Sunday, March 22, 2015
Final Fantasy Legend III Observations
-Humans and Mutants' HP and MP go far beyond 999 at higher levels, although the HP is still listed as 999.
-Humans usually gain 19-23 in HP and 8-10 in MP on every level up. They gain 3 Attack, 2 Defense and Agility and 1 Magic. They inflict twice the damage with melee weapons that other classes do.
-Mutants usually gain 17-21 in HP and 19-23 MP on every level up. They gain 1 Attack, 2 Defense and Agility and 3 Magic. They inflict twice as much damage with Magic as other classes do.
-Robots' stat bonuses from capsules are capped at +999 from HP capsules, and +99 from Attack, Defense and Speed capsules, in addition to the robots' original base stats.
-Despite everyone saying that base stats go beyond 99 and up to 255, this isn't actually true... At least, as far as attack and magic are concerned. At levels 40+, your Mutants' Flare spell will usually only do around 900 to most enemies, even though it should be doing around 1100 by now due to the damage algorithm. XCalibr only does about 700 to non-boss enemies, when it would be doing at least 1000 if base stats went up to 255.
-Base agility also appears to be functionally capped at 99.
-I'm still unsure whether base defense is capped at 255, or is simply capped at 99 + whatever you get from equipment. I've noticed the damage that enemies' attacks deal decrease very slightly as my characters have gained levels.
-Equipment stat boosts DO appropriately increase the damage your attacks deal, even when said stats are taken beyond 99 from equipment. Therefore, equipment is the only way to increase stats beyond 99. This might include Defense.
-While Flare is the most powerful multi-target spell, capable of doing 900+ to most enemies when cast by a Mutant, it is also tied with LifeB for being the most expensive, costing 56 MP. Nuke and White only do 60 and 90 damage less respectively, and each cost 36 MP, making them far more economical; also, Nuke looks much cooler.
-Many FAQs state that LifeA and LifeB revive all fallen allies in a single cast. This is incorrect. They are merely stronger, single-target versions of the original Life spell. Whereas the Life spell revives one person with 30% HP and attempts to kill one undead enemy if cast on it, LifeA revives one person with 60% HP and attempts to kill one non-undead enemy if cast on it, essentially an alternate version of the Fatal spell, and LifeB fully revives one person with all their HP, and, again, attempts to kill one undead enemy if cast on it. No word if LifeB is more likely to kill undead enemies than the regular Life spell. For future reference, LifeA is acquired by combining two Earth Crystals on the Talon, and LifeB is acquired by combining two Water Crystals.
-Some FAQs state Cycle heals all status ailments on all allies in a single cast. This is also incorrect. Cycle is essentially an alternate version of the Heal spell with a trick: it can inflict random status ailments on one enemy when cast on it. This spell can be acquired by combining a Water and Earth Crystal on the Talon. I personally wouldn't recommend getting this spell. Most random enemies are trivially easy to kill, and anything you would want to cast this on tends to be immune to status effects anyway.
-Exit2 is essentially the same thing as the regular Exit spell, only more expensive, and far more difficult to get. It costs 48 MP, whereas Exit costs 28 MP. Outside of battle, it allows you to instantly escape dungeons. However, in battle, when cast on the enemy, it's capable of instantly killing a group of enemies instead of just one. I should note that you don't gain any EXP or GP from enemies killed this way. It is acquired by combining two Air Crystals on the Talon. I, personally, would not recommend getting this spell unless you're looking for 100% completion.
-CAUTION: While it's impossible to sell certain items at shops (mainly Light/Dark/elemental crystals, Lost Magic gained from the combination of elemental crystals, it is possible to discard them.
Obviously, you do NOT want to discard elemental crystals or Lost Magic, as they are finite resources that can never be recovered. Obviously, and thankfully, key items are the exception to this rule. They are impossible to discard.
-The boss Jorgandr appears as a rare encounter in the Crevasse (the area of the Underworld with all the lava). As he did when you fought him as a boss, he has 4000 HP, 200 Att and 150 Def, O-All, O-Damage AND O-Change (meaning he takes half damage from physical and magical attacks that aren't Mystic Swords or non-elemental), and provides 1560 EXP to a full party of 4 and 13800GP. And no, you can't run away from Jorgy. I believe he has a 1/64 chance of appearing, but you can fight several of him in quick succession if the RNG wills it.
-Here are the top 10 random battles I've come across that give the most experience... EXP gained is for a full party of 4.
1: Jorgandr, Crevasse (Underworld area with all the lava), 1560 EXP
2: Venus x1, FireFan x2, Gill Man x4, Xagor's Castle, 335 EXP
3: Anubis x1, Gill Man x6, Xagor's Castle, 333 EXP
4: Anubis x1, Gill Man x4, Shogun x2, Xagor's Castle, 332 EXP
5: Venus x1, FireFan x4, Gill Man x2, Xagor's Castle, 332 EXP
6: Garuda x1, Shogun x4, Gill Man x2, Xagor's Castle, 332 EXP
7: Anubis x1, Gill Man x2, Shogun x4, Xagor's Castle, 331 EXP
8: FireFan x4, Warlock x1, FireFan x2 (aka FireFan x6/Warlock x1), Eastern Ruins, 321 EXP
9: Venus x2, FireFan x2, Gill Man x2, Xagor's Castle, 293 EXP
10: Sei-Ryu x2, SS x2, Shogun x2, Xagor's Castle, 292 EXP
Honorable Mention(s):
A. Virago x2, Wyrm x4, Pureland Overworld (Talon), 273 EXP
B. Virago x2, Sphinx x2, Wyrm x2, Pureland Overworld (Talon), 270 EXP
-You need 999,702 EXP to reach level 99. Upon reaching level 99, EXP stops increasing entirely. It was believed that the EXP cap was 999,999. It's actually not. If Jorgandr was the final enemy you killed when you reached level 99, you might find yourself with 1,000,000+ EXP, though experience will not increase any further no matter how many enemies you kill afterwards.
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