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Edit history:
Oblimix: 2014-07-26 02:33:52 pm
Oblimix: 2014-07-26 02:32:10 pm
I've been playing around a bit with transferring Jelanda at chapter 5 for Ending B, and I'd just like to share the optical route I've come across.

After getting her to level 3, first thing I do is max her traits at a descending order from the top. I'm sure you can optimize this better and get her a better score, but I haven't seen a difference when pleasing Odin.


I then buy her certain equipment. This set so far been most promising for me:


This is not much different than commonly used, but I found out you don't need to give her a cloak.
You only need to buy the Rod, Tiara, Fairy Ring and  3x Pearl of Karula, (Angel Curio is needed for Surt so i'm not counting it).
Transferring her with this will give you your Guard Reinforce and 3x Ether Scepters at Ragnarok.
spread the dirt to the populace
wow, thank you so much! that's a slight improvement over savo ten's B ending run then, as he buys the cloak. neat =)

just out of curiosity, if you're willing to grind out any other transfers in this fashion, i would be interested in chapter 1 jelanda (level 2, for fire lance). that one is important for the A ending run but you should be able to do it if you have saves around that point.

i also never bothered to optimize chapter 5 lucian transfer (for guard reinforce), so i should do that one myself when i get around to that category...

thank you again, really appreciate the effort!
spread the dirt to the populace
ok, i worked on the chapter 2 jelanda transfer for SG run and i did miss one thing:

she doesn't need all 3 of the requested skills! 45 hero value + level 1 tactics & identify will be enough to get lightning bolt =)
I'm not too familiar with Ending A route, but transferring Jelanda at chapter 1 (as level 2) seems to always give you the Fire Lance as long as her traits is 1 or higher. There's no need to do anything else for it.

http://i.imgur.com/Dsv9pj8.png
http://i.imgur.com/Z6WbDVB.png
Edit history:
Josh the Funkdoc: 2014-07-26 07:16:43 pm
Josh the Funkdoc: 2014-07-26 06:55:43 pm
spread the dirt to the populace
wow, thanks! i just realized that would be good for a "no lucid potions" B ending run too, as jelanda needs a good attack spell. although it IS possible to transfer her in chapter 4 & get mystic cross, or get shadow servant in chapter 2 by giving her skills & equipment

EDIT: for anyone looking to run this game, i def recommend looking at the comments for the SDA seraphic gate run. tons of PWS info!
spread the dirt to the populace
i just tried oblimix's B ending jelanda transfer and it didn't work...then i realized i forgot the fairy ring.

i didn't know accessories could improve a character's rating too! maybe it's the total MP value of all equipment or something like that...interesting
Professional Second Banana
Quote from puwexil:
Quote from Josh the Funkdoc:
do you think SDA would accept seraphic gate run now since resets seem to be kosher? and should it replace enhasa's?

Sounds fine to me since you're going from starting a new game to getting one of the endings, the run uses real time, and all time spent preparing the SG file is counted towards the final time.  Let me see what the rest of the staff thinks though.

I didn't hear any objections from the rest of staff, so I'll OK this as a submittable category.  We can reclassify Enhasa's run as an NG+ run since it uses a pre-made file - I'd only want to replace it if the SG part of your run is actually faster than his (which I doubt is possible with stuff like not having Dimension Slip and having to open the flame jewel doors).
spread the dirt to the populace
yeah, no way i'd be faster than him when i have to play through the game first lol. thank you so much!!!!!!

need to practice seraphic gate & B ending a bit more on console, but i can start recording attempts soon =)

EDIT: oh, see what you mean now. funny thing is that enhasa actually visits the same 2 flame jewel doors i do plus one extra - the one after gabriel celeste w/ the dainslef. the boss fights are the main reason he will still be faster than me.
I think it is now the time for me to run the PSP version since there is no disk switching or locks. I also found moving after a dialogue makes Lenneth walk instead of run.
spread the dirt to the populace
got a new time on B ending - roughly 55:15 by my timing! think i can get a 54...

btw, does anyone know why there's a 40-50s gap between in-game time and real time? i noticed that at the first save point. does the game timer not begin until after the opening credits? that would be my guess...

if that's the case, would SDA timing not begin until then? just wondering
I'd guess in-game timer just didn't account for any lag while RTA does.
spread the dirt to the populace
i'm not sure about that because you don't gain control of lenneth until you first run into frei. i could see them not counting the opening credits there...hmm
Edit history:
Oblimix: 2014-07-30 09:39:34 pm
Could be interesting to test at least. Try timing from your load file in the ruins up to the save at jotenheim. If time is different then it would most likely be lag.

edit: or just same save after beating ruins.
spread the dirt to the populace
the gap is more or less the same on the JP version too, but opening credits would be far too long for that sort of thing. maybe timing starts AT the opening credits, after lenneth awakens? nah wait, that doesn't fit either...

this is so weird. i think my timing is the most understandable way to do it...
Maybe you're just the best and should stream more Smiley
spread the dirt to the populace
already started thinking about A ending strats for the final bosses, haha

might go without fairy ring on mages for bloodbane + fenrir. only need it for spell reinforce, and could just use a charge break there. angel curio will be a must for bloodbane at the very least...

loki will be interesting - no might reinforce is def the way to go, but you need all 4 characters able to do stuff. the mages use spell reinforce + sap guard, both fighters use might potions on themselves. that could be a bit dicey without guts, though i can stick an angel curio on everyone without losing anything
Why can't you use guts?
spread the dirt to the populace
because it takes a bunch of time and adds a lot of RNG to the run, via spiritual concentrations. skipping guts is hands down the biggest remaining improvement that nobody has done in A ending. even if that adds resets at the very end of the run, i'll do it!

oh btw, the old SDA timing method is so screwed up for this game. my "0:55" B ending is actually ~57:20 by this timing, and my "2:33" A ending is ~2:37:30
Edit history:
Josh the Funkdoc: 2014-07-31 01:39:51 pm
Josh the Funkdoc: 2014-07-31 01:36:32 pm
spread the dirt to the populace
ok, confirmed my suspicions. bloodbane & fenrir are guaranteed wins and will go down just as quickly as in my SDA run, without guts!

for both fights, everyone needs angel curios and the mages need magic bangles. for fighters i don't think you even need a second accessory for bloodbane - on hard, i don't think anyone should be able to survive diseased tempest so you don't need to worry about status conditions. for fenrir, go with freeze check as the 2nd accessory for your fighters.

oh yeah, i would also equip the seraphic garland on lenneth & the valiant helm on arngrim to prevent getting dizzied.

after that, the only difference from my SDA run is that you'll need to use a charge break on mystina after casting spell reinforce. no biggie though, and you should still end the fight in the same number of turns.

loki is trickier, of course, and the entire reason people get guts in this run. lenneth is forced into power bangle + angel curio, and the mages need fairy ring + angel curio. arngrim's 2nd accessory is still up in the air, considering either power bangle or protect charm (prevent status). perhaps i could cut spell reinforce out of the equation and still end it in one combo - would probably take 2 celestial stars instead of just one, but i would do that for any extra bit of safety. that would allow me to give mystina a magic charm or something.

what you want with loki is for all 4 characters to be able to act on your first turn, and do the following:

sap guard (w/ fairy ring), might potion on lenneth, might potion on arngrim (make sure he has the levantine!). mystina could, i dunno, use a lucid potion on lorenta or something if she's not doing spell reinforce.

then next turn you hope everyone is still able to act, and you do one full PWS combo to finish the game! lenneth will obviously go last, and i *think* celestial star should go 3rd over arngrim. especially if you still need spell reinforce - loki's magic defense is far lower than his physical, even after sap guard.

in fact, if you'll notice, loki has 3600 RDM while even gabriel & iseria only have 500 & 600! that is why sap guard is practically useless on those bosses but a big deal vs loki, since i believe it cuts RDM in half.
spread the dirt to the populace
here's a quick table of info that nobody has quite organized anywhere else: the overall damage of each magic spell! this means adding the damage of the normal spell & the damage of the great magic, i.e. the total damage you can get in 1 turn. i will be expressing these as multipliers of your total magic attack stat, and ranking from top to bottom...

Mystic Cross: x14.5
Shadow Servant: x13.5
Fire Lance: x9.5
Lightning Bolt: x9
Frigid Damsel: x9
Sacred Javelin: x7.5 - x9.5 (x8.5 most common)
Poison Blow: x8.5
Prismatic Missile: x8.25
Icicle Edge: x6
Dark Savior: x6
Stone Torch: x5.5
Fire Storm: x4.5

this is the reason i am sticking with celestial star in the seraphic gate run even though its FMV is 5 seconds slower than meteor swarm's. that 1 extra hit matters for both boss fights with these strats!

sacred javelin's damage varies with the size of the enemy. captain k's FAQ lists it as x5, but that only happens on extremely large enemies like bloodbane. on very small enemies it will only get 3 hits, and on the majority you'll get 4 out of it.

funny how cosmic spear seems to be one of the most commonly used great magic spells by enemies, when that's tied for worst in the game. gravity blessing is the other one that shows up a lot and that's only the next level up, too. celestial star is only used by the mages who can join your party later, which i guess is for the better! all of this actually makes sense since a boss would need very weak stats for the top-tier spells to be balanced, and that would make them too easy otherwise...
spread the dirt to the populace
also, i just thought of probably the hardest category to pull off: seraphic gate run, on NORMAL.

you would have to fight gabriel celeste without any of the seraphic gate weapons. that actually shouldn't be too bad since he has almost no magic defense - with spell reinforce + poison crystals you should be doing something like 60k per turn to him. you probably can't skip the meteor swarm phase, though...may need a bit of luck there.

iseria queen is where things get interesting. there are lots of enemies on the last floor of the gate who drop the crazy SG weapons, but almost all of them are extremely tough in their own right. the main exception is the dark valkyrie, who drops the glance reviver.  you would definitely want to get one of those for lenneth, but after that i'm not sure since i don't *think* arngrim can equip that. to get a good wand you would need to fight the surt clone, and there are a couple problems with that:

1. he's a rare encounter

2. much more importantly, he has 6500 RDM and his RST is so high that nobody has ever done any damage to him with magic. you're not beating him without multiple SG weapons, i am pretty sure.

given this, i think a god-tier wand is clearly out of the question. the other intriguing option is fighting the fenrir clone for the demon sword nefarious (the same weapon i use w/ arngrim in the SG run on hard), but i think that's too risky. that enemy has multiple attacks that kill the whole party, and it uses them far more often than iseria queen does. plus, it has over 600k HP and its RDM/RST are still extremely high when you only have one SG weapon.

i think the answer to all of this will be recruiting belenus. his recruitment scene is one of the quicker ones, and he has by far the strongest PWS out of all the potential glance reviver users besides lenneth. so you would fight dark valkyrie to get 2 glance revivers as your main offense for iseria. all of the main support spells are acquired quickly in this run so jelanda would be fine there, and arngrim could chip in a little bit of damage with the valkyrie-favor.

since i killed my PS2's fan and am waiting on a replacement, i may stream a try at this...
spread the dirt to the populace
also been thinking about the B ending "no lucid potions" run

one possibility would be to skip recruiting belenus, and instead get guts. since i would run this on hard, i could also go to arianrod labyrinth for magic blade cromrea + wand of apocalypse. cromrea would go to lenneth while arngrim would get the valkyrie-favor. could transfer jelanda in ch.4 for mystic cross and still have all the tomes i need to get through the dungeon.

also why the hell did i not use might potions in that old run? should def find a way to fit some in here
Edit history:
Josh the Funkdoc: 2014-08-01 09:57:17 pm
Josh the Funkdoc: 2014-08-01 09:56:59 pm
Josh the Funkdoc: 2014-08-01 09:50:13 pm
Josh the Funkdoc: 2014-08-01 09:43:15 pm
Josh the Funkdoc: 2014-08-01 08:30:41 pm
spread the dirt to the populace
omfg

still doing that B ending run i talked about before. this time i tried transferring belenus in chapter 7 to get might reinforce. i DID get it...but he died in battle so i couldn't get him back for jotunheim lmao. don't think there's any way to avoid that one since he's only level 2 and he doesn't fit that chapter's requirements at all. makes me wonder if jelanda ch.7 could work though! trying that now...

AHAHAHAHAHAHA my shitty level 2 jelanda got me *all* the possible items from ch.7 transfer! hell, i even got GRAM from that just now! well, that sure would make the RNG hell if i cared about a perfect WR on that category...

so yea, i think an optimal strat for no lucid potions B ending would be:

- recruit belenus & get guts in ch.1. don't think you could skip guts here, surt uses multi-target moves more often than iseria queen lol
- get belenus up to like 90 hero value (could be a lot less idk) and transfer him in ch.2. you want shadow servant + extreme guard + emerald necklace!
- in ch.7, give jelanda the most expensive weapon & armor along with those artifacts from ch.2 and a fairy ring. give her 1 level of undead int and get her hero value up to 50. this can be trimmed down if you care, i am sure. then pray for odin to give you gram!
- jotunheim equipment etc. is as follows:

all fighters get the best armor available (to survive vanir attacks at the start & not get dizzied) + angel curio
2nd accessory is fairy ring for lenneth + belenus, power bangle for arngrim
weapons are gram for lenneth (only good weapon w/ level 2 nibelung valesti), bahamut tear for arngrim, valkyrie-favor for belenus
give arngrim that extreme guard from earlier, he can actually survive surt's fire moves with it
jelanda gets ether scepter + anointed cloak (fire resist) + magic bangle + angel curio
teach guts + shadow servant + might reinforce (from ch.7)
CHANGE JELANDA'S ATTACK SPELL TO SHADOW SERVANT IN "ABILITY" (i always forget this)
buy noble elixirs & charge breaks, turn 2 element scepters & 2 ether scepters into tomes of alchemy
right before surt, remember to max out guts for everyone and equip it in the menu!
picking up mental reaction makes things a bit safer but would not be done in a WR-caliber run


surt battle would work something like this:

cast might reinforce, charge break jelanda, use your last tome to get rid of the vanir, heal or end turn. from there you want to combo him every other turn. PWS order should be: belenus -> jelanda -> arngrim -> lenneth. the fairy rings give you the leeway you need since you'll usually need to heal and charge break 2 characters between combos. and if your ether scepter breaks, switch belenus from first to last in the PWS order.


whew, i think that about covers it! this would actually be a fun category were it not for the odin RNG - gram is a 1/7 chance in the ch.7 transfer if all weapons are equally probable. you CAN just get the last avenger bow for lenneth as a backup plan, but i imagine that should cost a decent chunk of time. i'll likely give this a go on stream with the old slow PS2 tomorrow =)
spread the dirt to the populace
i have a plan for loki in a proper A ending run now:

lenneth gets power bangle + angel curio obv
arngrim gets stun check + angel curio, weapon is levantine
both mages get fairy ring + angel curio w/ ether scepters, spell for both is mystic cross
fighters also get the best gauntlet + boots available

for the first mini-battle with him, obviously get lucid potions on everyone ASAP and end it. you'll dodge extension force that way!

in the real battle, you want everyone to use lucid potions on the first turn, as this should keep you safe. then use might potions on both fighters + sap guard + spell reinforce. you can then kill him in one combo on turn 4, before he uses dragon orb. anything that blocks this flow (e.g. a character getting dizzied on 1st turn) is a reset imo.

tbh A ending shouldn't have a ton of RNG. there are the intro fights (not a big deal in a longer run, i think), the very small chance that fenrir can freeze your front-row mage, and loki. lezard should be even easier than before now that i'll be using holy gems instead of attacking in that fight!
spread the dirt to the populace
ok, decided to play through all of A ending on hard today. boss strats turn out to be a little different but not hugely so.

for bloodbane, give arngrim the valkyrie-favor and a power bangle - he should have this stuff for hrist anyway! i also teach lorenta shadow servant (you get this in ch.2 after transferring jelanda in ch.1) and set that as her attack spell. after lucid potions + spell reinforce, use 8 poison crystals then combo with arngrim + both mages. PWS order should be arngrim -> mystina -> lorenta.

btw i use shadow servant since its great magic is ~5 seconds shorter than celestial star, in case anyone didn't know.

fenrir is almost the same as before, you just need 1 extra poison crystal (so 9 instead of 8) before the combo into 2x calamity blast. you can equip the levantine on arngrim now just to get it out of the way - i have forgotten this for loki more than once!

loki is the same as in the previous post except i again use shadow servant w/ lorenta. it is still a guaranteed one-touch kill even if arngrim is at full HP (making levantine do much less damage than it would at low health). PWS order varies depending on arngrim's HP. lorenta should always be first and lenneth always last, while arngrim goes 3rd at <= 50% HP and 2nd at high HP.

i can save at least 3:30 over the current SDA run on the old PS2, from skipping so much stuff and having much faster menus. then you add in the faster-loading PS2 once i get that sucker working again...will be interesting.