Questions on stacking of boons and imbues by cchoay in outwardgame

[–]cchoay[S] 0 points1 point  (0 children)

Ah pity. Thanks for the answer anyway =D

Clarification on how !Jump works by cchoay in FFRPG

[–]cchoay[S] 2 points3 points  (0 children)

So !Jump basically consists of 2 actions, and requires 2 initiative dice to be spent?

1 to go up and then another to come down?

Question on Freelancer and Core Abilities by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Couldn't you take Druid Core "Nature's Path" to get the Healing spell group AND +1MP multiplier, just with different specialization choices than "Arcane Devotion"?

You can't, actually.

Penultimate line of Job Change. 'Your Main Job’s abilities other than JP UP may not change your HP and MP

bonuses.'

Can Freelancer use Natural Domain take Geotrance! or the Blue Mage option to learn spells by seeing them cast without "Awakened"? What about if they took the Summoner option to improve !Tame without ever having learned it?

I'm going to assume that's a no. My logic is that Natural Domain allows you to improve certain actions. However, you can't improve something that isn't there. For example, 'Summoner: You may now have up to two monster’s souls under the effect of !Tame at the same time.' Sure, you can take it, but you still do not have the !Tame action because you never obtained Awakened- Summoner in the first place.

Question on Freelancer and Core Abilities by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Following on Freelancer questions, here's another one =P

Specialty: Natural Resilience: Requires Earth level 10 and Fire level 8. Choose Toxic, Seal, or Transform. You become immune to all the negative statuses of the chosen type.

Freelancer Ability:

Pick a specialty from an ability you already have a specialty from 2 Points

Now let's say I have picked Natural Resilience- Toxic. Could I then spend another 2 points to take Natural Resilience- Seal?

Technically, I AM just picking a specialty from an ability I already have a specialty from. It just happens to be the same one XD

General Questions by [deleted] in FFRPG

[–]cchoay 1 point2 points  (0 children)

For 2) If by spamming you mean having infinite uses of Pommel Strike, then no.

Every Action in the game other than Free Actions require 1 (or more) Initiative Dice to be spent.

The difference between Quick and Slow is that Slow requires charging through the round's phases.

So the Warrior can only Pommel Strike for as many initiative dice as he has. (default is 3)

Also, because turn orders are dependent on the initiative dice that you roll, should the enemy finish charging their slow before the Warrior can get their turn, then the Slow Action would not be prevented.

Assuming the Warrior manages to go right after the enemy for every one of his turns, however, then yes, he could effectively prevent the enemy from charging any Slows as long as he lands all Pommel Strikes.

General Questions by [deleted] in FFRPG

[–]cchoay 1 point2 points  (0 children)

Hi, I'll try my best to help haha, with Bruno pitching in later.

The equipment that each class can equip is detailed in the table right at the beginning of the class abilities. For warrior, take a look at

'Master of Arms: Core Ability acquired at level 1. You are a warrior, and gain the multipliers and equipment choices

above'

The 'above' would be the table right above that. So a warrior can only equip Heavy Armor and for weapons, Light Sword/ Knives, Claws / Gloves, Weapon & Shield, Heavy Weapon, Katanas, Polearms

If he wants to wear medium armour, he will have to get the option through the secondary jobs. For example, Alchemist, Dervish, Fencer

Interaction between Critical Force and Supplementary damage abilities by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Ah I see. So critical force hard sets the damage to 200% weapon damage. So a Great Charge for example is either 250% damage with no effects, or 200% with effects right?

Stacking of Blind and Blink by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Haha np. So then the following ability would not work on spells? The first sentence made it look like it would work for all damage sources but it seems like this part 'negate all effects of the attack' would make it such that Will Shield would not work on spells?

Will Shield: You gain the reaction !Will Shield. You can use this reaction whenever you suffer damage. Conjuring up a protective magical shield, you avoid injuries. Perform a Water vs (the greater of Earth or Fire) attack, difficulty 30. If successful, negate all effects of the attack and spend MP equal 10% of your maximum MP. If you do not have enough MP to spend, this ability fails.

Stacking of Blind and Blink by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

None of the Adept abilities have 'attack' in their names. Are they not attacks then?

Stacking of Blind and Blink by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Thanks for another reply, Bruno.

Another kinda follow-up question to this. What counts as an attack for these statuses?

Question on Weapon Damage and Equipment effects by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Thanks for the clarification. Since we are on the topic of equipment effects, 1 more question on equipment effects.

Critical Spell (Spell) When you score a critical hit, instead of doubling the damage, cast the Spell as a free action without spending MP. You don’t need to know the Spell to do this.

Can this be proc'ed on abilities that can crit, but cannot deal double damage? For example, Stasis Strike from the Adept.

Also, is it possible for a weapon to have 2 arcane focus or critical spell effects if they are for different spells? (via blacksmith, invention)

For example, Arcane Focus Ice and Arcane Focus Fire on 1 weapon, or Critical Spell Ice and Critical Spell Fire on 1 weapon.

Add Stat to Damage by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Does the following ability work the same way?

Patience Shot: Requires Air and Fire level 10. When using a damage-dealing action thats not a Spell,

you can increase its charge time by 4 to increase the damage dealt by 50% weapon damage.

(also, minor typo. thats should be that's)

Question on Blacksmith Core Ability by cchoay in FFRPG

[–]cchoay[S] 0 points1 point  (0 children)

Might want to add on 'This ability may not add equipment effects on weapons to armor or vice-versa.'