Post by addition1 on Mar 17, 2016 7:19:28 GMT -5
So this seems like a counter-intuitive challenge compared to the other Final Fantasies. Why would you want to be level 100 at all, let alone have it as a restriction? Being level 100 doesn't really offer much outside of having a nice max level character as all enemies will drop their rare items and have high level magic starting at 40 (some 30). Well this is where the other rules come into play, so let's break it down and see just how fun/ hectic this challenge sounds to you!
100 - Must be level 100 from the first moment you obtain the character (Squall and Quistis must be level 100 before Ifrit, Zell and Selphie before Biggs and Wedge, Rinoa immediately after GeroGero, and Irvine before Iguions/ Minotaur if you choose to get Brothers on Disc 1)
NEN - No Enc-None - This is to give the challenge most of the difficulty because most bosses have a level cap well below level 100 and, even with base stats when max level, will be a pushover. Ensuring you get random encounters between bosses may not necessarily add much difficulty, but it will make healing and strategy that much more important for each boss.
NE - No Escape - Forces you to fight through every random battle, no matter how tedious or scary, to add thought to the usage of items and spells.
LJ - Limited Junction - Only allowed to equip battle and character abilities. Because being level 100 and using junctions? That's not even fun.
NCW - No Chocobo World - Disabling the use of Chocobo World prohibits you from getting Hyper Wrists and Rocket Engines much earlier than you should and also prohibits the ability to duplicate enough items to have max stats, negating the use of junctions.
NC - No Cards - Prohibits the ability to mod cards into items. This rule plays into the next rule heavily which is:
OHI - Only Healing Items - No damaging stones, Holy Wars, Heroes, or Gysahl Greens. Phoenix Pinions and support stones such as Aura, Protect, and Shell are allowed. Pinions may only be used under the requirement that they be reviving at least one dead party member. Status restoration items such as Remedies are allowed as well. This is the other major rule of the challenge as this is your major source of healing. Magic is another viable source, but do you raise your magic stat to buff your healing, or your strength to avoid needing to heal altogether? Items need no stat to determine how much they heal, and megalixirs are a man's best friend after all.
Now that we have established all the rules and what they mean, let's put it back together and see how this looks. Being level 100 increases the difficulty of the random battles as it gives enemies access to their strongest attacks while also giving them ridiculous amounts of HP turning them into bosses in their own right. Some bosses even scale up to high levels with you, such as Brothers maxing out at level 75. Diablos at level 100? Good luck. Adding in No Enc-None and No Escape turns this into a necrosis type run where you need to plan out before you leave a town of what items are most important to purchase. Do you buy more healing items because it will be some time before the next shop, or status restore items because of the potential to fight the hideous Malboro? Limited Junction adds a spike of difficulty by forcing boss battles to last just a little bit longer. Potentially long enough to show off a new attack that you had never seen before! No Chocobo World and No Cards are more a barrier to force you to rely on your SeeD level to earn enough Gil to buy the items you are so desperate for. Do you run around outside to get that next paycheck sooner and risk using up all the items you want to buy, or wait it out in town for what seems like an eternity just to find out you didn't need those Hi-Potions anyway? Only Healing Items prevents the abuse of being invincible by using Holy Wars and Heroes, negating the need for healing items. It also prevents using stones such as Death Stones to turn otherwise horrifying and monstrous battles into trivial item wasters.
This challenge is based on the premise that the person attempting it is willing to give them self a worthy opponent and not abuse overrides in the coding such as limit break spams. While the usage of limit breaks is not prohibited or even hindered, it is recommended that they not be overused to prevent enemies from getting the chance to adequately defend themselves. Thorough understanding of how some abilities work (Defend and Return Damage) may prove to be beneficial.
I attempted to make the post look aligned and even to make it easier to read, but as I tried to fix it, it only got worse.
Color was added to the rules to make it easier to distinguish between each section. Allows faster finding for clarification of the rules to clear up any confusion or to help aim any questions that may be brought up from an oversight on my part.
Have fun, good luck, and I hope to hear about all the people that found this challenge to be quite the accomplishment!
100 - Must be level 100 from the first moment you obtain the character (Squall and Quistis must be level 100 before Ifrit, Zell and Selphie before Biggs and Wedge, Rinoa immediately after GeroGero, and Irvine before Iguions/ Minotaur if you choose to get Brothers on Disc 1)
NEN - No Enc-None - This is to give the challenge most of the difficulty because most bosses have a level cap well below level 100 and, even with base stats when max level, will be a pushover. Ensuring you get random encounters between bosses may not necessarily add much difficulty, but it will make healing and strategy that much more important for each boss.
NE - No Escape - Forces you to fight through every random battle, no matter how tedious or scary, to add thought to the usage of items and spells.
LJ - Limited Junction - Only allowed to equip battle and character abilities. Because being level 100 and using junctions? That's not even fun.
NCW - No Chocobo World - Disabling the use of Chocobo World prohibits you from getting Hyper Wrists and Rocket Engines much earlier than you should and also prohibits the ability to duplicate enough items to have max stats, negating the use of junctions.
NC - No Cards - Prohibits the ability to mod cards into items. This rule plays into the next rule heavily which is:
OHI - Only Healing Items - No damaging stones, Holy Wars, Heroes, or Gysahl Greens. Phoenix Pinions and support stones such as Aura, Protect, and Shell are allowed. Pinions may only be used under the requirement that they be reviving at least one dead party member. Status restoration items such as Remedies are allowed as well. This is the other major rule of the challenge as this is your major source of healing. Magic is another viable source, but do you raise your magic stat to buff your healing, or your strength to avoid needing to heal altogether? Items need no stat to determine how much they heal, and megalixirs are a man's best friend after all.
Now that we have established all the rules and what they mean, let's put it back together and see how this looks. Being level 100 increases the difficulty of the random battles as it gives enemies access to their strongest attacks while also giving them ridiculous amounts of HP turning them into bosses in their own right. Some bosses even scale up to high levels with you, such as Brothers maxing out at level 75. Diablos at level 100? Good luck. Adding in No Enc-None and No Escape turns this into a necrosis type run where you need to plan out before you leave a town of what items are most important to purchase. Do you buy more healing items because it will be some time before the next shop, or status restore items because of the potential to fight the hideous Malboro? Limited Junction adds a spike of difficulty by forcing boss battles to last just a little bit longer. Potentially long enough to show off a new attack that you had never seen before! No Chocobo World and No Cards are more a barrier to force you to rely on your SeeD level to earn enough Gil to buy the items you are so desperate for. Do you run around outside to get that next paycheck sooner and risk using up all the items you want to buy, or wait it out in town for what seems like an eternity just to find out you didn't need those Hi-Potions anyway? Only Healing Items prevents the abuse of being invincible by using Holy Wars and Heroes, negating the need for healing items. It also prevents using stones such as Death Stones to turn otherwise horrifying and monstrous battles into trivial item wasters.
This challenge is based on the premise that the person attempting it is willing to give them self a worthy opponent and not abuse overrides in the coding such as limit break spams. While the usage of limit breaks is not prohibited or even hindered, it is recommended that they not be overused to prevent enemies from getting the chance to adequately defend themselves. Thorough understanding of how some abilities work (Defend and Return Damage) may prove to be beneficial.
I attempted to make the post look aligned and even to make it easier to read, but as I tried to fix it, it only got worse.
Color was added to the rules to make it easier to distinguish between each section. Allows faster finding for clarification of the rules to clear up any confusion or to help aim any questions that may be brought up from an oversight on my part.
Have fun, good luck, and I hope to hear about all the people that found this challenge to be quite the accomplishment!