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glossary [2021/09/13 22:54] antidaleglossary [2023/12/26 20:45] (current) – external edit A User Not Logged in
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 +See also: [[https://docs.google.com/document/d/1Pr9YncPJOsJ6AYlOsa201_H9kbdupWL3jG5ckxVL45M/edit|FE Memes & Slang]] (Credit: Ribbonquest)
 +
 ===== 1200 Strats ===== ===== 1200 Strats =====
  
 Reflect Killing Zeromus with a (potentially partial) party with just over 1200 HP. Reflect Killing Zeromus with a (potentially partial) party with just over 1200 HP.
  
-Reflect kills Zeromus by putting wall on every living party member with starveils and then triggering Counter nukes with items. Survives big bangs by nerfing big bangs and having more than 1200 HP and heals up between big bangs. Require a specific agility setup and access to a number of j-items. Takes around 10 minutes to defeat Zeromus. See more details here: [[external_guides#boss_fights]]+Reflect kills Zeromus by putting wall on every living party member with starveils and then triggering Counter nukes with items. Survives Big Bangs by nerfing them, having more than 1200 HPand heals up between big bangs. Require a specific agility setup and access to a number of j-items. Takes around 10 minutes to defeat Zeromus. See more details here: [[external_guides#boss_fights]]
  
  
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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
 + 
 +For more details, see: [[Relative Agility]].
  
-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]]+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 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. Removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#other_known_glitches]]+Equipping a long range weapon on a character sets the long range bit on a characterwhich 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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 Battle Speed affects how long the player has to input a command before automatically passing the turn to allow the AI to process actions. Typically adjusted when a runner needs more time to input commands to avoid losing turns. [[battle_mechanics#battle_speed]] Battle Speed affects how long the player has to input a command before automatically passing the turn to allow the AI to process actions. Typically adjusted when a runner needs more time to input commands to avoid losing turns. [[battle_mechanics#battle_speed]]
 +
 +===== Crumble Skip =====
 +
 +Refers to players using a Kamikaze item to kill a boss and skip the crumble animation that happens at the vanilla Milon Z, Kainazzo, Valvalis, Rubicant, and Elements positions. Also works in the Zeromus fight, but does not save any time, just changes the ''!done'' timing from the flash/crack that is normally used to Zeromus starting to fade away.
 +
 +Boss fights with multiple enemies do not crumble at any of the above locations, so there is no value in using the technique against them. (e.g. Baron Guards on the Baron throne never crumble, even though Kainazzo or D Mist would)
  
 ===== D.Machine/D.Money/D$ Grind =====  ===== D.Machine/D.Money/D$ Grind ===== 
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 ===== J-abilities ===== ===== J-abilities =====
  
-Party character abilities disabled in the SNES Final Fantasy 4 US release but are in the Japan version.+Party character abilities disabled in the SNES Final Fantasy 4 US release but are in the Japan version. These are: Dark (DK Cecil), Heal (Edward), Recall (Tellah), Pray (Rosa), Power and Bear (Yang), Bluff (Palom), Cry (Porom) and Regen (FuSoYa).
  
  
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 Named by community member pidgezero_one during a particularly brutal community race where Dark Knight Cecil was at the King & Queen Eblan spot on a mandatory hook route to get underground. The high attack scaling at the spot allowed Dark Knight Cecil to absolutely slaughter parties attempting the fight, causing a hard stop for most runners.  Named by community member pidgezero_one during a particularly brutal community race where Dark Knight Cecil was at the King & Queen Eblan spot on a mandatory hook route to get underground. The high attack scaling at the spot allowed Dark Knight Cecil to absolutely slaughter parties attempting the fight, causing a hard stop for most runners. 
  
-==== Plink/Plinking ====+===== Plink/Plinking =====
  
 Plinking is a technique to help navigate through menus faster than just standard inputs. You press ''Y'' or ''R'' along with an input, and it's as though you pressed the input multiple times. You can do this with up/down/left/right in screens like the inventory screen, in confirming a target in battle, or confirming a selling an item see this [[https://www.twitch.tv/videos/42248258|video]] from TheLCC or this [[https://www.twitch.tv/videos/1127779621|video]] from Soleras for more. Plinking is a technique to help navigate through menus faster than just standard inputs. You press ''Y'' or ''R'' along with an input, and it's as though you pressed the input multiple times. You can do this with up/down/left/right in screens like the inventory screen, in confirming a target in battle, or confirming a selling an item see this [[https://www.twitch.tv/videos/42248258|video]] from TheLCC or this [[https://www.twitch.tv/videos/1127779621|video]] from Soleras for more.
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 Number of trips to a location Number of trips to a location
  
-Commonly refers to Fabul as there are 3 key item checks there: The Fabual Defense, Speaking to Shiela after talking to Yang in the bed in Sylph Cave, and Returning the Pan to Shiela after bonking Yang in sylph cave. Can also refer to other locations such as Feymarch, the Moon, Lower Babil, Baron Castle.+Commonly refers to Fabul as there are 3 key item checks there: The Fabul Defense, Speaking to Shiela after talking to Yang in the bed in Sylph Cave, and Returning the Pan to Shiela after bonking Yang in sylph cave. Can also refer to other locations such as Feymarch, the Moon, Lower Babil, Baron Castle. 
 + 
 +===== Slingshot ===== 
 + 
 +A common form of referring to the experience catch-up mechanic for characters who are five or more levels behind the median party level, when there are five characters in the party. In practice, this is most effective when doing a long grind that occurs in a single encounter, like d machines or a macgiant grind, but can still be very effectively used in other situations. ''-exp:noboost'' disables this mechanic. 
 + 
 +See [[core_gameplay_changes#exp_distribution]]. 
  
 ===== Thunderstruck ===== ===== Thunderstruck =====
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 Treasures in Free Enterprise are typically not shuffled but truly randomized; different treasure flags provide different probabilities for treasure contents. See more details here: [[treasure_randomization]] Treasures in Free Enterprise are typically not shuffled but truly randomized; different treasure flags provide different probabilities for treasure contents. See more details here: [[treasure_randomization]]
  
 +
 +===== Wyvern Standard Time =====
 +
 +Refers to very slow battle speeds, since players will often set battle speed to 5 or 6 in order to be able to get starveils off against Wyvern when she'll be using MegaNuke against the party.
  
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glossary.1631573670.txt.gz · Last modified: 2021/09/13 22:54 by antidale