![]() It deals damage to a target based on how much HP it has the higher its HP total, the more damage it will deal. The Blood Sword doesn’t work on everything. ![]() All you have to do is find, then equip, a weapon. The game mechanics don’t care about it either, apparently the most disgustingly abusable thing in the game has nothing to do with leveling up or training spells or sequence breaking. Both the white and black magic sets have an instant death spell that can be powered up to the point where they’re guaranteed kills.īut none of that creates bouncing 9s, so I don’t care about any of it. Playing the game with one character instead of four ensures that one character’s stats are so high nothing can ever kill him. Less well-known is the trick where you get a spell that builds your MP, which is pointless because that spell ensure you always have infinite MP anyway. Everyone knows the trick where you beat on your own guys until they all have max HP. Pretty much everything about Final Fantasy II can be described as “ridiculously broken”, and the truth is a lot of it is to the player’s advantage. With FAST backing him up, he can destroy anything in the game either way. It’s worth noting that you can promote a Bl.BELT into a MASTER, but this doesn’t do anything but give him a new sprite. Even though he’s the “worst” broken attack in the series, he’s one of the esteemed few who can take the final boss out in a single round. Throwing FAST at a high-level Bl.BELT puts so much power in his fists that he can kill anything in the game with a single shot. His natural attack power also never stops increasing with his level, unlike equipment-using classes that tend to plateau. A high-level Bl.BELT could get seven or eight hits naturally, as long as he using was his bare hands… ten or more at max level. Nobody can get more hits than the Monk class, which back in the day was called the Bl.BELT. Twice as much HIT% means way more than twice as much damage. This spell doubles the number of hits a character can do, generating a lot more crits and sending their damage potential straight through the roof. That’s where the fourth level black magic spell FAST comes in. Since more hits = more crits, and one crit > two hits, the best damage in the game comes from classes who can generate a lot of hits (and therefore a lot of crits). Most monsters have some defense, so a critical hit is at least slightly better than two normal hits, and often lots better. Each hit has the chance to critical, and critical hits deal double damage while ignoring defense. Physical attacks in FF1 are calculated like so: a character can land a number of hits per round determined by his HIT% rating. Physical attacks, therefore, are the name of the game. Magic in this game is generally not a viable option for dealing damage, and status effects are virtually non-existant. ![]() ![]() The number of monsters with more than a thousand HPs can be counted on one hand, and any attack that can land a couple hundred damage is already very powerful. ![]() The original game is pretty tame, all things considered. This week’s entry is about these delicious, wonderful broken attacks and all the gorgeous bouncing 9s they generate. If you see lots of bouncing 9s, that means you’re doing a good job, so obviously the attacks that get you the most 9s are the best ones in the game. Some numbers are white, others are green or red… the newest one has fancy gold numbers. The whole point of the game is to get as many numbers bouncing as you can, as often as you can, and to make them as big as you can. If you don’t want your cherry popped, make sure to skip the bits about games you haven’t played yet.įinal Fantasy games are about bouncing numbers. SPOILER ALERT!! This feature by its very nature contains spoilers for every Final Fantasy game. Week Five: The Big Bad Week Six: Ridiculously Broken Attacks ![]()
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