marchionessofmustache: (Dad)
marchionessofmustache ([personal profile] marchionessofmustache) wrote2024-10-12 01:17 am

Final Fantasy II PG

Why play games when I can just write about what I'd like to do while playing a game???

Anyway, I'm obsessed with Disney Pixel RPG right now and need things to do while my stamina regens. Blasted mobile games.

Revenge of the Seven comes out in a couple weeks, and I need something to do in the meantime. A single mobile game with wait timers is not that thing. I thought about playing another SaGa game, but I don't want to burn out before RotS, and I don't want to be in the middle of a game when that comes around anyway.

So I decided to play "SaGa 0," or Final Fantasy II. I've played plenty of times and already gotten the Steam achievements, so why not go for a 'perfect game'? To do this, I'd like to have every character each have a full selection of magic spells at max level. The "problem" with this is that each character can only learn 16 spells total, and there are well more than 16 in the game. So you have to create "builds" for each character.

Soooo I'm going to be taking notes and stuff in this post. Yayfun.

So let's go over all the magic learnable:

Black Magic



Fire/Thunder/Blizzard/Scourge - The four main elemental magics (I love that poison is like a primary element in this game), it actually is a little better to have at least one on each character, instead of making a "black mage" character that has all four. This is because when you get to enemies that have high physical resistance, you're not stuck doing nothing with 3/4 of your party while you wait for the lone mage to finish them off. Everyone gets 16 magic slots for a reason! If it seems possible, it actually wouldn't be bad to have all four on all four characters, for enemies who are weak to a certain type, so you can have all four attack if need be. I remember one enemy in particular being hard to defeat with anything other than Scourge, and I always struggled having my single Scourge user take it out (it's also one of those ones that can paralyze the whole team and lead to your slow death that way).

Drain - Would be nice to have on everyone, but with Cure it's not particularly necessary, I guess, so maybe better to just put this on one character.

Osmose - This would be better to keep to the "primary" mages, while it wouldn't be bad for everyone, we will also have plenty of items.

Flare - Like the first ones, but non-elemental. Perhaps THIS is the one everyone needs to have...?

Sleep/Stun/Stop/Confuse/Blind/Curse/Toad/Break - The status thingies. Considering you'd only need to use one once per battle, it would be better to keep them to one character. However, that's EIGHT spells. That's half of a character's available slots!! Best to have a "debuffer" character, then...??? IDK T_T

Death - While it's technically a status spell, it's interesting in this game that unlike most games it has great accuracy. In fact, if you level it high enough, it will kill almost anything that's not immune to it with 100% accuracy. Of course, you wouldn't need to cast it multiple times, so best to keep it to one character again.

Warp - This also insta-kills, but I'm not sure about it's accuracy. The main point of this spell, however, is to manage dungeons more easily. Perhaps give it to a character who is less about casting spells in battle and more about utility.

Berserk - Yeah! One of my favs! I actually don't know how potent it is in FF2 but I love to use these kinds of spells. Unlike later games, this one doesn't make you unable to control your actions; it's just an attack buff. Maybe we'll have a Buffer, Debuffer, and Status-inflicter...?

Haste - If it's anything like FF1, haste is like Berserk but EVEN BETTER.

Aura - This is... an interesting spell. It basically gives your attacks a bonus against certain types of enemies, but the enemy types are based on level and stacks of the spell, which is weird, and hard to really keep track of. I'll more just keep this one on someone for completion's sake.

White Magic



Cure/Life/Basuna/Esuna - These are essential in-battle healing spells that everyone needs to know. You never know who is going to be downed and needing help, so if it's the "one" you have declared "white mage," you're screwed. That's already a quarter of each character's alotted magic...

Barrier - Raises elemental resistance. I don't think it's particularly helpful to have more than one person have it.

Blink/Protect/Shell - As cool as it would be to have everyone have these, that's basically putting half the party's magic into "essential" white magic. I guess Buffer Person will have to do with these. I think at higher levels it should be fine to just multi-target these anyway.

Wall - NEGATES black magic. Pretty cool. And can multi-target, as well, so only one person needs to know this. I'm looking at you, Buffer Person.

Dispel - Unlike later games, this just nullifies elemental resistances. I don't think it'll be particularly necessary, so maybe throw on Debuffer Person if there's enough space...?

Mini - Unlike FF3 this is not particularly useful here I feel...? It does greatly decrease an enemy's physical attacks, so maybe it would be in some cases, but probably the things you'd most want to use it against would be immune, I'd imagine. Maybe I'm wrong! We'll see who has room...

Silence - Always nice to have for those few moments where it's useful.

Sap - For the things you can't silence, I guess?

Fog - This is like silence but it doesn't wear off...? I think???

Slow - Probably better than Mini for reducing an enemy's attack power.

Swap - I will literally never use this except to level it up.

Fear - Bugged and does nothing :)

Holy - A fun one to have, but it's basically just Flare with 5 less power.

Teleport - Like Warp, more important for out-of-battle effects.

Ultima - Yayyyyy. The spell we'll actually get to make use of in a perfect game. This spell is based on the levels of everything else you have, including EACH of your weapon proficiencies, meaning despite being the ultimate spell, it's mostly going to suck unless you've bothered to make your character all-powerful in all things.

So yeah, that's it.

Gonna go make myself a little checklist so I can make sure I have at least one person with each type of magic...

Looks like there are 40 magics in the game :,)

If we gave EVERYONE the "essential" white and black magics... That'd be 9 spells on each character, leaving us with only 28 spell slots left in the party. That's just a bit short of being able to fit in all the magics. So it seems like everyone should have one element, and then maybe Flare on everyone...? Though not necessary on the person who has holy... so that'd be 6 slots on everyone except one who would have 5 slots, for a total of 23 slots. This gives us 41 empty spaces to work with. Perfect!

So let's start with our "types." We're going to have Buffer Person and Debuffer Person, and then the other two... uh, we'll see. Well, Leon will be the fourth and he doesn't come until way late in the game, so he'll be the "dump" where all the useless magic goes, since we won't be using him for like 97% of the game anyway.

So Buffer, Debuffer, Dump, and ???? Maybe a mix of useful things...? IDK lol.

Let's just start divvying up the spells...

BUFFER PERSON
1.Fire
2. Holy
3. Cure
4. Life
5. Basuna
6. Esuna
7. Blink
8. Protect
9. Shell
10. Barrier
11. Haste
12. Berserk
13. Teleport
14. Thunder
15. Blizzard
16. Scourge

DEBUFFER PERSON
1. Stun
2. Flare
3. Cure
4. Life
5. Basuna
6. Esuna
7. Dispel
8. Slow
9. Sleep
10. Sap
11. Confuse
12. Blind
13. Curse
14. Toad
15. Fog
16. Break

THE OTHER PERSON
1.Fire
2. Flare
3. Cure
4. Life
5. Basuna
6. Esuna
7. Drain
8. Osmose
9. Death
10. Wall
11. Slow
12. Ultima
13. Thunder
14. Blizzard
16. Scourge


... AAAND LEON
1. Fire
2. Flare
3. Cure
4. Life
5. Basuna
6. Esuna
7. Mini
8. Aura
9. Silence
10. Stop
11. Swap
12. Fear
13. Warp
14. Scourge
15. Blizzard
16. Thunder

OK, I managed to squeeze in the elemental magics to everyone except Debuffer Person... there are WAY too many Debuffs in this game, so I had to take away their elemental offensive magic and give them Stun. While it would be nice to have Flare on our three main guys, I decided to give Buffer Person Holy instead, because it seems more 'thematic.' And we like thematic.

"Other Person" ended up becoming the most offensive of the mages, with Death, Ultima, Drain, and Osmose. They also got Wall, as it doesn't seem exactly like a buff???

Now to decide who gets what. It doesn't really matter statistically, as everyone will end up with the same stats, and after just a little bit of training, the starting stats won't matter that much anyway.

Guy seems like the best fit for 'buffer person,' but it's hard to choose between Firion and Maria for 'other' and 'debuffer.' On one hand, Maria seems more 'magey' so it would make sense to have her be the 'other,' but at the same time, it seems cool to have Firion, the main guy, be the one that gets Ultima in the end.

At the same time, Buffer and Other need to be more magic-focused, so they'll need to use staves and knives (or barehanded). Barehanded buffer seems perfect for Guy. TBH Other and Staff or Knife on Maria sounds more fitting. That would leave Firion with the ability to be equipped with the Masamune in the end. While the Masamune has a 0% magic interference, it just doesn't feel right to use it without a shield, so we'll want to put it on the person LEAST likely to use magic spells.

Soooo let's plan out the final equipment!

FIRION
Hand1 - Masamune
Hand2 - Aegis Shield
Body - Genji Armor
Arms - Genji Gloves
Head - Genji Helm

MARIA
Hand1 - Cat Claws / Diamond Mace
Hand2 - Main Gauche OR Ripper / Empty
Body - Black Robe
Arms - Protection Ring
Head - Ribbon

GUY
Hand1 - Empty / Diamond Mace
Hand2 - Empty
Body - Power Vest
Arms - Power Armlet
Head - Twist Headband

LEON
Hand1 - Holy Lance OR Rune Axe OR Excalibur
Hand2 - Dragon Shield
Body - Dragon Armor
Arms - Diamond Gloves
Head - Diamond Helm

Notes:

Firion gets the ultimate equipment. Pretty simple.

Maria could go with knives or the Diamond Mace in the end. Knives would be slightly worse for her magic, but would be more interesting (I don't think I've EVER used knives in this game). Main Gauche is for +Evasion, while Ripper is for +Damage.

Guy then could go barehanded, or if Maria goes with knives, could get the Diamond Mace (or could still go barehanded). Either way, he wears the armor to boost strength and not hinder magic, so he should be pretty good at both physical and magical use.

Leon... I'm not sure what weapon to give him. Excalibur is technically the strongest he can have, but if we're not wanting to run TWO sword users (for the aesthetic!) we could run the slightly less powerful Rune Axe. Even slightly less powerful is the Holy Lance, which has better accuracy. Spear is Leon's signature weapon from Dawn of Souls, as well, as he gets the ultimate spear Longinus. But "Holy" ...? Is that really fitting for Leon?? LOL He's kinda like the Dark Knight Cecil that never QUITE Paladins lmao. So having a holy weapon just feels... off.

===

Other than that, for a PG I think I'd just make sure to acquire every chest (since Pixel Remaster tracks that) and have at least 1 of every item. Maybe 99 of the 'common' items (like Potion, etc.), not 99 of each spell tome or whatever, though. I don't actually need to do the bestiary since it will carry over from my last save. But I might encounter everything just for funsies anyway.
samuraiter: (Default)

[personal profile] samuraiter 2024-10-12 02:26 pm (UTC)(link)
Curse remains my favorite status effect in the game (at least from Dawn of Souls onwards), but I never use the spell for it. The Ancient Sword, even when it gets outclassed and made obsolete, can still cause Curse even if it does 0 damage, including on almost every boss, and I use it through the entire game. Made the whole experience a lot easier for me.