Final Fantasy VYUOKITE Avengers Part V
Jul. 13th, 2023 03:33 pmThe final session of this VYUOKITE playthrough was played at some point between June 4th and June 7th, 2017.
There was a very short recording when I started and a blip before the larger recording for the day. I was just nervous because of the connection quality, and perhaps that worry was unfounded. Anyway, here's the main part:
We started by entering the Mirage Tower. As you may expect if you know this game, we found a ton of great equipment in the Mirage Tower very quickly after entering. We checked who could use what, and we found that the Aegis Shield, Vorpal Sword, Sun Sword and Dragon Armor were all useless to us. Thor Hammer is very useful but can't actually be equipped by anyone.
Battles were pretty uninteresting. There are a lot of large groups that lend themselves to battle using spellcasting items (Thor Hammer, Zeus Gauntlet, Mage Staff, etc.), so battles felt somewhat repetitive and there wasn't much in the way of danger. The Blue D didn't stand up well against the Avengers.
In the Floating Castle, there were more wonderful items of questionable utility to my team. We got a ProRing that we were able to put to use. As I've come to expect, the Bane Sword, White Shirt and Black Shirt were not able to be equipped but at least they've all got potential use with the item command. We did find that all of Thor, Cap and Iron were able to use the ProCape, although carrying it long-term would mean throwing out some other useful spellcasting armor.

I dropped a ProRing to carry the loot here, and I want Cap to have a ProRing, so what I'm likely to end up doing is throwing away the White Shirt when I get back to town since my characters have tons of charges of INV2 anyway. Hm, I guess I could say the same about the Zeus Gauntlet.
It would've been so cool if someone could use the Katana, but that did not end up being the case.
On the long bridge, I gave some consideration to intentionally lollygagging about to find a WarMech. That didn't last long before I got bored. Our battle with Tiamat was somewhat interesting, though. I had both bad luck and bad strategy, but won anyway. The bad luck aspect was Luke - the low-HP one - getting physically attacked to critical on turn 1, then CUR4ing himself on turn 2, then getting physically attacked from full HP to death on turn 2. The bad strategy aspect was throwing up a bunch of resistance spells despite most of the party having Ribbons on. The Bane Sword wasn't working in the first few turns so I decided to playfully use a bunch of NUKE and FADE spells.

After this, I sorted out my equipment and attempted to fill out the spell lists with my remaining money before diving into the Temple of Fiends again. We ended up filling out the spell lists completely except for one level 8 spell for Thor. Before going in, we looked like this:
Thor:


Cap:

, plus LIT3 and INV2.
Iron:


Luke:


Equipment:


The weapons listed aren't 100% accurate, actually, as I sold that Katana, too.
As you can see, weapons are the only real deficiency. Other than when their Hit% value oscillates a bit too low, Thor and Cap are both very potent combatants and they leave me rather unafraid to enter the Temple of Fiends of the past. In battles where there are few enemies, or regular attacks are otherwise the best option, Thor and Cap will attack while Iron and Luke support or heal.
Things can still be tough, though. Like when a group of strong enemies like dragons use a strong multi-target attack.
In this battle, Luke was killed and Cap was very seriously damaged by these Frost Ds' Blizzard attacks. That image also happens to show off their magic defense statistics which, along with Cap not wearing a Ribbon, may also explain how the team took so much damage. The magic defense stats are another thing that seems to oscillate wildly at each level up.
The Lich sequel battle was over on the first action.

The Kary sequel battle wasn't done in one action, but it was done in the first turn:

Kraken took two turns. We spent one turn buffing, and Thor and Cap beat him down with gusto on turn 2:

We took the detour to get the Masmune here. Cap happened to earn level 26 and his Hit% rolled over to 8, meaning he only does a single hit per attack. That's not ideal right at the end of the game, but I'm sure we'll manage.


I ended up giving the Masmune to Luke. This brings his damage to 62 and Hit% to 121; still pretty bad, actually.
The rematch with Tiamat wasn't as simple as the first few. We took some damage. On turn 1, we used FAST on Thor, Cap and Luke and WALL on Cap. It took two extra turns to take her out.

We then wandered down to the final floor, forgetting to heal before the final boss. I thought it would be fun to apply essentially every buff I had in this fight with my abundant magic charges. Chaos seemed to keep using physical attacks rather than advancing through his spell cycle much, and we had maxed evasion, so by about turn 4 I just went mostly on the offensive. Cap's low Hit% kept him from delivering a whole lot in the damage department, but Thor came through as always.
It was actually Luke who dealt the final blow with his Masmune.

This playthrough was such a weird mixture of interesting and boring. Seeing the different things that unintended classes can do is pretty neat, but the (obviously?) unbalanced nature of these classes made the game a bit more repetitive and boring than usual, too. I wish I had more balanced classes, but with a premise of this sort that would be a stupid thing to expect. Maybe eventually someone like ChaseXtreme or myself could determine where these fake classes' stats came from.
Would I play this again? Maybe. At least it's fairly quick.
<< Start | < Previous | Index
There was a very short recording when I started and a blip before the larger recording for the day. I was just nervous because of the connection quality, and perhaps that worry was unfounded. Anyway, here's the main part:
We started by entering the Mirage Tower. As you may expect if you know this game, we found a ton of great equipment in the Mirage Tower very quickly after entering. We checked who could use what, and we found that the Aegis Shield, Vorpal Sword, Sun Sword and Dragon Armor were all useless to us. Thor Hammer is very useful but can't actually be equipped by anyone.
Battles were pretty uninteresting. There are a lot of large groups that lend themselves to battle using spellcasting items (Thor Hammer, Zeus Gauntlet, Mage Staff, etc.), so battles felt somewhat repetitive and there wasn't much in the way of danger. The Blue D didn't stand up well against the Avengers.
In the Floating Castle, there were more wonderful items of questionable utility to my team. We got a ProRing that we were able to put to use. As I've come to expect, the Bane Sword, White Shirt and Black Shirt were not able to be equipped but at least they've all got potential use with the item command. We did find that all of Thor, Cap and Iron were able to use the ProCape, although carrying it long-term would mean throwing out some other useful spellcasting armor.

I dropped a ProRing to carry the loot here, and I want Cap to have a ProRing, so what I'm likely to end up doing is throwing away the White Shirt when I get back to town since my characters have tons of charges of INV2 anyway. Hm, I guess I could say the same about the Zeus Gauntlet.
It would've been so cool if someone could use the Katana, but that did not end up being the case.
On the long bridge, I gave some consideration to intentionally lollygagging about to find a WarMech. That didn't last long before I got bored. Our battle with Tiamat was somewhat interesting, though. I had both bad luck and bad strategy, but won anyway. The bad luck aspect was Luke - the low-HP one - getting physically attacked to critical on turn 1, then CUR4ing himself on turn 2, then getting physically attacked from full HP to death on turn 2. The bad strategy aspect was throwing up a bunch of resistance spells despite most of the party having Ribbons on. The Bane Sword wasn't working in the first few turns so I decided to playfully use a bunch of NUKE and FADE spells.

After this, I sorted out my equipment and attempted to fill out the spell lists with my remaining money before diving into the Temple of Fiends again. We ended up filling out the spell lists completely except for one level 8 spell for Thor. Before going in, we looked like this:
Thor:


Cap:


Iron:


Luke:


Equipment:


The weapons listed aren't 100% accurate, actually, as I sold that Katana, too.
As you can see, weapons are the only real deficiency. Other than when their Hit% value oscillates a bit too low, Thor and Cap are both very potent combatants and they leave me rather unafraid to enter the Temple of Fiends of the past. In battles where there are few enemies, or regular attacks are otherwise the best option, Thor and Cap will attack while Iron and Luke support or heal.
Things can still be tough, though. Like when a group of strong enemies like dragons use a strong multi-target attack.

The Lich sequel battle was over on the first action.

The Kary sequel battle wasn't done in one action, but it was done in the first turn:

Kraken took two turns. We spent one turn buffing, and Thor and Cap beat him down with gusto on turn 2:

We took the detour to get the Masmune here. Cap happened to earn level 26 and his Hit% rolled over to 8, meaning he only does a single hit per attack. That's not ideal right at the end of the game, but I'm sure we'll manage.


I ended up giving the Masmune to Luke. This brings his damage to 62 and Hit% to 121; still pretty bad, actually.
The rematch with Tiamat wasn't as simple as the first few. We took some damage. On turn 1, we used FAST on Thor, Cap and Luke and WALL on Cap. It took two extra turns to take her out.

We then wandered down to the final floor, forgetting to heal before the final boss. I thought it would be fun to apply essentially every buff I had in this fight with my abundant magic charges. Chaos seemed to keep using physical attacks rather than advancing through his spell cycle much, and we had maxed evasion, so by about turn 4 I just went mostly on the offensive. Cap's low Hit% kept him from delivering a whole lot in the damage department, but Thor came through as always.
It was actually Luke who dealt the final blow with his Masmune.

This playthrough was such a weird mixture of interesting and boring. Seeing the different things that unintended classes can do is pretty neat, but the (obviously?) unbalanced nature of these classes made the game a bit more repetitive and boring than usual, too. I wish I had more balanced classes, but with a premise of this sort that would be a stupid thing to expect. Maybe eventually someone like ChaseXtreme or myself could determine where these fake classes' stats came from.
Would I play this again? Maybe. At least it's fairly quick.
<< Start | < Previous | Index