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Thread: Dissidia 012[duodecim] Final Fantasy General Knowledge & Mechanics Digest

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    Hot-blooded God of Guns TWOxACROSS's Avatar
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    VII. 012 Tweaks & Features
    There has been a slew of changes to the overall combat of Duodecim from Dissidia, making the already revamped game like something completely new. Aside from the changes listed below, the game also features an increased pace, while Quickmoves have the characters moving much faster than before.

    A. 012 TWEAKS
    Hit Points (HP), Bravery, and BREAK - In Dissidia, the maximum amount of both HP and Bravery a character could have was 9999. This allowed for crushing one-hit KO (OHKO) defeats with several characters. However, in Duodecim, the maximum amount of HP attainable reaches beyond four figures (no word yet on the new maximum), while Bravery is still capped at the regular 9999. This means that OHKOs are a thing of the past, so get yourself ready for longer battles! Similarly, the amount of Bravery gained from a Break has been lowered by a small degree. However, with new forms of gaining Map Bravery possible (EX Break, Assist Break), it won't be that much of a worry.

    Dodging & Blocking - While Dodge Cancels still appear to be a decent portion of avoiding attacks while in the cooldown of an attack, several DC-dependent combos have been removed, and aerial dodges now have an increased cooldown of their own, which means you will either have to attack to cancel the cooldown of the dodge, or make sure you will be safe from an opponent's dodge punish. There is also abilities to increase the distance you dodge on the ground, as there was only an aerial dodge distance increasing ability in Dissidia. Whether increasing the distance of dodges is an advantage will depend on further extrapolation with the game in hand. Many characters have received tweaks to their Bravery Attacks that have added the ability to stagger or even crush guards. This means that blocking won't allow the same amount of safety that it used to in Dissidia. So get used to alternative tactics and don't count on every block to save you from damage!

    Critical Hits - In Duodecim, damage dealt from Critical blows is way down. Normally in Dissidia, a Critical did around five times the normal damage, whereas in Duodecim, the Criticals seem to be dealing about two times the normal damage. This means that EX Bursts themselves, with their inherent all Critical damage, are going to be less threatening (read: game-ending) when used. However, whiffing a block is now even more dangerous, as the opponent will receive 100% Critical hit rate on attacks landed during the cool down of a block.

    Wall Rush ("WR") / Floor Rush ("FR") / Ceiling Rush ("CR") - Normally, any character slammed into a wall, ceiling, or floor, would be granted a few frames of invincibility while they peel themselves off the surface. However, in Duodecim, any character slammed into a surface by an Assist is immediately fair game while they are recovering, only having a small window in which to escape. The opposite is also possible, having an Assist combo off of your Wall Rush. It seems as though it is impossible to combo off of your own Wall Rush in this respect, though. The damage dealt by Wall Rush has also been reduced. Normally in Dissidia, a Wall Rush did half the damage of the attack that throws them into the surface, yet, in Duodecim, Wall Rush damage seems to be down to around a quarter (25%) of the initial attack.

    Aerial Combat - Combat in the air is no secret in Dissidia, as characters could stay aloft for as long as they wished by simply dodging in midair, which reset the Jump count. In Duodecim, to close the gap between aerial- and ground-based combat, the Jump count can no longer be reset by any means other than planting your character's feet on something. This emphasizes a greater use of Quickmoves and other footholds in battlefields, giving ground-oriented characters the edge they so rightly needed before. It should also be noted that dodging in the air also reduces your Jump count, meaning if you dodge in the air, even before using your second jump, it will not be available to you.

    Chase Mode - Often referred to simply as "Chase," the mode has been sped up considerably from Dissidia. Dodging will take some getting used to with the quickened pace, and in general less time will be spent idling in the Chase. The window in which to perform an attack during Chase has also been shortened, with inactivity dropping you out of Chase after only a mere second. New additions to Chase include absorbing the EX Force present on the field when you press X to start/dodge in Chase, which makes it a decent way to fill up in hairy situations. Another is that when dodging during Chase, the character will move slightly backwards, while attacking will have them move back into the space they dodged out of. This means that when exiting Chase due to inaction, the fighters are no longer right in front of one another.

    Ground Dash - A new mechanic used for quick mobility is the Ground Dash, performed in the same manner as Air Dash with R+, although only applicable when on the ground. Normally, performing any dash sets the character in the air, however Ground Dash leaves the character firmly planted on the ground, so any attacks performed from a Ground Dash will be ground-based. With Ground Dash+ installed, it is possible to control the direction of your character's movement with the analog stick. A Ground Dash is denoted by a kick-up of dust behind the character while moving.


    B. NEW FEATURES
    Overworld Map - Instead of Dissidia's Destiny Board, character-unique boards with segmented panels for moving the story forward, Duodecim gives us an actual Overworld Map to wander around on like in the Final Fantasies of yore. Characters travel in a group, following the current party leader about the map, finding Treasure Chests and even coming across roving manikins in place of stationary battle pieces. Characters present on the map can attack one another, which initiates battle, while the attacker gains an advantage over the opponent. Dungeons are also present, accessible from landmarks on the Overworld Map, which pits the player into a system similar to the Destiny Board as they progress through the levels of the dungeon. Completing the "KP Chance" during dungeon battles rewards you Kupo Points (hereafter KP) in a similar fashion to Dissidia's DP, used for purchasing items from Moogle Shops found throughout the word.

    Party Battle - During Quick Battle, you can now choose the option to fight in a party. In this mode, players can select up to five characters to battle with, and give each of them an iconic Final Fantasy Job for varying effects (increased physical or magic power, meters half-full, etc). This feature can also be used when playing against human opponents through ad hoc play, with each character in a party also able to be played by another player, resulting in up to ten players battling altogether. As the battle ensues, the players will go down the list of their characters as each one before them falls. Unfortunately, there is still no Infrastructure online play, so players will have to resort to Adhoc Party, Xlink-Kai, and sitting right next to the people they wish to play.

    Original Quest - Create your own quests that can then be shared with other players! Choose what characters the player can play as, and who they fight against. Quests are strings of battles with customizable cutscenes at the beginning and end of each, and can even have branching paths based on wins and losses. Creators can also set different parameters for battles, like losing on a Wall Rush, or lowering Map Bravery and the like (these changeable parameters also carry over into normal battles as well). The maximum duration a quest is normally five battles, but that doesn't mean you can't create an epic quest segmented into parts!

    Labyrinth Mode - A modified version of the original Duel Coliseum from Dissidia, where the player jumps headlong into a series of battles with opponents. As the player plows through battles, they'll come across Job Cards that can give them special bonuses by being in their "Hand," and treasure chests with valuable items to be collected from inside. You can even recruit characters in the labyrinth to your party as back-up players or Assists. The biggest addition is the use of rooms with branching paths, as is suggested by the mode's name. After so many battle cards, you'll come across a card with the picture of an open door, which allows you to move onto the next room. What, oh what, could be waiting at the end of the dungeon's paths?

    Data Transfer - For those who do not want to start over from scratch, Square gives players the option to transfer data from Dissidia into Duodecim. Choosing Level Reset returns all your characters to Level 1, and reverts their acquired AP to zero, while retaining your character's accessory slots, and your PP Catalog progress. Selecting Stronger New Game will retain your characters, levels, AP, and accessory slots, and your PP Catalog progress. Transferring any data gets you a set of Elixirs.
    Last edited by TWOxACROSS; 04-04-2011 at 05:35 AM.

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