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Ok, so I've been informed by a friend (real smart guy) about this Jump thing. Apparently, for same-speeded units, a Lancer's Jump would hit even if the target's CT is above 50. The highest CT you could have for the Lancer to land the Jump would be 82. That makes it even easier to win.
"I only changed my team because you did. You tailored your team to beat my own. You changed the units to females so they would have higher affinity to my own, and also picked a team that would be able to exploit my weaknesses."
I get what you're saying now. I did in fact change my normal party into those female Lancers to make it easier to win, but only to show you that there's no such thing as an invincible party. For every powerful setup there's at the very least another out there that can beat it. Usually there's plenty. Like here with the Knights. A team of Samurai or Ninja have pretty good chances of beating them, Dancers for sure would never ever get killed, Wizards would demolish them, and any magically strong Job for that matter.
And about that Math-Skill-turning-units-into-Gods thing, it actually is true.
Just answer me this question:
Would you rather a) Have a party of normal Chemists in a battle or b) Have that party of Chemists with Math Skill as a secondary?
Math Skill makes a unit's usefullness augment greatly. Compared to the normal Chemists, the MathSkillin' Chems ARE Gods.
Last edited by Mwork; 05-12-2001 at 12:51 AM.
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