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glossary [2022/03/25 18:24] – [Back Row Glitch] Updated for 4.5 wylemglossary [2024/04/11 20:33] plumeriaknight
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 +See also: [[https://docs.google.com/document/d/1Pr9YncPJOsJ6AYlOsa201_H9kbdupWL3jG5ckxVL45M/edit|FE Memes & Slang]] (Credit: Ribbonquest)
 +
 ===== 1200 Strats ===== ===== 1200 Strats =====
  
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 The number of ATB ticks required for a character or enemy to get a turn. ATB calculation is based on a number the runner can manipulate (though some flags make it easier to manipulate than others). When used as RA1 (or any other number), refers to the number of ticks  The number of ATB ticks required for a character or enemy to get a turn. ATB calculation is based on a number the runner can manipulate (though some flags make it easier to manipulate than others). When used as RA1 (or any other number), refers to the number of ticks 
  
-Final Fantasy 4 uses the Active Time Battle (ATB) system to determine character turns. The number of ATB ticks required for a character or enemy to get a turn is based on the agility anchor. The agility anchor can be changed based on flags, but the default is the center slot character. Characters and enemies with higher agility scores than the Agility Anchor require fewer ATB ticks to get their turn until the maximum speed is reached referred to as ''RA1''. That character's turn can come up once every 1 ATB tick. +Final Fantasy 4 uses the Active Time Battle (ATB) system to determine character turns. The number of ATB ticks required for a character or enemy to get a turn is based on the agility anchor. The agility anchor can be changed based on flags, but the default is the center slot character. Characters and enemies with higher agility scores than the Agility Anchor require fewer ATB ticks to get their turn until the maximum speed is reached referred to as ''RA1''. That character's turn can come up once every 1 ATB tick.
  
-A more detailed explanation of how the ATB system works can be found here [[battle_mechanics#relative_agility]]. A slightly different Agility Anchor explanation is [[core_gameplay_changes#agility_anchor | here]]+For more details, see: [[Relative Agility]]. 
 + 
 +A more detailed explanation of how the ATB system works can be found here [[ATB System]].
  
  
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 Glitching the game to permanently give a character the long range bit. Glitching the game to permanently give a character the long range bit.
  
-Equipping a long range weapon on a character sets the long range bit on a character, which ignores penalties of attacking from the back row and attacking an enemy in the back row. If this glitch is enabled, removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#back_row_glitches]]+Equipping a long range weapon on a character sets the long range bit on a character, which ignores penalties of attacking from the back row and attacking an enemy in the back row. If this glitch is enabled, removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#back_row_glitch|Back Row Glitch]]
  
  
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 A Reflect kill using only Edward to damage Zeromus with mostly triggered counter nukes from Zeromus while hiding Edward from every Big Bang. Requires a large number of starveils and prefers to have specific j-items to trigger counter nukes. Also requires a very specific agility setup and a double slow effect on Zeromus. Takes around 15-20 minutes. See more details [[https://docs.google.com/document/d/1Xw1vsN-OROShv4ZxPcStwJ1LsmFlPcZr3IIjOBSNEww/edit#heading=h.dvcyslrwgp71|here]] A Reflect kill using only Edward to damage Zeromus with mostly triggered counter nukes from Zeromus while hiding Edward from every Big Bang. Requires a large number of starveils and prefers to have specific j-items to trigger counter nukes. Also requires a very specific agility setup and a double slow effect on Zeromus. Takes around 15-20 minutes. See more details [[https://docs.google.com/document/d/1Xw1vsN-OROShv4ZxPcStwJ1LsmFlPcZr3IIjOBSNEww/edit#heading=h.dvcyslrwgp71|here]]
 +
 +===== Fu and Friends, Palom and Friends ===== 
 +
 +A Zeromus strategy that relies on obtaining Nuke for [[fusoya#strategy_and_tips|FuSoYa]] and combining [[#1200 strats]].  FuSoYa can direct cast Nuke up to the point where Zeromus would refill his HP, at 45,000 damage dealt (16,000 remaining), at which point he can switch to reflecting Nuke to finish the fight.  In addition to starveils, most players will want an Elixir or Ether2, or even a SomaDrop, to give Fu more damage potential to end the fight more quickly.  With these items, you typically do not see a second big bang with good anchoring and lower battle speed.  Characters that easily get to 1200 HP or can supplement with high attack damage are frequently desired as friends, such as Edge who can [[edge#special_abilities|dart]] or Rydia and Palom whose viruses are both instant cast and faster than most other item or spell animations.
 +
 +Palom and Friends is a variant that uses Palom and fully [[palom#special_abilities|bluffs]] him to maximum wisdom to cast virus at low levels, and is typically a supplement to 1200 strats.
  
 ===== Half Tower ===== ===== Half Tower =====
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 Named because it requires the Hook Key Item to move the Hovercraft to Eblan Shoals to get access to Eblan Cave and upper Babil. In contrast to the other way underground (dropping the Magma Key into the Well in Agart), Hook Routes tend to be very demanding of runners as they are frequently required to fight bosses with comparatively undergeard and underpowered party members Named because it requires the Hook Key Item to move the Hovercraft to Eblan Shoals to get access to Eblan Cave and upper Babil. In contrast to the other way underground (dropping the Magma Key into the Well in Agart), Hook Routes tend to be very demanding of runners as they are frequently required to fight bosses with comparatively undergeard and underpowered party members
 +
 +===== Hybrid Strats =====
 +
 +Hybrid strats refer specifically to using a berserker and a magic user in the Zeromus fight to maximize damage and avoid as many big bangs as possible, with the goal of having a quicker Zeromus fight by minimizing big bangs and animations to heal and recover from them.  Typical hybrid strats utilize Nuke or White, but Lit-3, Ice-3, and Fire-3 are also viable.  This strategy will typically tip Zeromus into phase 2 and then Meteo phase, but advanced hybrid strats can nullify berserker damage by using a unihorn, silver staff, stop, or a reflected moonveil so that reflected magic can finish off Zeromus in phase 1.  Hybrid strats are most often utilized when the damage per round of your berserkers is under 8,000 damage.  Care must be exercised with extremely low damage parties to avoid casting magic on your own party after [[zeromus_script#main_script2|black hole]] is used by Zeromus.
  
 ===== J-abilities ===== ===== J-abilities =====
glossary.txt · Last modified: 2024/05/02 19:05 by wylem