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Thread: Equipment Types, Effects, and Extra Abilities [Quick Guide]

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    Default Equipment Types, Effects, and Extra Abilities [Quick Guide]

     
    Equipment Types, Effects, and Extra Abilities [Quick Guide]

    DDFF has a really diverse system of equips in terms of abilities, stats, and effects compared to the original. This guide will go into depth about what makes every equipment unique and how you, the player, can use them to make the best out of you're characters. The purpose of this guide is to help players narrow down on what equipment they might find useful for their characters based on certain attributes (ie stats and effects). Instead of your typical charts, I have simplified this equipment guide down to the actual specifics section by section. It also contains a section on which Lores allow you to purchase specific equipment abilities so you don't have to waste 500000 on ones you might not need. Enjoy!

    NOTE: This guide focuses on Lv100 equipment only.



    I. Equipment Types, Effects, and General Stats

    Every piece of equipment falls under one of four main categories; Weapons, Gloves, Headgear, or Body Armor. Among each category, each equipment type targets a specific area of your characters stats (ie ATK, DEF, BRV, or HP). Weapons generally focus on boosting ATK, Gloves on DEF, Headgear on BRV, and Body Armor on HP. Within each of these categories, equipment are further split up into many subcategories. Each subcategory typically focuses on a specific effect bonus (ie +10% EX Absorption, +10% Physical Defense, +20% Assist Gauge Duration, etc.) as well as their own start bonus distribution. What this means is that equipment of a certain subcategory may provide positive or negative effects on other stats that are not typically tied with the major category's focus. For example, while a Lv100 Sword has a basic stat boost of +67 ATK, a Lv100 Greatsword would instead provides a stat change of +68 ATK and -1 DEF. Both of these equipment fall under the same category (Weapons) but because of their subcategory, provide different stat bonuses.

    Exclusive weapons are basically buffed up version of the many weapon subcategories. By a stat standpoint, they have +1 ATK compared to their weaker cousins.

    i. Weapons

    1. Stats

    Weapons typically focus on ATK. There are 13 basic subcategories. The most basic weapon subcategory is the Sword as it only provides boosts to ATK (the category focus). Swords have Lv100 stats of 67 ATK. All other subcategories will be compare their stats with the Sword for this reason.

    Base Stats:
    ATK Base = 67
    DEF Base = 0
    BRV Base = 0
    HP Base = 0

    Stat Comparisons:

    ATK +0 (67) | DEF +0 | BRV +0 | HP +0 ::: Swords
    ATK -1 (66) | DEF +1 | BRV +0 | HP +0 ::: Daggers
    ATK +1 (68) | DEF -1 | BRV +0 | HP +0 ::: Greatswords
    ATK +0 (67) | DEF -1 | BRV +39 | HP +0 ::: Katana
    ATK +2 (69) | DEF -1 | BRV +0 | HP -328 ::: Spears
    ATK +2 (69) | DEF +0 | BRV -80 | HP +0 ::: Axes
    ATK +0 (67) | DEF +1 | BRV -80 | HP +327 ::: Rods
    ATK -1 (66) | DEF +0 | BRV +39 | HP +0 ::: Staves
    ATK +2 (69) | DEF -1 | BRV -40 | HP +0 ::: Thrown
    ATK +0 (67) | DEF +0 | BRV +79 | HP -595 ::: Grappling
    ATK +0 (67) | DEF +1 | BRV -40 | HP +0 ::: Instruments
    ATK +0 (67) | DEF -1 | BRV +79 | HP -328 ::: Guns
    ATK -1 (66) | DEF +0 | BRV +79 | HP -328 ::: Poles
    ATK +0 (67) | DEF +0 | BRV +79 | HP -595 ::: Machines

    Exclusive Stat Comparisons:

    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: WoL (Barbarian's Sword)
    ATK +3 (70) | DEF -1 | BRV +0 | HP -328 ::: Firion (Wild Rose)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Onion Knight (Onion Sword)
    ATK +2 (69) | DEF -1 | BRV +0 | HP +0 ::: Cecil (Lightbringer / Cimmerian Edge)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Bartz (Dorgann's Blade)
    ATK +0 (67) | DEF +0 | BRV +39 | HP +0 ::: Terra (Maduin's Horn)
    ATK +2 (69) | DEF -1 | BRV +0 | HP +0 ::: Cloud (Fenrir)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Squall (Lionheart)
    ATK +0 (67) | DEF +1 | BRV +0 | HP +0 ::: Zidane (Ozma's Splinter)
    ATK +3 (70) | DEF -1 | BRV -40 | HP +0 ::: Tidus (World Champion)
    ATK +0 (67) | DEF +0 | BRV +39 | HP +0 ::: Shantotto (Claustrum)
    ATK +2 (69) | DEF -1 | BRV +0 | HP -328 ::: Kain (Highwind)
    ATK +1 (68) | DEF +0 | BRV +79 | HP -595 ::: Tifa (Seventh Heaven)
    ATK +1 (68) | DEF -1 | BRV +79 | HP -328 ::: Laguna (Ragnarok Pistol)
    ATK +0 (67) | DEF +0 | BRV +39 | HP +0 ::: Yuna (Spira's Hope)
    ATK +1 (68) | DEF +0 | BRV +79 | HP -595 ::: Prishe (Glanzfaust)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Vaan (Zodiac Blade)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Lightning (Zantetsuken)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Lightning (Odin Blade)
    ATK +3 (70) | DEF +0 | BRV -80 | HP +0 ::: Garland (Gigant Axe)
    ATK +1 (68) | DEF +1 | BRV -80 | HP +327 ::: Emperor (Mateus's Malice)
    ATK +0 (67) | DEF +0 | BRV +39 | HP +0 ::: CoD (Everdark)
    ATK +1 (68) | DEF +1 | BRV -80 | HP +327 ::: Golbez (Zeromus Shard)
    ATK +0 (67) | DEF +0 | BRV +39 | HP +0 ::: Exdeath (Enou's Scourge)
    ATK +1 (68) | DEF +1 | BRV -40 | HP +0 ::: Kefka (Dancing Mad)
    ATK +1 (68) | DEF -1 | BRV +39 | HP +0 ::: Sephiroth (One-Winged Angel)
    ATK +1 (68) | DEF +1 | BRV -80 | HP +327 ::: Ultimecia (Shooting Star)
    ATK +1 (68) | DEF +1 | BRV -80 | HP +327 ::: Kuja (Terra's Legacy)
    ATK +1 (68) | DEF +0 | BRV +79 | HP -595 ::: Jecht (Sin's Fang)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Gabranth (Chaos Blade)
    ATK +1 (68) | DEF -1 | BRV +39 | HP +0 ::: Gilgamesh (Yoshiyuki)
    ATK +0 (67) | DEF +0 | BRV +0 | HP +0 ::: Feral Chaos (Endless Oblivion)

    2. Effects

    Every weapon subtype typically has a special effect that is common among its class. For instance, most swords carry the +x% Initial Bravery effect while most Greatswords carry the +x% Physical Damage effect. I will be covering each weapon subcategory's common effect bonus. Again, the numbers used here are based on Lv100 weapon stats, so any weapons of a lower level in the subcategory will often have the same effects just at a lower %.

    Note: All set weapons such as Lufenian, Genji, and Adamant gear don't get these bonuses.

    Basic Weapon Effects:

    Swords ::: Initial Bravery +40%
    Daggers ::: Initial EX Force +20%
    Greatswords ::: Physical Damage +10%
    Katana ::: EX Intake Range +3m
    Spears ::: Wall Rush BRV Damage +50%
    Axes ::: Wall Rush HP Damage +20%
    Rods ::: Magic Damage +10%
    Staves ::: EX Mode Duration +20%
    Thrown ::: EX Force Absorption +10%
    Grappling ::: Chase BRV Damage +10%
    Instruments ::: EX Core Absorption +20%
    Guns ::: Assist Gauge Duration +30%
    Poles ::: Initial Assist Gauge +40%
    Last edited by Vamper62; 06-25-2011 at 01:11 AM.

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    Exclusive Weapon Effects:

    WoL(Barbarian's Sword) ::: Defense +10%; Slight Counterattack Effect
    Firion(Wild Rose) ::: Extra HP to BRV; Slight Counterattack Effect
    Onion Knight(Onion Sword) ::: Damage +10%; Slight Sneak Attack Effect
    Cecil(Lightbringer) ::: DEF +1 when Paladin; Slight Sneak Attack Effect
    Cecil(Cimmerian Edge) ::: ATK +1 when Dark Knight; Slight Counterattack Effect
    Bartz(Dorgann's Blade) ::: Regen +20%; Cat Nip Effect
    Terra(Maduin's Horn) ::: Physical Defense +20%; Slight Counterattack Effect
    Cloud(Fenrir) ::: Wall Rush HP Damage +20%; Slight Sneak Attack Effect
    Squall(Lionheart) ::: EX Core Absorption +30%; Slight Sneak Attack Effect
    Zidane(Ozma's Splinter) ::: BRV Boost on Dodge +8%; Slight Sneak Attack Effect
    Tidus(World Champion) ::: BRV Boost on Dodge +8%; Cat Nip Effect
    Shantotto(Claustrum) ::: Initial BRV +40%; Cat Nip Effect
    Kain(Highwind) ::: Assist Gauge Duration +30%; Back to the Wall Effect
    Tifa(Seventh Heaven) ::: Damage +10%; Slight Sneak Attack Effect
    Laguna(Ragnarok Pistol) ::: Physical Defense +20%; Slight Sneak Attack Effect
    Yuna(Spira's Hope) ::: EX Intake Range +3m; Cat Nip Effect
    Prishe(Glanzfaust) ::: Assist Gauge Duration +30%; Slight Counterattack Effect
    Vaan(Zodiac Blade) ::: EX Core Absorption +30%; Riposte Effect
    Lightning(Zantestuken) ::: Defense +10%; Riposte Effect
    Lightning(Odin Blade) ::: Free Air Dash Boost; Back to the Wall Effect
    Garland(Gigant Axe) ::: EX Force Absorption +10%; Slight Anti-EX Effect
    Emperor(Mateus's Malice) ::: EX Intake Range +3m; Slight Anti-EX Effect
    CoD(Everdark) ::: BRV Recovery +100%; Slight Anti-EX Effect
    Golbez(Zeromus Shard) ::: Damage +10%; Back to the Wall Effect
    Exdeath(Enou's Scourge) ::: BRV Boost on Block +10%; Riposte Effect
    Kefka(Dancing Mad) ::: Initial EX Force +20%; Back to the Wall Effect
    Sephiroth(One-Winged Angel) ::: Damage +10%; Slight Anti-EX Effect
    Ultimecia(Shooting Star) ::: EX Force Absorption +10%; Back to the Wall Effect
    Kuja(Terra's Legacy) ::: EX Force Absorption +10%; Back to the Wall Effect
    Jecht(Sin's Fang) ::: Wall Rush BRV Damage +50%; Slight Sneak Attack Effect
    Gabranth(Chaos Blade) ::: EX Mode Duration +20%; Slight Counterattack Effect
    Gligamesh(Yoshiyuki) ::: EX Force Absorption +10%; Riposte Effect



    ii. Gloves

    1. Stats

    Gloves typically focus on increasing your DEF. There are 5 basic subcategories. The most basic Glove subcategory is the Shields as they provide only a boost to your DEF. Shields have Lv100 stats of 73 DEF. All the other gloves subcategories will compare their stats to the Shield for this simple fact.

    Base Stats:
    ATK Base = 0
    DEF Base = 73
    BRV Base = 0
    HP Base = 0


    Stat Comparisons (w/ Exclusives):

    ATK +0 | DEF +0 (73) | BRV +0 | HP +0 ::: Shields
    ATK +1 | DEF -1 (72) | BRV +0 | HP +0 ::: Parrying
    ATK +0 | DEF -1 (72) | BRV +0 | HP +327 ::: Bangles
    ATK +0 | DEF -1 (72) | BRV +39 | HP +0 ::: Gauntlets
    ATK -1 | DEF +0 (73) | BRV +39 | HP +0 ::: Large Shields
    ATK +0 | DEF +0 (73) | BRV +79 | HP -595 ::: Machines
    ATK +1 | DEF -1 (72) | BRV +0 | HP +0 ::: Gabranth(Highway Star)
    ATK +0 | DEF +0 (73) | BRV +0 | HP +0 ::: Feral Chaos(Eternal Despair)


    2. Effects

    Every Gloves subtype typically has a special effect that is common among its class. For instance, most shields carry the Wall Rush HP Defense +x% effect while most Large Shields carry the Warp Defense +x% effect. I will be covering each glove subcategory's common effect bonus. Yet again, the numbers used here are based on Lv100 gloves stats, so any gloves of a lower level in the subcategory will often have the same effects just at a lower %.

    Note: All set gloves such as Lufenian, Genji, and Adamant gear don't get these bonuses.

    Gloves Effects (w/ Exclusives)

    Shields ::: Wall Rush HP Defense +20%
    Parrying ::: BRV Boost on Block +5%
    Bangle ::: Regen +20%
    Gauntlets ::: Magic Counter Strength +50%
    Large Shields ::: Warp Defense +60%
    Gabranth(Highway Star) ::: EX Force Absorption +10%




    iii. Headgear

    1. Stats

    Headgear typically focus on increasing your BRV. There are 5 basic subcategories. The most basic Headgear subcategory is Hats as they only provide a boost to your BRV. Hats have Lv100 stats of 330 BRV. All the other headgear subcategories will compare their stats to the Hats for this simple fact.


    Base Stats:
    ATK Base = 0
    DEF Base = 0
    BRV Base = 330
    HP Base = 0


    Stat Comparisons (w/ Exclusives):

    ATK +0 | DEF +0 | BRV +0 (330) | HP +0 ::: Hats
    ATK +0 | DEF +0 | BRV +39 (369) | HP -328 ::: Hairpins
    ATK +0 | DEF +1 | BRV -40 (290) | HP +0 ::: Helms
    ATK +0 | DEF +0 | BRV -40 (290) | HP +327 ::: Headbands
    ATK +0 | DEF +0 | BRV +39 (369) | HP -328 ::: Ribbons
    ATK +0 | DEF +0 | BRV +79 (409) | HP -595 ::: Machines
    ATK +0 | DEF +1 | BRV -40 (290) | HP +0 ::: Feral Chaos(Phantasmal Abyss)


    2. Effects

    --- Please read notes below weapons and gloves for details ---

    Headgear Effects

    Hats ::: BRV Boost on Dodge +3%
    Hairpins ::: BRV Recovery +100%
    Helms ::: Chase BRV Defense +10%
    Headbands ::: BRV Boost during Quickmove +3%
    Ribbons ::: Accessory Breakability -30%




    iv. Body Armor

    1. Stats

    Body Armor typically focus on increasing your HP. There are 5 basic subcategories. The most basic Body Armor subcategory is Light Armor as they only provide a boost to your HP. Light Armor have Lv100 stats of 2973 HP. All the other Body Armor subcategories will compare their stats to the Light Armors for this simple fact.


    Base Stats:
    ATK Base = 0
    DEF Base = 0
    BRV Base = 0
    HP Base = 2973


    Stat Comparisons (w/ Exclusives):

    ATK +0 | DEF +0 | BRV +0 | HP +0 (2973) ::: Light Armor
    ATK +0 | DEF -1 | BRV +39 | HP +0 (2973) ::: Clothing
    ATK +0 | DEF +0 | BRV +39 | HP -328 (2645) ::: Robes
    ATK +0 | DEF +0 | BRV +39 | HP +327 (3300) ::: Heavy Armor
    ATK +0 | DEF -1 | BRV +79 | HP -328 (2645) | Chestplates
    ATK +0 | DEF +0 | BRV +79 | HP -595 (2378) ::: Machines
    ATK +0 | DEF +0 | BRV +0 | HP +0 (2973) ::: Feral Chaos(Cycle's End)


    2. Effects

    --- Please read notes below weapons and gloves for details ---

    Body Armor Effects

    Light Armor ::: Wall Rush BRV Defense +50%
    Clothing ::: Stage Defense +75%
    Robes ::: Magic Defense +10%
    Heavy Armor ::: Physical Defense +10%
    Chestplates ::: BRV Boost on Stage Destruction +5%
    Last edited by Vamper62; 04-20-2011 at 08:07 PM.

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    II. Equipment Extra Abilities

    Just like in the original, your characters have the potential to use whatever kind of equipment they want (excluding exclusives) by simply buying the abilities at the shop with Lores. In DDFF, these abilities have gotten considerably better in that the equip abilities now allow you to equip more than just one new type of weapon. In addition, by mastering these "equip" extra abilities, you also gain access to corresponding "Mastery Abilities" that boost your stats as long as you are using the specified equipment type. The best part is that you can equip these mastery abilities even if you don't use the "equip" abilities. So teaching a character to use equipment types he or she can already use isn't completely ridiculous. On the other hand, you can equip only one Mastery Ability at a time, regardless of what category it is from.

    Unfortunately, each Lore item costs 500000 gil, which is quite a hefty price. Since the game doesn't tell you what abilities you can buy with a certain lore until you have actually gotten it, this section will save you some money by telling you what you can do with each lore in terms of equipment.

    CP needed for Abilities:
    Equip Abilities: 20 (10 Mastered)
    Mastery Abilities: 50 (35 Mastered)


    i. Lores

    What abilities and equipment can you equip by purchasing a certain lore? Here is a list of each lore and what you can do with them.

    Knight Lore
    Abilities that can be bought:
    • Peltast's Gear: Enables Sword, Dagger, Greatsword, and Katana use.
    • Knight's Gear: Enables Shield and Large Shield use.

    Marksman Lore
    Abilities that can be bought:
    • Hopelite's Gear: Enables Spear, Axe, and Grappling Weapon use.
    • Cavalier's Gear: Enables Light Armor, Heavy Armor, and Chestplate use.

    Sage Lore
    Abilities that can be bought:
    • Mage's Gear: Enables Rod, Staff, and Pole use.
    • Evoker's Gear: Enables Clothing and Robe use.

    Gunner Lore
    Abilities that can be bought:
    • Ranger's Gear: Enables Thrown Weapon, Instrument, and Gun use.
    • Bard's Gear: Enables Hairpin and Headband use.

    Samurai Lore
    Abilities that can be bought:
    • Thief's Gear: Enables Bangle, Gauntlet, and Parrying Weapon use.
    • Infantry Gear: Enables Helm and Hat use.

    Dancer Lore
    Abilities that can be bought:
    • Dance's Garb: Enables Ribbon use.

    Chemist Lore
    Abilities that can be bought:
    • Use Machines


    ii. Mastery Abilities

    Mastery Abilities can be put into four groups, one for each equipment category. While there are many Mastery Abilities, a lot of them do the exact same thing.

    Weapon Mastery Abilities:
    Effect: Damage +5%
    • Master Swordsman <-- (master Peltast's Gear)
    • Master Fighter <-- (master Hoplite's Gear)
    • Master Sorcerer <-- (master Mage's Gear)
    • Master Sniper <-- (master Ranger's Gear)

    Gloves Mastery Abilities:
    Effect: Defense +5%
    • Master Attacker <-- (master Thief's Gear)
    • Master Defender <-- (master Knight's Gear)

    Headgear Mastery Abilities:
    Effect: BRV +100
    • Master Protector <-- (master Infantry Gear)
    • Best Dresser <-- (master Bard's Gear)
    • Master Dancer <-- (master Dancer's Garb)
    • Machinery <-- (master Equip Machine's)

    Body Armor Mastery Abilities:
    Effect: HP +1000
    • Master Guardsman <-- (master Cavalier's Gear)
    • Master Mage <-- (master Evoker's Gear)


    Note: Feel free to post any comments or questions below.
    Last edited by Vamper62; 04-20-2011 at 06:14 AM.
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    Oooooh~ Very nice, man. Very nice :3

    Great use of color, too n.n Having made so many, I totally know how crazy it is to work with so much BB code >.<

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    Quote Originally Posted by TWOxACROSS View Post
    Oooooh~ Very nice, man. Very nice :3

    Great use of color, too n.n Having made so many, I totally know how crazy it is to work with so much BB code >.<

    You get +100 Kupo Points
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    So got a tl;dr for this?

    Spoiler:


    But anyways nice chart, might prove useful.

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    Great work compiling all this info. Just tiny little one minor correction: you have Prishe's Gantzfaust listed as ATK+0, when it's suppose to be ATK+1 (68 base ATK, as you have correctly written). You've got the color right, though.

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    Yes! very nice work! Infact this have been in my to-do list since Prologus! but the character info stuff is taking me so much time, and busy work do not help
    Now you do that for me, thanks!

    some minor typo(?):
    ATK +0 (66) | DEF -1 | BRV +39 | HP +0 ::: Katana
    ATK +0 | DEF +0 | BRV -40 (290) | HP +327 ::: Headbands
    Katana's ATK should be 67?
    and Headbands HP+ should be Blue in colour?

    Exclusive weapons, in short, is a ATK+1 version of any generic type, eg. WoL and OK's are sword, Exdeath's is a staff. Therefore F.Chaos exclusive is actually inferior to others since it doesn't have the ATK+1 XD.

    And on Lightning's 2 exclusives
    ATK +0 (67) | DEF +0 | BRV +0 | HP +0 ::: Lightning (Zantetsuken)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Lightning (Odin Blade)
    Is Zantetsuken really 67ATK in the NA/EU versions? because I'm pretty sure both of them are of the same ATK in the JP version. I'm at work now so I can't check atm.


    At last, I think it's worth mention that unlike in the previous game, which you can equip 1 Adept ability for each category (weapon, gloves, head, body), now you can equip only 1 Master ability. Just one.
    Last edited by ujhbn; 04-20-2011 at 06:07 AM.
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    Quote Originally Posted by ujhbn View Post
    Yes! very nice work! Infact this have been in my to-do list since Prologus! but the character info stuff is taking me so much time, and busy work do not help
    Now you do that for me, thanks!

    some minor typo(?):

    Katana's ATK should be 67?
    and Headbands HP+ should be Blue in colour?

    Exclusive weapons, in short, is a ATK+1 version of any generic type, eg. WoL and OK's are sword, Exdeath's is a staff. Therefore F.Chaos exclusive is actually inferior to others since it doesn't have the ATK+1 XD.

    And on Lightning's 2 exclusives
    ATK +0 (67) | DEF +0 | BRV +0 | HP +0 ::: Lightning (Zantetsuken)
    ATK +1 (68) | DEF +0 | BRV +0 | HP +0 ::: Lightning (Odin Blade)
    Is Zantetsuken really 67ATK in the NA/EU versions? because I'm pretty sure both of them are of the same ATK in the JP version. I'm at work now so I can't check atm.


    At last, I think it's worth mention that unlike in the previous game, which you can equip 1 Adept ability for each category (weapon, gloves, head, body), now you can equip only 1. Just one.
    Thanks for the input. I made a mistake on the Zantestuken. I just typed it wrong.

    I think the reason they increased the strength of the Exclusive weapons in this game is because in the original, most of the exclusives were inferior in strength because they couldnt be paired with the Weapon Adept abilities.
    Last edited by Vamper62; 04-20-2011 at 06:18 AM.
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    I can confirm that in the NA version, Zantetsuken does indeed have 68 ATK, not 67.

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