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FF III cast key addition and updates

PaChi2

VS Battles
Retired
20,720
3,668
Refia, Luneth, Arc (Final Fantasy III), Ingus (Final Fantasy III)

And then we have Bahamut (Final Fantasy) who, in their III key scale to being > Medusa.

Okay, Bahamut stomps the main cast in canon during their first encounter (more like they have to flee because the dragon is too strong) and after the cast has been powered by 3 of the four crystals they can take on the beast.

I suggest the creation of an additional key for these four: "With the wind's crystal blessing", which would be their High 6-A rating (at this moment the cast is already > Medusa) and for their second key "with the four crystal's blessing", which would be 2-C. We could add an intermediate key "with the wind, water and fire crystal's blessing", which would scale to "At least High 6-A" from bahamut.

Also, I'd like to add all the relevant abilities the main cast have with their jobs. I feel the profiles need a clean up.


New Keys:

Wind crystal's blessing | Three crystal's blessing | Four crystal's blessing

High 6-A (stronger than Medusa) | At least High 6-A (stronger than Bahamut) | 2-C (current)

Thoughts?
 
They need:

Magic abilities:

Firaga

Blizzaga

Thundaga

Holy

Aeroga

Break (stone)

Toad

Bio (Poison)

Drain (life-force absorption)

Haste/Slow/Stop

Reflect/Barrier

Warp (BFR)

Flare (Matter manipulation)

Sleep

Death

Silence

Confussion

...And that's about it for the magical classes I believe.

Summoning too, but it only adds OHKO via Zantetsuken and Earth/Water manipulation via Leviathan and Titan.
 
Dark Knight:

Energy projection: Souleater.

Power Nullification: Dark Swords negate Regenerationn (high-mid)/duplication (however you want to interpret it).

Draconarius:

Enhanced jumping, lance expert.

Black belt/Monk:

Martial arts mastery + Stats amplification (Vengeance and Concentration boost the AP).

Geomancer: can negate durability to an extent.

BFR: black hole

Darkness manipulation: dark flare.

Elemental manipulation (fire/Earth/ice/water/wind/dark)

  • I need to recheck this*
Ninja: dark swords. Can throw any weapon.

Thief: stealth and theft mastery.

Bard:

Sound manipulation, stats amplification, damage reduction, can negate durability, healing. Sleep inducement.
 
I haven't actually played through III, so my word doesn't mean much, but at a glance it's reasonable to give them tabs for each Crystal.
 
Since there is nothing remarkable between the fire crystal's blessing and the water's crystal blessing (two dungeons and boss battles) I think these three keys are ok.
 
Most FF profiles are their end-game states, but since the crystal's blessing is an important thing in FF3 i agree.
 
At this point can I ask for the profiles to be updated?

What does everyone think about the abiliies I listed?

I specially want input in how we treat the dark swords nulling duplication, because enemies will duplicate whenever they are hit with another type of weapon.

Also, is it necessary to split the powers between keys? As you unlock different jobs during the game when you receive each blessing.
 
I don't think you need to split the powers between keys due to the nature of the Freelancer and Onion Knight jobs (at least, that's not what I did with the Bravely Default profiles)

I don't know about the Dark Swords since I didn't play that far.
 
After this goes through I will bring some interesting things for these four. Now Im going to sleep, I will give more input on the Dark swords tomorrow.
 
Dark knights:

The dark blades they wield are effective against monsters that divide and multiply. Monsters with the ability to divide will create a clone after hit with any conventional weapon that's not a dark blade (i.e an axe) or magic (probably for balancing purposes and not force you to "add a dark knight or flee" situation).

Since the mechanism of this ability is completely reactionary and based on damage, one could argue that's Regenerationn, because, well, you cut an enemy in half, and that enemy turns into 2 copies of it. However, as there is no direct statement that I know of besides "monsters of the Dark cave cannot be killed with normal weapons, as they will multiply endlessly"... I dont know if this qualifies as regen or not. Note that the ability to sprout clones is activated even if you hit them with an attack potent enough to oneshot, iirc.

Most of the enemies can be found in this dungeo
 
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