointers happening to line up perfectly and make him function as intended. It's actually checking a combination of the party position of the person trying to run and the status ailment value of someone in another party slot and not interacting with Luck. A similar happy accident is the CatClaw having a high crit rate as intended, but not because its critical chance stat is called from correctly - but because its internal item ID is called as a value for crit chance and it happens to be a weapon defined late in the coding.
And in the remakes they did indeed give Intelligence a function; in Dawn of Souls a starting Black Mage has 20 Intelligence and Fire and Thunder each do 40 damage, the White Mage has 15 Intelligence and Cure recovers 30 HP, and the Red Mage has 10 Intelligence and Fire and Thunder each cause 20 damage while Cure heals 20. Thus, first level spells are roughly scaled to INTx2 in their effects and keep roughly similar ranges to what they had in the NES version and nerf the Red Mage slightly in comparison (to be fair, he wears armor and uses swords). My experience also shows the Monk getting better INT growth on average than the Red Mage/Red Wizard, often leading to items like the Heal Staff having greater effect when used by him - possible allusion to the fact that back when there were character by character inventories, it was often best to saddle the Black Belt/Master with the spellcasting items?
Interesting to see how FF1 has evolved over time. It'd be funny if that was supposed to be a reference, Square is pretty good at that.
Something funny about the chicken knife aside that is the only knife that is not bugged and actually used agility in the damage formula is that if you equip a twin lance in your first slot and then the chicken knife in the second slot it can't activate the flee command as the game gives priority to the twin lance double hit effect
Wait for real? That's sick, does it work for stuff like the Dancing Dagger or other weapons that occasionally do things? Obviously the twin lance is better since it ALWAYS does its special thing, but I'm curious.
@@Suprapika i think it works with dancing dagger too as the game only allow only one command, the chicken knife and dancing dagger actually overwrite the !attack command with !flee and !dance but with the twin lance in the first slot they cannot overwrite !attack
Is that true? Time for a new run. Thanks!
@@doctorteethomega i think that oversight was fixed in pixel remaster
@@Suprapika Dancing Dagger does override, but only when the dance procs so it's unreliable. Less usefully, iirc some bells also technically work in the SNES version because bells are weird.
9:27 Speaking of Goblin Punch, that spell is quite useful when used with Excalipoor.
Excalipoor has a weapon effect to make it do 1 damage, but that doesn't get used with Goblin Punch, so you get that max Attack power and it is amazing.
My head canon is that the blue mage is using the pommel of the sword for gut punches.
Yep, you can also Throw it for huge damage because the damage is based on the weapon attack.
If you have Knight/Freelancer you can also Gunch with the Brave Blade and ignore the flee debuff. And of course, CK doesn't receive the buffed damage so it's a 1 damage Gunch lol.
@@Nasgatemk2 Please don't call it Gunch
This is referenced in Dissidia of all things. Gilgamesh is a secret character in Dissidia 012, and if you fail to do his super correctly he uses Excalipoor to attack instead of Excalibur... doing one damage a hit. The move that actually does damage is when he flings the sword behind him, remorsefully, and it accidentally lands on his opponent.
It would be funnier if his super wasn't so damn hard to do.
RE: bugs - I've done QA in the games industry for many years, and when I was first trained in functionality QA I was told to report as bugs pretty much anything I encountered that resulted in an undesirable experience for the player; QA should basically always be looking at the product through the eyes of an end user and challenging design if it makes things worse for them. From that perspective you would probably argue that all three of the examples you listed ought to be reported as bugs, regardless of whether they were the result of programming errors or design issues or anything else. Of course, sometimes when we report these there's a back and forth with designers/programmers/artists/etc. as to whether it's a bug or not so in a way we have our own version of this discussion during development. And often these undesirable behaviours exist in released games because fixing it would create even worse issues, or because someone decided it wasn't worth fixing in the time left, or because a designer really wanted it that way and no one could get through to them, or any number of other reasons that blur the line of what's "intended".
I bring this up because I think it's fun to observe that when fans of a game have discussions about these types of (usually undesirable) behaviours, they're often trying to see it from the perspective of the developer's intention and asking things like "did they make a mistake?", which is a question that is less concerned with the end result/player experience than it is with the tension between technical and creative dimensions of game development - despite the fact that they are the end users whose experience should always be centered when discussing bugs in the context of game dev. (You could make a point here about "Games as product" vs. "Games as Art" but I think that's a bit of a false opposition, in my experience most of the people who work on games regardless of their discipline are mindful of the tension that comes from the context games are produced in, and oh gosh this is getting a bit too pretentious for a youtube comment isn't it)
Great write up, and especially nice to get perspective from someone who's much closer to that aspect of game design. That seems logical enough, and I have watched a video before from matthewmatosis where he talked about QA processes and he said that sometimes devs mark bugs as "do not fix" because of time constraints, or some of the stuff you said. I remember I also watched a Borderlands 2 run on AGDQ where the devs of that game were present, and there were some things that were DEFINITELY bugs or unintended behaviors being used, but the devs said that they didn't fix them because they weren't harmful and could even be fun. So yeah, that games as products/art thing stands strong even today.
Excellent insight. Thanks for the perspective 🎉
Re: Glitches.
Body Slam not paralyzing normal types isn't a memory thing, not directly. Gamefreak didn't want Electric types to get paralyzed, Poison types to get poisoned, etc. so they designed the game so that moves with secondary effects won't have the secondary effect trigger if the pokemon is the same type as the move. This prevents stuff like Thunderbolt from paralyzing Electric types, but also causes some weirdness with moves like Body Slam. They could have the game just check for a specific type when a status condition is applied, but Gen 1 pokemon games where held together with duct tape and chicken wire. This isn't a glitch. It's a poorly designed system.
The Int Stat in FF1 isn't a glitch either, just an unfinished system. In both cases, the games these were systems that were designed to do a something and a glitch is when something unintended happens.
I prefer Bugs being able to poison Poison types that aren't Bugs, and Electric types be paralyzed by having their bones smashed with Body Slam even though they can't be tazed. Normal types being immune to secondary Normal effects is the only really weird interaction that results.
Phrased it perfectly!
Secondary poison checks for the poison type rather than same type. This led to an error in GSC, where it checks for poison but not steel.
That's weird. I knew Electric types not being able to get paralyzed is a recent development. But on Bulbapedia it's stated:
"n Generation I, Electric-type Pokémon cannot get paralyzed by damage-dealing Electric-type moves, but can get paralyzed by other means. From Generation VI onward, Electric-type Pokémon cannot get paralyzed at all"
So I get it, you can paralyze Pikachu with a Body Slam in B2W2. But the line about *damage-dealing* Electric moves is news to me. Does that mean you can paralyze Pikachu with T-Wave? That's insane
@@nolanstrife7350 Yeah, pretty sure Thunder Wave used to be able to paralyze anything 100% of the time no problem if it just outright immune to Electric attacks or paralysis until the Electric-type paralysis immunity change. So Ground types were always immune to Thunder Wave while Pikachu got bodied by for five straight generations.
Amusingly Thunder Wave and paralysis in general only seemed to get nerfed due to how obnoxious Prankster made them than due to any internal type consistency. The Electric-type change only weakened them further, though they both deserve it, especially since full paralysis is still pretty dumb.
Banger run idea, FFV except it’s actually FFT instead.
That’s it, that’s the run.
I like where your head's at, unfortunately I don't really like Tactics so that's unlikely to happen.
Crystal Project is cool! There's an option in the settings to automate the platforming bits now so if it's not your jam you can turn it off.
I really liked it. The combat is fine but exploration is where it really shines. There are so many secret area's to uncover and you get a lot more freedom then you normally would in similar games.
I went and bought it and have to agree, it is quite fun.
It feels weird that out of the four the Ninja feels like the most fair class.
I know, right?
Hey, as a modder of Crystal Project. It's totally worth it.
Love crystal project. Mods make that game so much better too
Dual wield is still situationally useful on blue mage for dual wielding rods. You won't get the 50% damage boost twice, but if you break a rod with one in the other hand it will get the 50% extra damage.
That's a pretty cool strat, surprised I never thought of it. Although I don't rod break, but still, neat.
@@Suprapika It's absolutely unnecessary unless you thought rod breaking wasn't already good enough.
Technically there’s three flee-like abilities, because Teleport also has the same effect in battle (though it’s also the slowest animation of the three).
It’s neat that you get 3 shots at getting a guaranteed escape ability in a standard FJF, there’s a good handful of encounters that take forever to run from
Oh yeah, I totally forgot Teleport can do that. And the fact that it's attached to the Time Mage is funny in like, a cosmic kinda way. At least the Chicken Knife is always available for free flees late-game, even if it's not consistent.
Also if you play Advance, the Oracle gets Read Ahead, which reduces encounters by like 99%. Not good for farming for the Chicken Knife, but reduces annoyances dramatically.
Teaching Azlumagia self-destruct is definitely the easiest way to end the fight, but bringing reflect rings and teaching him Level 3 Flare is also pretty funny if your party is the right level for it. You can even learn Mighty Guard from him if you have a way to put reflect on him like Mix, White Magic, or a Wonder Wand. It also works as a way to get float on your party to cheese the Catastrophe fight right after.
I can't believe it took me this long to learn you can get Mighty Guard without Control. I'm glad I make these videos.
in my recent run i learned that if you confuse a enchanted fan sometimes it can use white wind on you, so control is not neccesary to get that blue magic
@@rayquazathenoodledragon9630nearly anything that you get via control can also be got through confuse, because they both use the same set of abilities for the enemy to perform. The only real exceptions are things like enemy-targeting spells such as 1000 needles, where they’ll never target the party when confused and the spell can’t be reflected
whaaat? you can learn mighty guard from him? hoooow i don't understand
On Crystal Project. It's a game where you need to break the classes and figure out new combinations where there are a few questionable exploration choices that simply just leave you to figure it out on your own and get stuck. I've had a lot of fun mixing and matching classes but with a max level you'll hit, at one point gear and how you pair it with classes is how you are going to live or die.
Classes have abilities tied to specific weapons and which classes you have and how you level up with them early game will vastly effect how viable each party memeber is. Yes you can swap them later, but it costs gold and farming gold becomes an issue.
If you do play it, I'd recommend playing with the bonus to double your earned gold otherwise you'll find spots where you just need to grind for gear. Other than that, many of the classes seem ripped/changed from FF5 and I reccomend it, especially with the built in randomizer and mod support.
Since it has ways in game to deal with most of the issues I have with the game I give it a solid 8.5/10
As far as Crystal Project goes, id say its incredibly fun and definitely an RPG you should try if you enjoy FF5, FF in general, and the older feeling of RPGs that let you feel clever, let you explore, and didnt try to always coddle you. its absolutely worth playing i think most people who play it enjoy it a lot, i think if you try to play it with a completionist mindset or a mindset that has a kinda rigid expectation on what an RPG "should" be maybe not.
Or to put it another way, its the kind of game where you might be inclined to pass up fights for later, you wont see everything your first go around, and you will have to actually be curious to find things. i binged it for about a week. I did not finish but i have mainly very positive impressions
my only negative impression comes in the way that backtracking or being lost doesnt feel amazing, which it doesnt in any game
as well as the fact that i put myself in something i consider a classic RPGs paradox. i got very curious about the games systems and mechanics, and grinded too much. So i am egregiously strong and it makes continuing with exploration unsatsifying because i can mow everything down in ways that i was not able to do earlier including optional bosses, but im not so strong as to be able to comfortable "progress". So going forward feels like i should grind more, and exploring isnt giving me the same enjoyment. and its not as though im at a loss for areas to grind. its more that it feels like the magic was lost once i got put into this position
You can still get White Wind and Mighty Guard without Control or any other class by inflicting confuse via the Wonder Wand.
Another alternative, albeit an annoying one, is proccing the Tempting Tango on the Dancing Dagger, which all but White Mage and Monk can use.
I guess that since the Magus Rod is the ultimate spellcasting weapon and will end up on your Black Mage/Summoner by default, not boosting Water damage _is_ a feature. It would be weird if Leviathan just _always_ did more damage than Bahamut.
Okay, reflecting NeoExdeath's Delta Attack to petrify the Almagest part is hilarious and possibly the most FF5 thing to happen.
I guess so, but that's so reserved from this game compared to all the crazy shit you get otherwise. Like Flare (the spell, not the spellblade) isn't great compared to every other "ultimate" magic.
Catoblepas is susceptible to Stop. It's also susceptible to Romeo's Ballad if you're running Bard. Catoblepas being inflicted with Stop on either occasion allows you to attack Catoblepas without the fear of being counter-petrified. You could Gold Needle your way through like you did here, but this is useful information to know in case you play a FFV randomizer with randomized commands, or doing a no item challenge.
This is true, and I did try this strategy in the level 1 run, but since he's Heavy, the Stop only lasts for like, a second, AND the Stop isn't guaranteed to work. But you're right that I at least should have TRIED it, I honestly forgot when doing this fight.
@@Suprapika Yeah the heavy flag means Stop won't last for long. If you have your turns queued up behind the stopper, though, you can get 3 hits in without a counter attack. There's still the problem with Stop outright missing sometimes, though.
Poison is great too. Black/Red/Spellswrd or Poison Axe (and maybe some release, but Ironback is better)
Beastmasters can cheese Catoblepas as releasing a caught ironback one shots him.
I think I did the Ironback strat in my level 1 run, it does over twice his max health, or something equally ridiculous.
FF1 was programmed by Nasir Gebelli in California while communicating with Square by phone or something, so the game is full of things that are obviously bugs. Luck not pointing at the right thing, Crit pointing to the weapon index numbers instead of the actual crit values, anti-type weapons not actually dealing anti-type damage, etc. So while INT not doing anything isn't technically a bug in that there's no code showing what it should do, it's hard to say that INT was never supposed to do anything. It's possible it was, and the poor communication and crunch deadline prevented Gebelli from implementing it correctly; or it's possible Square told Gebelli that characters had INT stats and neglected to mention what INT did, so he followed instructions and put the stat and its growth into the game but never gave it functionality because he was never told to.
For real? That's kind of absolutely insane if that's true. And I want it to be.
@@Suprapika Nasir was in Japan during FF1, the messy coding was just the result of him having 0 experience with RPGs as a genre and FF being relatively complex compared to Square's other products at the time, not to mention *probably* being rushed for a Christmas release.
He *was* in California during most of FF2 and some of 3, but it was because his work visa expired, and most of the FF dev team followed him to the US
@@cat_ann_ A very interesting experience that guy must have had during that time.
@@Suprapika He also worked on Secret of Mana then retired because he was getting enough money from residuals to do so
I am watching a guy(Backlog Busters) do all the jobs as a one job only runs. It is hilarious.
Once he gets through all the jobs, I wonder what a tier list would look like. Berserkers and Bards at the bottom, Samurai at the top, everything inbetween would be interesting to think about.
@@Suprapika he is over half done. He has had some really bad runs. I think bard is probably hardest so far, and he has done berserker already.
@@Suprapika I think Samurai is def up there, but Black mage (Abuse rod smash, using fire ring to heal yourself with fire magic), Magic Knight (Spellblade), ranger (once you get quad shot you win) and Time Wizard (the run is over when you get comet) can all give it runs for it's money.
Bards and Bezerker were def. at the bottom. Knight was high-mid I think, as good gear choices covered for a multitude of sins but not as well as the above. Dragoon(ers) were incredibly lackluster but still better than bards.
Bards were interesting, because once he got the strength and level songs things got way easier. Just such low damage early on. Easy grinding late with Requiem at least.
Yoo same! He just dropped the beastmaster run today. It was pretty painful, as you can imagine 😂
I swear the best part of these videos is me picking out and identifying the background music from other rpgs. Shoutout to Fighting of the Spirit from Tales if Phantasia!
Shout out to that song getting this video copyright claimed for some reason. Not like I make money from this, but still, weird.
@@SuprapikaBandai is suer weird about CERTAIN Tales of songs. I wish they cared about making rpgs again
@@liquidladdy Same.
Now you got me thinking what to define as a glitch, or a programming oversight/bug... Though will probably just continue to stick with my broad interpretation of: If the game tells me it is supposed to work one way, yet it either does not work as such or causes weird things to happen under some situations - its a glitch.
It's significantly easier nowadays to really delve into the technical part of "Why" something doesn't work the way it should and give a correct definition - especially with older games though even current generation is not safe but I will leave that for the people that are genuinely interested and I will probably hear about it at some point.
11:12 Magic evasion is in multiple items, usually mage hats(feathered cap+elven cloak is very useful in w1). It's also, like everything, effected by level.
42:11 The mix breaths do get modified by weakness. As for the deterministic damage, likely because it directly interacts with !Drink and !Mix allowing you to double your HP
1:10:08 As for recommendations, I always find the "puzzle solving" nature of FFV gets turned up to 11 with no750 runs.
It actually does boost water damage? The FF Wiki says it doesn't, but considering how often it's wrong, I shouldn't have taken it at face value.
@@Suprapika jk, double checked and I was thinking of the other rare boost, Holy.
@@Nasgatemk2 Okay, I'm glad you checked, because I've actually already recorded another video assuming that it DIDN'T boost water damage. Thanks for double checking so I can be lazy.
Crystal project is a weird game but definitely unique a d challenging, worth a try.
I think I'd go for a Black Mage over Blue Mage in this format. In a pinch a black mage could also serve as a gimmicky healer if you give everyone flame rings. I'm surprised you didn't break any rods, especially early game. It's a lot easier taking down Liquid Flame with two ice rods than it is messing around with gravity magic.
Also, Drink is useful on boss fights. A Goliath Tonic will double your max HP and make your chemist a lot tankier. One more thing: World 2 Exdeath is Level 66 so instead of using L2 Old you can kill him with L3 Flare.
Black Mage is amazing, but also Death Claw and Level 5 Death just obliterate half the game's bosses. Black Mage is better for regular encounters though, and is probably better against Neo Exdeath.
Also I don't break rods or use Gil Toss because I find those two things extremely overpowered, even for this game. Or rather, they're way too powerful for how easy they are to do. At least you gotta find the Blue spells and collect Mix ingredients.
I'll give you the Level 3 Flare thing, I neglect that move way more than I should. But boy is Old useful.
Also some versions of ff5 have world 2 Exdeath underflow his stats with old, which is a bad seed.
it takes forever but you can use dancing dagger confuse on stingray for mighty guard... it will probably take multiple tempting tangos though.
I don't need more reasons to hate Dance, trust me.
15:05 Garula's attacks are mostly the counters from reaching half health rather than actually attcking you.
This becomes a much greater problem in later runs, such as one where I start with a White Mage.
Love this, I always struggle with the wind and earth crystal for which job is best.
Blue mage vs Knight
Chemist vs Samurai
In both cases its an about overall utility vs ease of use.
Knight and Samurai are straightforward, synergize well with many classes, and still help cheese parts of the game.
Blue mage and chemist break the game but require a lot of knowledge and/or a guide.
All of the top four jobs from the wind Crystal provide an excellent foundation for the whole game (sorry Thief and Monk).
Completely agree on Time Mage, it basically covers all types of mages to some degree. Staves/Regen for healing, rods for damage and Slow/Haste/Quick for battle control.
Very nice run! I started recently a ff5 four jobs fiesta run and I'm having so much fun using jobs or combinations that I don't usually play! It makes the game more challenging and fun.
Even at this game's worst, the jobs are still really fun.
Did... did Neo Exdeath get its Delta attack reflected to the part that's weak to petrify and destroy one of its own parts?
Oh shit, that IS what happened. That's crazy luck, I can't believe I didn't notice it until now; you can even see me confused with the cursor for a bit trying to figure out why that section died so fast, that explains it.
Man i like your page, you get a lot of interesting content in the comments, and i love listening to you talk about peripheral things while enjoying the ff5 ASMR 😂
Yaaayyy something to watch while I do my homework
Crystal Project is a great game, would highly recommend playing it. The platforming got easier with a recent update that makes your character auto jump at the very last frame of the tile. There's a couple of gimmicky bosses, but its like any other Final Fantasy game that has tutorial bosses for a new class at the beginning of the game. There's also a lot of options in game that let you customize your run, a baked in randomizer, exp/ap/gold modifiers, and much more.
Is the randomizer done well? And does it still have like, a story mode and stuff, or is it like Project Demi or Career Day where you're just expected to know what you're doing?
@@Suprapika I would say that the randomizer is pretty decent. The items/equips/monsters/bosses can be either scaled or full random. Job classes, job passives, enemy abilities and the strength of an enemy can be randomized. If you go for full randomized then yeah you'll have to know what to do to get to places earlier. The game is open world, you do kind of get railroaded into doing some things in order, but the gist of the plot is explore the world and collect crystals.
It's a very fun game with fun team building. And there's a test dummy to practice your team builds on too.
@@Tariffs Sounds interesting. Especially not scaling bosses; that's probably not for me, but the option is neat.
26:03 Aqua Breath is coded to do extra damage to enemies flagged as desert. Still non-elemental
Yeah, that's why I used it against Sandworm.
I think Crystal Project was a great game, tbh. The only segments where I would personally say the platforming is outright obnoxious would be the bass racing segment and an optional dungeon. It's fairly challenging but I had a good time especially for the price point.
Honestly the late game it start to get unfun as even basic enemy take up way too much time and the level cap being much lower mean that after awhile it not worth fighting them anymore and you cant run that well so like everytime i gone to a dungeon that have enemy as punishment for not doing the platforming well i actively groan.
Also not being able to travel to 3 locations on the crystal by default is freaking dumb like why is that a "Accesibility Option"? Do you WANT everyone to walk around for hours then?
Also also not being able to use any item in battle(beside a job) make healing ridiculously hard without setup and make most encounter into having a timer cuz if you dont take them out in time you will get nuked.
The platforming is fun. What NOT fucking fun tho is missing a treasure by the skin of your teeth and falling down wayyyyyy below and having to retread everything again just for another chance now that is fucking Bullshit.
The game was fun up until the end game if they make it so the end game werent painful i would def make this my top 5 games
That Twintania fight was great.
If you haven't yet, I'd like to see a fun run that essentially revolves around exploiting every boss with the most obscure weaknesses and/or trivializing them entirely. (I watched your lvl 1 run and you mentioned all different kinds of ways to pretty much trivialize every fight or have weird interactions with each boss fight, like the control enkidu to twister himself and death clawing every elemental crystal in that boss fight as well and petrifying Odin.)
An interesting idea for sure, although I don't know what's left that I didn't do in the level 1 run. I guess I can take another look at it.
oh god! i spent last night watching your videos and searching for something like this. today, you post exactly what i was looking for! neat :p great vid!
And there's more to come for the rest of the year! After the Pokémon playthrough is done, anyway.
About Crystal Project I would say it is worth the buy, there where only 2 places that stumped me in it and those where the boss at the top of the biggest mountain and the final boss, but the game is made for class building and respecing, if you're willing to grind some cash then you can change the levels of you're characters to the max level you've achieved with them, and the party comps you can make are wild, platforming is only really an issue at the start when you're getting used to it and it gets more interesting as you go with some upgrades to you're movement with animals and there is even a golden chocobo you can breed for the best mount though that is harder than some bosses
This is coming from a guy who 100% the achievements, has over 180 hours, is doing a moded run and tried his best against the supper bosses, iykyk
17:41 TWEWY mentioned, hype.
Oh yeah, also fun team. Might try something like it on my next FFV playthrough, but with a bit of Beastmaster incorporated just to get sillier Blue Magic.
Apparently you don't even really need Beastmaster to get the really amazing spells, just to get something like 1000 Needles early. All you need it Confusion and/or Reflect, who knew?
I can explain the Bodyslam not Paralyzing Normal types in Pokemon.
The special effects of moves was intended that those Pokemon types would be immune to those statuses. IE, Poison types immune to Toxic's Poison, Fire types immune to Burn, Electric types immune to Thunder Wave's Paralysis, etc. So then you get to Body Slam being a Normal move unable to inflict Paralysis on other Normal types does make sense.
Unsure if it would be an oversight, unintended side effect or glitch, or simply working as intended.
The question was mostly posed to think about where people would draw the line for a glitch, between "straight up unintended behavior" and "working as intended, but it's not working how you would think it would".
@@Suprapika With that being said, it's definitely the 2nd. Odd that it is working that way, but logically correct next to everything else.
As for Crystal Project, very neat game and does include mods (on all versions) to fix many skills only working with 1 specific weapon type. It is a HARD game if played on Hard and the point of many fights is that there are NO trash mob battles. Everything is reasonably deadly and bosses especially. I stopped playing near the end to play Maid of the Dead and then got sidetracked with other games. Challenging in a good way but can be annoying in some aspects.
It being moddable is pretty sweet, hats good to hear.
in this game you can be a white mage with a sword
That's fucked up
@@Suprapika i know, i couldn't believe it until i saw the poster
I played crystal project and I really like it, it does put a lot of focus on exploration, the world is huge and comlpetely connected. I played it through on hard, until I got kinda bored near the ending (maybe postgame) and wanted to finish completing it, (though puting it on normal just let me nuke the final boss). The game is very open world, if you see a road block, you might be able to just platform around it, but that can get you in deep trouble with enemies much stronger than you. (there is an acievement for "teleporting" to a far away land but I just stumbled upon it.) There is also a built in randomizer where you can randomize items, classes, class abilities and moves, enemies, etc, but you can also just choose one like classes. Conitinue reading for a class spoiler, but I personally like the samarui for having high HP and being able to attack multiple times in a turn and then finishing with a powered up move depending on how many attacks you did. in terms of platforming, they added and auto jump, you will jump at the latest oppurtunity automatically if inabled, I never saw the platforming as bad, you have to climb a tower and part of climbing in a platformer is falling. Plenty of safety too, you fall in water, you will teleport to the last place you were standing.
Big fan of Crystal Project. I did my first play through on the harder difficulty and there were some fights I got stuck on for a while but I passed everything without too many attempts or crazy grinding. The game requires a bit or lot more party planning than 5 does depending on the difficulty but I personally see that as more of a benefit than drawback, I personally like harder games and don't enjoy steamrolling. The endgame is also pretty great on the harder difficulty because each superboss is more or less a puzzle you need to figure out albeit with multiple solutions.
The platforming is just something you like or don't. I wouldn't say its bad, there were a couple annoying places but overall its pretty well thought out, but if you don't like platforming than you don't like platforming. I think it adds some depth to exploration though. Top down 2D can only do so much, and the so much is generally put a fork in the road with objective one way and treasure or time waste the other.
If nothing else, someone said the platforming has an auto jump feature, so I'd probably just turn that on. Not a deal breaker in that case.
I loved my time with twewy switch, but that does require an asterisk describing that i played it dual-wielding the joycons where left hand is shiki and right hand is neku, which is hard to imagine most players going out of their way to put themselves through. It's janky and flawed, but is also a fun little parallel of the initial difficulty spike in ds version that is learning to grapple with both the touch-screen and d-pad. Retaining that aspect of the game is cool because there's, like, the whole ludonarrative *retch* aspect of it of your protagonists starting off as not being in sync at all as you're figuring out how to multitask. Your partner is invincible when you play dual-wielding joycons like sora kingdomhearts though, which kinda sucks and also means that they can just win the game by themself while neku runs away. Also cool about the switch version is that you don't need to use the dumb mingle feature to evolve a third of the pins. Both versions are worthwhile. I played neo once and really want to go back to it because i completely misunderstood that pins with higher numbers are NOT at all inherently better, which apparently makes the game way less of just a mash-fest. That's another detail i have a hard time imagining most players picking up on that'd be kind of a big game-changer, so both felt worth sharing
I'm also sorry to report, at least imo as someone who really didn't like SMT V on switch, that VV is a notable improvement that I could absolutely squeeze multiple playthroughs out of, if there were not constantly 9999 other cool other things to play and replay
I have heard about TWEWY Switch being better if you play "co-op solo", but I played through it actually co-op with someone so I wouldn't know myself. TWEWY really was a one-of-a-kind game; with no dual screen, a big chunk of the narrative-gameplay aspect is lost. Maybe the Switch 2 will make the Switch 1 into a DS and we can have that back?
As someone that played Crystal Project, it's great! For the platforming, the dev did implement some accessibility settings to help with this (such as jumping only at the last possible frame off a corner) like i get that the platforming is annoying sometimes but i do like how it makes the world feel more dynamic. As for bosses being gimmicky, isnt it good to exercise your brain and figure out a good strategy for fighting bosses? Crystal Project is definitely not easy though (maybe that's because I increased my difficulty?) so that might be a source of complaints too. Crystal Project is also great for people who really like to plan their moves because it provides a lot of information about attack accuracy, ailment accuracy, damage range, etc.
Someone did mention that hard difficulty is very hard, so I'd probably stick to normal for a first playthrough. I also appreciate the platforming accessibility, because I vastly enjoyed my time with Kingdom Hearts Re:Coded more because of that.
I think the mix quandary is a mix (lol) of both giving so many different effects to let the player do science and figure out all the different effects but also "ok this is the same thing but now im going to make a version of it for each element because I'm not making a unique mechanic for each item combination" from the developer to make this not take 1,000 years. For the philosophy behind it, it's just flavor. I doubt they balanced the game around That One HP Based Water Elemental Mix Combination. It's cool to think about what if the elements did hold a unique property like water also buffing magic damage and wind buffing speed, but again I don't think they were trying to do all that while making the game. These are likely fillers and they knew you'd probably use them until you figured out the OP combinations.
For the finisher element, that's purely for flavor I think. They could have fleshed it out by saying it concentrates the power of the unique crystal element each character is, but that's honestly not emphasized really at all in this game. And the GBA jobs are really just "here's some more toys for battles" with really no flavor or world building behind them. I think people would have hated that if the rest of the game was super fleshed out and these weren't, but this is the final fantasy known for a goofy but warm gang who faces some real heavy moments interspersed by anime slapstick all as a facade for a battle sandbox with really interesting mechanics.
Crystal Project is definitely worth checking out if you're a major fan of FFV.
Even the wonky overworld platforming doesn't drag the ups of the game down much.
The Pokemon Emerald sfx threw me off more a whole minute xD
A few notes on Blue being even more broken. Adamantoise is susceptible to Level 5 Death, Archeoaevis form 1 is weak to wind, 2 and 4 are susceptible to Death Claw, 3 takes 2 Dark Sparks before level 5 death and 5 dies from a hardcast of Level 5 Death, as done in the video. Level 2 Old on ExDeath does mean his level slowly drops... so with good timing, or being lazy and just spamming it, you can Level 5 Death him too. Mighty Guard can fairly easily be acquired on GBA by sailing on the coast above Sunken Walse Tower after quicksaving. You get a Stingray on the second battle, which can be confused via Dancing Dagger. (It's also tanky enough to not just die to failed attacks.) Any time I think I reach the end of how broken !Blue is, there's something more.
Overall, a fantastic video. A potentially silly run idea could be No Weapons or No Equipment. Punching Only would show off my favorite class, the mediocre Monk, and could potentially show off some silly interactions like using !Dance to Swords Dance your fists for massive damage, or !Rapidfire fists (or even Kaiser Knuckle Kicks). Both would technically allow magic, but deprive any Rod bonus, or Gaia Gear/Air Knife to boost Titan/Syldra. No idea if either would be interesting enough to make a video on.
I think there is a video out there already of no weapons and/or no equipment, although I didn't watch it. It definitely could be interesting, since a ton of cheesy strats rely on stuff like death scythe, but honestly I'm not sure if I'm ready to give up Gold Hairpins yet.
20:50
Ah, that’s because only the hand form of liquid flame has a heavy flag, the other two don’t. I have no idea why.
Ah, well, don't I feel foolish now. Good to know for the future, at least.
What a lucky delta attack reflect to take out Almagest. Gotta love RNG. With the magic evade the chances of that happening are tiny.
As for my selection for best jobs, if I'm only taking one from each crystal, it's hard to disagree with the ones you picked, blue edges out black due to the versatility, and time mage and summoner are basically a toss up. You can get haste with chemist and accessories, and slow isn't really needed at all, but it's definitely nice to have. Golem and catoblepas would have been great. Syldra is incredible. For this run I would have absolutely taken the 10 mins to ensure I had white wind at the start of castle ex death though, so I could buy more fuma shurikens for ninja, and not waste the gil on elixirs.
This last playthrough I did my final bartz build was Mime w/ Time Magic, Sing, and Mix. My strategy was basically using Quick and then chucking out haste and crack on my allies, then having him Sing the Level song while the ladies go on a drug fueled rampage.
10/10 have my new favorite ff5 build. I actually stopped using White Magic after a certain point.
It's pretty fun to see how many ways you can buff your characters in one party setup.
The bug/glitch conversation got me thinking and something that came to mind was an old-school NES game Faxanadu.
Halfway through the game there's a pendant that's supposed to boost player stats, but in game it actually makes damage and durability worse. It feels unintended, but at least the bug can be rationalized given the story. The player is fighting against a corrupting influence, so the player could just say a known benevolent item became transformed and cursed. Still seems like a bug.
That seems so vastly different than the intended effect I don't even know how to classify that.
Crystal project is quite fun but the main sticking point i have with it is some jobs just feel lackluster and there some steep difficulty spikes here and there but the extra bosses and endgame is fun
Well, if there's lackluster jobs, that makes the FFV comparison even stronger, I suppose.
Some armors have hidden magic evasion inherent to them, specifically the plumed hat has like 5%, which is the hat you likely would be wearing when fighting Byblos. So, if you were to hit Byblos and he counters with drain, you *might* see it miss.
I can't believe I didn't know that. Now I've gotta go figure out what armors have magic evasion; I wish that could just be a stat. And similarly I wish the elf cape would list ITS physical evasion.
@@Suprapika cavesofnarshe's equipment section shows it. Most armor doesn't have magic evade at all; it's mostly the lighter armors like robes that have it. The angel robe alone has 25%, which I believe is the highest of any single piece of equipment.
Wow, I thought the angel robe was just really good, and immune to poison. I'm learning a lot.
I like your game recs!
OUTER WILDS MENTIONED
Thanks! In hindsight I shoulda put Stranger of Paradise up there too, I don't know how I overlooked it.
No one mentioned it yet, but I think if it is intended it isn't a glitch. So the int not doing anything isn't a glitch because they programmed it on purpose like that. The 1/256 miss chance is a glitch.
Fair, I could go either way, personally. You do gotta wonder WHY they disabled the Int stat, though. Too glitchy, even for FF1?
@@Suprapika could be memory or processing power. Depending how the programming was done the formula and calculation could take up extra space. With NES that space was very limited.
Try the Shining Force/Shining Soul series, and its various related titles for Atlus RPGs. It's got some classic stuff, and some action RPGs.
Why does Bard Krile look like she's wearing water wings 😂
She's only like 5, everyone learns at different speeds
Mystic Knight is great I like casting Drain and just pound the enemy while healing fighters. Adding Focus gives my player more damage.
I'm glad to hear the dudes doing the Graces F port/remaster are wanting to do Abyss next, imo Abyss has the best story of that entire series and it's not even close, Luke's character development is one of the best of honestly any story I've played, and I love that it keeps the 2d texture faces like Symphonia has, but on non chibi models and there's so many good expressions that swap for each character as needed.. I felt like something was really lost in terms of the expressiveness of characters in Tales games (and a lot of anime style games) when going to full 3D, they kinda just move and talk statically way too much instead of having fun preset expressive faces which I'd rather have.
It has been getting better tho lately in that department finally, stuff like that new dragon ball game does some great expressions with their anime 3d style still.
Also while graces F isn't exactly a favorite, it ABSOLUTELY has the best combat in the entire series no question, felt like they didn't quite get back to something of similar quality until Arise, but then Arise has different issues that mess with me in that one lol.
Well, I have a pretty heavy bias against Abyss and Arise, so I'm not the best one to talk with about those games, but I'm at least glad people can agree Graces has the best combat. When I played that game, I was like "man, how did they never make another game like this?", and then Zestiria came out and the Monkey's Paw curled once again...
You mentioned that final fantasy 5 is basically a bottomless well of content given the options in 4 job fiesta. Have you every tried the ancient cave mod of the snes version of ff5? It turns the game into a rogue like similar to the ancient cave in Lufia. It’s pretty fun and kind of hits the same spot that slay the spire does.
Ooh, that sounds cool. Normally I'm not fond of rogue likes, but for this game it sounds cool.
regarding the question of bugs, I feel the gen 1 bodyslam and FF1 int examples fall into what one would call "oversights"
incidents where the code is technically working as it is meant to, but doing something unintuitive or unexpected with the way the game rules are presented.
they handled thunderwave not working on elec types by just making it so paralyzing moves can't work on same type enemies, this was fine when only 2 non electric moves could inflict them, one being both rare and on a mediocre mon, and the other not being entirely consistent.
Crystal Project is a very nice game if what you're coming for is the excellent battle system that's essentially a blend of FF5 style jobs with an FF10 style act bar and an MMO-esque aggro system.
The game largely balances around characters being innately limited outside of their job actions and therefore cripplingly overspecialized, which might be a turnoff if you like RPGs like FF5 for the relative powertrip of breaking game balance over your knee and having lots of redundancy in your party whenever something goes wrong. Combat item usage in particular is virtually nonexistant, so if your dedicated healer dies and you have no backup that can rez in a pinch, you will just wipe, but that coupled with almost every enemy being extremely reactable and predictable makes fights really engaging on a turn-by-turn basis. Most boss battles are essentially about the push and pull of constantly avoiding crisis situations while pushing enough damage to defeat the boss before your party runs out of resources.
The exploration aspect of it is a more mixed bag and you have to like what the game is attempting (essentially being a gigantic interconnected Minecraft adventure map) but I thought it was mostly alright. The game kinda skimps on checkpoints but I think it does that to encourage experimentation with the different mounts you get over the course of the game.
The game unfortunately loses a lot of momentum towards the late game. The low level cap coupled with even chaff encounters messing you up past a certain point makes a lot of the later common enemy encounters too slow to get through, and a lot of the late game sidequests and the path to the true ending are kind of tedious compared to the rest of the game. At the same time the normal ending fight is very anticlimactic compared to the bosses required to acquire the true ending (as the game is designed to be beatable by the second mount), so I don't think it really makes sense to skip those fights.
Some of these things are slightly worrying, like combat item usage being almost nonexistent, but at this point I feel I want to at least try it with all the recommendations I've gotten for it.
@@Suprapika "Almost nonexistent" in the sense that there is a chemist class equivalent in the game whose identity revolves entirely around using items. So yeah unless you're willing to burn a job action slot on using items RIP lol (that said, the same command provides a lot of other useful effects. Basically think of it as a school of support magic that requires inventory items instead of mana, and some of the spells in practice are really just "chuck 2 potions at target").
I'd say just go in with an open mind, it's a very different game despite pretty much lifting a lot of its job concepts from FF5 specifically. Characters/jobs in Crystal Project are very limited and specific, which sounds bad, but that coupled with a passive ability equipment system and lots of equipment with interesting secondary effects lends itself to very creative and goofy multiclassing shenanigans.
I'll keep all that in mind, thank you for the info! And everyone else, for that matter.
16:23 another Atlus title that is worth taking a look at is Mirage Sessions.
Yes SMTV Vengeance is quite good, but it's in the way of "added a different route and basically expects you to have played the original route in order to know what is going on". The Canon of Creation is the base SMTV.
Just about every Atlus game has gotten an enhanced rerelease, including Devil Survivor, Devil Summoner, etc.
The SMT3 that arrived in the West was the rerelease version (and there's another version available in the modern port).
FF5 4 job fiesta but no innate job abilities.
Also thanks for giving me a break from looking at politics online.
Glad I could help, I deleted my Twitter a while ago because my doomscrolling was getting to a breaking point.
40:40 It's useful not in FFV but in other FF, in ffxii there are enemies that are immune to almost everything and can only take damage from what they are vulnerable to, so having an item that deals damage based on the enemy's weakness allows you to defeat them without having to grind too much or drastically change your build.
HP-based items have the possibility of being upgraded depending on the class. In ffV you can use alchemist with monk 30% hp skill equipped and !mix double hp, but in ffxii you can just buff yourself with bubble buff (double HP).
Never really thought about how other games would handle it, part of me wishes that other games had the hunts of 12. Although considering that's like, 75% of the sidequest stuff in that game, maybe that's a monkey's paw kinda wish.
@@Suprapika To be honest with you, I don't think any ff will have the sidequest system of ff 12. For that to happen, the game itself would have to have a good lore, and ff 12 has a very expansive lore among several titles in the series: vagrant stories, final fantasy tactics, Advance & A2, ffxi revenants wings.
The sidequest system supports itself not only because of the gameplay but also because there is a reason in that world why it works the way it does.
@@redmage076 Very good point. 12 definitely blew me away when it came to the worldbuilding and all that, no other FF game I've played has come close. Or any other... game, really.
I'm going to subscribe just in case this idea gets used, but how about an itemless run? No weapons, no armor, no potions or phoenix downs, just job abilities and the monk's barehanded skill.
I think there's a video out there with that idea already, no equipment. I don't remember exactly what it is, but if this idea is distinct from that, I could definitely try it!
@@Suprapika A video by you?
No, someone else, I don't remember the channel though.
I think blue mage is the best because you didn't even mention some of my favorite spells like Aqua Rake, White Wind, and Mighty Guard. If the list is that stacked that it's hard to list all the good ones, then that speaks to its power.
White Wind and Mighty Guard are amazing, I think I didn't mention them because (at the time) I thought you could only get them with Beastmaster's Control. Aqua Rake is... okay, it's mostly just WAYYY too expensive for how weak it is outside of desert enemies.
10:46 Yes, Drain spells ram into mevade in FF5 and also have below 100% base hit (I think it's 99%? Sounds hard to notice, but FF5 evade on both ends is a highly functional and potent stat!). So, that explains your experience. It wouldn't be until FF6 when the series actually got the hang of how to make drain spells good, but in that game they actually overcorrected, with Drain being a very easy full heal and Osmose being the most busted MP healing ever.
I AM now aware that magic accuracy and evasion kinda lives and dies on level, so that stat is even more important than I thought. In the level 1 run, I thought Pixel Remaster just nerfed spell accuracy, but it turns out it was just the whole "level 1" thing.
@@Suprapika That's also true! Level plays a big role on magic accuracy, also why people like Odin are so HARD to pin with status.
Thank god for spellblade, Break Blade doesn't give a shit about any of that.
the thought never really crossed my mind until now but
does anyone else think that the Blue Mage is a contuation of the Scholar from FF3
Possibly, although I'm not a FF3 expert so I wouldn't know.
Please try crystal project, i have the game and its very reminiscint of ffv, it does unique takes with many of its classes and weapons that id think youd appreciate. The platforming does take some getting used to, but its not as bad as the reviews you saw make it out to be. Chances are if you reach a jump thats too high or far, you dont have the right mount. Alsk, there are aecrets everywhere so its great to explore the world. There also arent typical random encounters, but on map encounters that get slower when you become too strong for them.
5:39 there are points in the game where you can use boomerang-like weapons from the back row with Ninja.
I like Atlus games and imo your the fact that the games are all so similar means as you play more of them then they can get somewhat repetitive. Also quite a few SMT games let you level your MC and you can just make him the best damage option possible and kinda ignore demons(outside of support) altogether.
Iirc any enemy tagged as flying actually can't be hit by Krile's version of Gladiator's 9999 attack because its considered earth damage, which just makes it straight up worse than the others. It seems like things like that are elemented mostly for flavor but unintentionally end up making some elemented attacks just less useful than others.
There's an upcoming Advance jobs video, and that was an issue for some bosses and encounters. Pretty stupid.
I genuinely don't understand the complains about ToV initial gameplay. It doesn't feel any slower than the other Tales of games I played. The only thing I can think of is that ToV is on the harder side so people get more punished for not learning the systems quickly.
I love Vesperia and I still have major issues, although yes a lot of it is because of the game's higher difficulty: If you don't know about manual canceling, everything has a ton of endlag and it doesn't feel as smooth as other games. Enemies run away from you at low health, and chasing them is a humongous pain in the ass. Tons of enemies are fliers and are already hard to hit, compounded by the "running away" thing. Yuri and friends can't even backstep or aerial tech without skills, which are things that are baseline in past AND future games.
Also it just plain takes wayyyyy too long to unlock the cool shit like Altered Artes, higher Overlimit levels, Fatal Strikes, Arte canceling past "base > arcane", stuff like that. And a big thing is that there's a lot of "Yuri VS a bunch of guys" fights (only like 2 or 3, but that's a lot) and you can't really afford to make mistakes because you get comboed to death.
21:18 Well, imo, Bug is something bad programmed but can work sometimes.
Glitch is something that works well but on a certain weird scenario will allow something strange to work.
It remains funny that someone in your last video said Time Mage was the worst job, without knowing the utility of the class 😂
Thinking it's not the best, okay I can get that, everybody values different things. But thinking the job is BAD is just nonsensical, and it probably means they haven't used it correctly.
They can cast Haste, Slow, Quick, Meteor, AND break rods in a pinch. Especially in PR where rod breaking is waay more powerful.
And Graviga can come in handy if you don't have any other instakill moves.
Good video.
I always mastered every job except berserker, samurai, bard, and chemist. I know those four can be broken, but if you fully ignore them then the rest all have an op synergy build.
Most spells skip the accuracy check. The more status oriented spells tend to not get to bypass the check. Vampire is one of them. Its accuracy is 99 + caster's level - target level.
FFV in particular doesn't have evasion or blocking interact with accuracy, and instead rolls separate checks for each.
interesting, so if you're too underlevelled then spells won't work often, whereas if you're overlevelled they're practically guaranteed. That explains why boss levels are so unnaturally high, so you can't just flatten everything with debuffs.
Is Slow the same way? I swear nothing in the game ever avoids Slow, it feels way more accurate than most status magic.
@@Suprapika Slow is the same way, yes. I believe its innate accuracy is only (previously said 80) *95, I checked. Slowga is 80.* Giving yourself an additional 20% accuracy with the Dragon Power mix is one of the sillier reasons chemist is broken.
@@SquallLionhart409 Man. That's crazy, I never even thought about using level altering magic as accuracy boosting, that changes a lot.
yeah drain/osmose spells always seem to be treated like debuff effects. Lance and the Dance effects on the other hand never seem to miss, which is at least one point in their favor. Even Spellblade Drain or Osmose can still miss, just based on physical evasion and weapon accuracy.
I'm fully Rapidfire Drainsword pilled.
Nice video, now it is just me or almost all the ads in the video started playing after a character casted quick? it happened to me almost every time
No one's mentioned ads up til now, so I dunno. I'll always suggest people use adblock at all times.
When an enemy is weak to the element of a Gladiator's Finisher, instead of dealing 9999 damage, it inflicts instant KO. Of course as long as the enemy has not the heavy flag, otherwise it will deal the 9999 damage anyway. 😬
I wonder how many enemies that's practical against, since not a lot of enemies have more than 10k health while also having a weakness to those four elements. Would be great against the Mecha Heads in the pyramid, if Lightning was one of the finisher elements.
@Suprapika The Spellblade versions of the tier 3 Elemental Spells plus Bio and Holy have the same effect of instant KO if a target has the appropriate weakness and is not Heavy in which case the attack deals 4x Elemental damage.
@@ultimatecalibur I do know that, that's why I bring up the Mecha Heads, because that's my preferred strategy of dealing with them assuming I have access to Spellblade.
17:35 hard agree, i miss trauma center series, loved trauma team on wii even if it was easier, playing the different modes was a blast.
Also recommend the etrian odyssey series, got into them just for the trauma center cameos
There's Trauma center cameos in those games? I have one of the mystery dungeon games on 3ds but I never played it for very long, but I liked it well enough.
I have a theory regarding the FF1 INT thing.
I think it was intended to boost the proc rate of status effects, much like strengthening the threshold of a saving throw, but then they couldn't get it to work so they just didn't. I think the damage rolls of the spells were always intended to be fixed.
I have no evidence of this as it's just a theory I thought of, and probably isn't true.
Hey, it's possible. We'll never know for sure, but it's fun to theorize.
crystal project is super cool game you should check out
Double commenting on this video because the way that old works, if you cast Level 2 Old on Exdeath (Or any even leveled boss, but Exdeath is the one that matters), his level slowly ticks down. If you time it right, and battle speed can make this really weird, you can actually kill him with Level 5 Death.
46:17
@@Suprapika Ah, whoops. That's what I get for commenting mid-video, lol.
Considering how long the video is, I don't blame you. I just thought it was funny.
You can use chemist mixes to increase bosses to max level and also lvl Death them. A Madlad did it to NED so they could make a gif of instakilling all parts at once.
@@Nasgatemk2 One guy I saw did it to Enuo, but doing it to the entirety of Neo Exdeath is another level. Literally, in this case.
I think "best jobs" is very interpretable. I agree Blu is the strongest Wind crystal job, but if I want to turn my brain off, Knight is the "best"(grind out 2H in ship graveyard, enjoy the free W1 and W2). This would then make MK the stronger Water job. Bard and Sam to round out the "zero thought" crew 😂
That said, Mix is truly so strong you could replace any of your "worst jobs" with Chemist and get another easy playthrough (after you unlock chemist)
Yeah, this is more metagame-y in terms of best, if I went in another direction I'd pick White or Black Mage, Time Mage, Samurai and Ninja, probably.
44:00 that tales of Phantasia theme 👌😫
I say this a lot, but I wish Fighting of the Spirit got even a fraction of love that the Vesperia giganto monster theme has throughout the series.
@@Suprapika well ive only played Xilia 1 and 2 and almost finished with Arise. Gotta make the time to play the rest available on ps eventually
@@bronysaiyan5236 Nice. Well, with Graces f Remastered coming out in January, that's my favorite game in the series, so I recommend it.
@@Suprapika sweet will do if the wife lets me buy it 😅😅
I like to old x death, use pause buffering and wait atb to make sure I click lv 5 death after his level ticks down to be divisible by 5
Someone can correct me if I am wrong but I am pretty sure the Gladiator's Finisher move that has an element based on who uses it IS affected by weakness as if they are weak to it then it doesnt do damage and instead insta kills them if it can. And if you hit something that absorbs/immunes that element then it heals or does no damage, respectively. Granted, by the time you get Gladiator most things that would not die to 9999 damage in one shot are immune to instant death anyway so its still not very good even if they have a weakness. Plus at max Job Level it still has a 25% chance to do nothing. Out of all the 4 new jobs from the advanced version only the Necro really is all that useful aside from some niches uses for Cannoneer. And the Necro is not all that useful for when you get it as you have to go get all the magics like blue mage but not until the end of the game. Necro is however super useful if you use cheats to unlock it and its magic early. Just maybe dont use it right away cause it will be OP. Maybe world 2? All in all, the advanced jobs are a neat idea but implemented poorly. Wish they had them in the PR version but just moved their accessibility around and rebalanced them. Add one to each crystal or something, IDK.
I have a video of the Advance jobs coming out, and suffice to say, the jobs are generally cool (except Oracle), and I also wish they coulda been rebalanced to fit the main game. Alas.
Rolling Ninja on Water Crystal is literally a 25% chance of getting easy mode for the run
I think I'm gonna be doing "any job at any crystal" runs from now on in my FJFs to make getting OP jobs like that rarer and more meaningful.
No big guard ? It's easy to get with dancing dagger and Time Slip. Also Rune Blade does good damage on Blue Mage.
(I'm assuming that's one of the names of Mighty Guard) I was under the impression that it, alongside White Wind and Fusion, were Control-only, is that not the case? Otherwise I totally would have gotten them.
@@Suprapika Confuse lets you learn any spell an enemy can normally use in battle like White Wind and Transfusion, and will even cause Stingrays to use Mighty Guard on your party even though I don't think they normally cast it on their own. I was able to fill my blue magic spellbook in my last 4 job run thanks to also having a white mage for easy confusion access. Supposedly White Wind will never be cast on the party by a confused Enchanted Fan on the pixel remaster version of the game though, so you'll have to wait until Exdeath's Castle to confuse a Hellraiser instead.
Wow, that's incredibly valuable knowledge I wish I'd known sooner. Thanks for that!
Control is still really useful for getting enemies to use abilities they don't normally use in battle, like getting 1000 Needles from the Lamias in the Ronka Ruins instead of waiting for Lamia Queens in the Pyramid of Moore.
Vampire will only work if you are not more than 3/4ths of health. Anywhere below is viable for it to work. Also, the chemist job does have the greatest ability "Mix", but the samurai would have been far better since "Zenniage" exists, they dodge most physical attacks, and can also equip the Aegis Shield that has a chance to negate both physical and magical. Personally, for the "best job only" job fiesta, I'd go for samurai for the earth crystal, but that's just me.
There's definitely an argument for just loading everyone up with Gil Toss and saying that's the best thing you can do, and I won't say that's not a legitimate strategy, but since I avoid Gil Toss personally, that doesn't really come into my consideration.
@@Suprapika It is very expensive to use Gil toss. Each 5400 damage to one enemy with Gil toss is 1000 Gil lost. So I can see where Gil toss may not be so useful. Otherwise, I am the type that uses the bestiary and look for enemies that drop the most gold than EXP. In a job fiesta, that may not be a very good idea for a speed run or low level challenge.
At least it's not hard to farm Gil, especially in the GBA with the quicksave "glitch".
@@Suprapika Wait, really? I never knew that. Welp, the more you know, even when I have grew up with Final Fantasy V for the GBA.
@@masontabalani1464 I knew about the quicksave thing a long time ago because of a playthrough I read, so if I didn't read that, I probably wouldn't know about it either. My go-to gil farming strats are the Dark Flames in world 1, and then the French statues in world 2 and 3 since Level 5 death means you don't even have to try. You can also farm Movers in the rift with the quicksave thing, but I suck at fighting them, so I do the easy stuff.
On Liquid Flame, I think the hand form is immune to gravity (I have no clue why).
Immune to Slow, immune to Gravity, immune to Ice (sometimes), what a weird boss.
Hand form is imune to all elements.
TL;DR: All those classes from the thumbnail are represented on my team
I'm here to say that I'm playing FF5 blind and avoiding spoilers, but as of right now:
Faris is a samurai with Two Handed from Warrior.
Lenna is a chemist who is usually a summoner/red mage mix
Galuf is a monk since the beginning of the game; consistent tank
Bartz(?) Is a Blue Mage/Time Mage. He maxed his blue mage job and keeping Learning on him is kinda annoying.
Blue Mage is pretty annoying, so that's at least thematically appropriate.