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Edit history:
Sush: 2013-02-28 05:50:59 pm
Sush: 2013-02-28 05:48:13 pm
Darkside is actually crazy useful in alot of situations. I'm thinking mainly that you can 1 shot the red sorcs in the extended battle after Adel and before Ultimecias castle (within reason). Also I take it that Laguna getting a crit isn't enough to kill Ruby Dragon?

Also I've started thinking of possible segments I could merge together for convinience and speed. If my timing is right saving and loading takes about 12 (?) seconds so atleast the second segment would have to not include some horribly horrendous luck based thingy (Triple-Triad). I'm currently thinking the following:

Intro and Ifrit.
Would mean a long arse wait between boss attempts.

Fish and Dollet travel.
Would involve getting from the beach to the road with no encounters, probably going to do this one.

Zells' card until after Timer.
Mainly because of the Rinoa skip. Would save alot of time not having to save before Rinoa (have to run through 2 loading screens) but ruining a perfect Zell card run might be soul crushing. Also saving before hand means I can retry till I get a critical hit on pre-zombie prez.

Laguna 2 until after Galbadia or before the sewers in Deling.
All I would have to do after the Laguna dream is text skip really. I am not going to save outside Deling this time whatever happens, wastes loads of time.


I havn't made notes on routes or junctioning past disk 1 just yet but I'm almost happy with my setup for disk 1. Should be ready to record once my PS2 gets here. Excited.
Well thanks to the awesome Timber skip that Ffgamer found getting the second Seed payment before the train to Deling is no problem. It cuts pretty fine but I do get it.

Out of curiousity would people be interested in segment updates or would you prefer if I didn't clutter the thread too much and just kept it on YouTube?

Ps Just found out that running diagonally raises the chance of random encounters. What the Hell is that about?
Whatever, just do it quickly.
Quote from Sush:
Ps Just found out that running diagonally raises the chance of random encounters. What the Hell is that about?


Update as much as you want especially if you have new content or need help.  Diagonal movement covers longer distance than a perfectly straight up and down so it's given a distance modifier.  You move faster with it too, I think.  Same idea as bunny hopping.
RPG TASer
You have a 1/256 chance of carding Ruby Dragon on the first try. Pretty sure that would be the fastest, and save on bad experience gains.
Edit history:
Sush: 2013-03-10 06:54:37 pm
I wouldn't mind going for that chance if it's faster than 1 hitting him with Str 20,40,60 and Blizzaga Elem-J. Missing out on an entire level would be pretty helpful for the end game.

Watched the whole of the new Bizkit run and his Irvine on disk 4 is a murder machine, still pretty sure that a good Renzo would be faster on Ultimecia though. Does he use shot just to make sure that he kills each form in one turn? Trying to get Ifrit to lvl 10 in a segmented run would lose some time I think.


Ammo-Rf edit: Seems to me a few sacrifices need to be made to get Ifrit to lvl 10. In his record run he gives Ifrit the exp from both fish fights and keeps Ifrit junctioned alone the entire run and he still gets him to lvl 10 late. He may even fight a few extra fights somewhere that I didn't notice when I watched.

As far as I can see you'd need an extra rejunction during the garden fights in disk 2 (as Enc-None will be on your second character) and maybe once during disk 3? Maybe trying to get Ammo-RF would be worth it? I guess I'm watching his run again today.
Whatever, just do it quickly.
There isn't a lot of benefit to be had for restricting hero levels because you'll keep them near their starting levels anyhow.  For example, Irvine is Lvl 13 so if you use him, he has to be at least 13.  Rinoa is 11.  Selphie, Quistis, Zell all start at 8.  Squall starts out at level 7.

The two bosses that scale HP quickly are Ultimecia stage 3 & 4.  So those two are the only battles where party level matter.  Basically, if you don't plan on using them in the final fights, you can let those characters soak exp battles for Laguna sequences.

Enemy levels are also solely based on party average levels and rounding down.  If all three party members leveled, up the monster levels would rise, but for any one character, only every third level matters.  For example if we had levels 10, 11, 13. Leveling any one character up wouldn't matter at all, and you could in theory make one character stronger.  On the other hand, if it was instead 11, 11, 13, then the next character level would bump all monsters up by 1.

More important for enemy hp (and xp) is lvl randomness.  At level, 10-12 monsters are 10-12 +/-2 and give XP accordingly.
SDA Speedruns: 1
Its also faster in Ultimecia's tower to skip the fight with Sphinxaur and just fight TriPoint and Tiamat.  You need to have some fire magic junctioned to Elem-Atk, I use Squall and the easiest way I found was to use leftover Wizard Stones and refine them into Firagas with Ifrit's F Mag-RF
Edit history:
Sush: 2013-03-11 02:15:05 pm
According to some websites Blizzagas are as effective aswell.

VVV Oh, ok. I'm dumb.
Tri-Point is always weak to fire instead of ice at the beginning of the battle.  He switches between those two elements whenever you hit his weakness.
Edit history:
DarkKobold: 2013-03-11 04:24:29 pm
RPG TASer
Quote from TengEng:
There isn't a lot of benefit to be had for restricting hero levels because you'll keep them near their starting levels anyhow.  For example, Irvine is Lvl 13 so if you use him, he has to be at least 13.  Rinoa is 11.  Selphie, Quistis, Zell all start at 8.  Squall starts out at level 7.

The two bosses that scale HP quickly are Ultimecia stage 3 & 4.  So those two are the only battles where party level matter.  Basically, if you don't plan on using them in the final fights, you can let those characters soak exp battles for Laguna sequences.

Enemy levels are also solely based on party average levels and rounding down.  If all three party members leveled, up the monster levels would rise, but for any one character, only every third level matters.  For example if we had levels 10, 11, 13. Leveling any one character up wouldn't matter at all, and you could in theory make one character stronger.  On the other hand, if it was instead 11, 11, 13, then the next character level would bump all monsters up by 1.

More important for enemy hp (and xp) is lvl randomness.  At level, 10-12 monsters are 10-12 +/-2 and give XP accordingly.


For at least the TAS redo, the extra level that Squall is forced to gain is the difference between Rinoa one-hitting Ultimecia form 1 and not. So, I'll definitely be carding Ruby Dragon.

I've also been considering killing Selphie early in Laguna Dream 2, I just can't remember all the points she gains experience, and whether or not that would be enough to keep her at 8.
Finally my PS2 has made it through the Hell that is US exports and it's on its way to my house in the next day or two. Remind me not to buy anything from the otherside of the world again anytime soon.

By the way, Kobold. If you're going to improve your TAS (which you should as it would be awesome) killing 4 bats in the Fire Cavern is much faster than your 2 bomb 2 bat tactic and would still give you cards to play about with.

Also feel free to post if you find other improvements Smiley
Edit history:
FFgamer86: 2013-03-27 03:45:41 pm
SDA Speedruns: 1
Poxnor and I were able to get a 8:50:48 with our new Zell-less route and ss strats.  With tons of mistakes in rng/execution, still tons of time to be saved still.  Sub 8:40 is not too far out of reach.
My feelings on The Demon Rush
Question, since Darkwasabi is long gone, would someone more active in this topic like the first post?
SDA Speedruns: 1
I'll take it Smiley
My feelings on The Demon Rush
And done (thanks puwexil!).
SDA Speedruns: 1
Quote from Poxnor:
What the heck?  Watch the following:

At 1:05 of the video, a same is triggered (same-wall is active).  But why the heck does the card in spot 5 flip (and cascade)?  Obviously, there's something about these rules that I'm not understanding, at a more fundamental level...


It doesnt make too much sense to me since the card after being place turns into a 6 1 6 9 and then only has same value as spot 5.
IIRC, Same/Plus Wall ignore elemental affiliation (ie a bug), but it's been a while since I've done Triple Triad, so I'm not 100% sure on this. I'll try and get some testing in tonight when I get home from work.
SDA Speedruns: 1
Also, I have updated the first post with everything I think could be relevant to be linked. Please check it out and tell me what you think or if there are other things important as well.
Looks good, maybe link the current WR as well?
Edit history:
FFgamer86: 2013-03-29 08:37:13 pm
SDA Speedruns: 1
Okay will add the rta record and ss record to first post.

EDIT: Finished.
it's my FF9 run that is missing 30 minutes on twitch, not my FF8 run.
SDA Speedruns: 1
Oh sorry lol.
Moo! Flap! Hug!
Almost forgot: FFGamer asked me to post the notes we made for the post-C4L attempt.
Robot Master
Pox, is there an AP Table like last time, or are things pretty self-explanatory?
Edit history:
Poxnor: 2013-04-07 09:10:41 pm
Moo! Flap! Hug!
There's a lot less learning in the new route.  So, instead of having to squeeze every single AP out of everything (in terms of number of fights, order of learning, etc.), our goal this time was to minimize the amount of menuing.  So, GFs routinely waste AP by not setting a new ability to learn until later, because it's faster in the menu (and makes no difference to the GF in the end).

Edit: So, in short, we didn't even make AP tables this time around.