Game Breaker/Video Games/Role-Playing Game/Final Fantasy: Difference between revisions

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The ''[[Final Fantasy]]'' series has more ways to shatter the difficulty curve that you can barely shake a sword at it. These are rarely fixed up in [[Video Game Remake|remakes]], so some consider bonus content an attempt to give the broken material some pressure. This makes games that ''do'' fix up broken content (e.g. ''[[Final Fantasy XI]]'') somewhat controversial.
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*** This gets even worse when you use this on really strong enemies like T-Rexaur, Snow Lion, or Ruby Dragon, which almost guarantees enough experience for an automatic level up with each victory.
** If you make sure that the only offensive magic in Rinoa's list is Meteor, her Angel Wing limit break becomes ridiculous, especially when combined with speed exploits. In short, it spams Meteor. [[There Is No Kill Like Overkill|Incessantly.]]
*** Also, if you caste Aura on everyone and have Rinoa use Angelo for her limit break after he's learned all of his moves, there's a chance that he will use "Invincible Moon" [[Exactly What It Says on the Tin|which makes your entire party invincible for three turns]], and aura will provide them the ability to endlessly spam their limit breaks as long as its in effect. This is more than enough to go through most part of the game, and it gets even better if [[TheresThere Is No Kill Like Overkill|Squall does Lionheart and Rinoa does Wishing Star in the process.]]
** With a good strength junction and decent finger speed, Zell can pretty much destroy ''anything'' simply by alternating the two most basic moves of his limit break over and over again, a trick [[Awesome Yet Practical]] enough to earn the [[Fan Nickname]] "Armageddon Fist."
** Squall + [[Infinity+1 Sword|Lionheart]] + 100 Hastes junctioned to Speed + Aura + Haste = absolute carnage.
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== Final Fantasy XI ==
* With ''[[Final Fantasy XI]]'' being a [[Massively Multiplayer Online Role Playing Game|MMORPG]], what counts as a [[Game Breaker]] is always a source of heated debate and often changed as the metagame evolved and new patches were brought in to [[Nerf]] the most obvious ones. Here are some of the more famous ones over the game's history:
** Up until mid-2005, the game had an unnatural, objective bias towards ranged weapons. Damage was fixed and not subject to the random number generator, only being reduced at a near-insignificant rate by the enemy's VIT. What this meant was a shot that did 180 damage to leveling fodder did 175 to a top-tier monster. This is before one even looks at the Ranger class, which was painfully unfair. Ranged Accuracy and Attack gear was both really cheap and plentiful, with even the cheap stuff giving way better results than hard-to-get endgame gear for the other jobs. The flat curve of power and total lack of diminishing returns made it ridiculous overpowered in practically every situation. Rangers also got a couple tiers of a Ranged Accuracy-enhancing passive trait (which, as if to mock the other jobs, also affected melee), Barrage (fires five successive shots while giving full TP for each hit), and could lay down constant 1800+ damage Sidewinders when the most other jobs could hope for with their weapon skills was ~1100. The sheer number of other unintended benefits to the job were staggering and endgame consisted pretty much of "throw more Rangers at it".
** Colibri. No one will ''ever'' fight a monster that parrots spells cast on it back at the party, steals the tank's food, and has a single-target [[Limit Break|TP]]-killing move, right? Why, you can't even debuff it! Let's make its whole region grant an XP bonus to make up for it. (Never mind that if you don't cast on it, a colibri is essentially a mage-type mob with no spells -- all of the [[Squishy Wizard|Squishy]] with none of the [[Squishy Wizard|Wizard]]. Did I mention that the region not only has an XP bonus, but very short respawn times? Needless to say, colibri [[Broken Base|are a rich source of flame wars]].)
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* It should be noted that the "Damage To MP" game breaker from Final Fantasy tactics is even ''easier'' to pull off in this game, since units automatically regenerate MP without moving each round. This makes one of the hardest boss battles in the game trivial.
=== [[Final Fantasy Tactics A2]] ===
* The sequel to FFTA seriously toned-down, worked over and generally fixed its game breakers, but it introduced atons coupleof new ones including Mirror Items, which reverses the effect of items. Antidotes inflict Poison, Eyedrops inflict Blind... and [[Healing Potion|X-Potions]] do 200 points of damage. Guaranteed. With the accuracy of a standard attack. Your newly-recruited Seeq Ranger can now do more damage than your most seasoned units and can inflict nearly all the [[Standard Status Effects]] in the game. For real lulz, team up with a Green Mage that knows Tranq (which raises accuracy. Oh yes), then go to town with 70% accuracy instant-death Phoenix Downs, Toad-inflicting Maiden's Kisses, etc. Combine with the ability that doubles the effects of items for laughs.
* The Paladin/Parivir/Geomancy combo. You get access to the best weapons and armors in the game, and Geomancy makes your [[Elemental Powers]] do x11.55x damage against ''everything'' that isn't strong against all of them. You can also inflict status effects on top of it all.
** It gets better, the Paladin job allows you to wear one of five different types of elemental absorbing robes/armor, shields that can absorb either fire or ice attacks, and two swords that can negate or even absorb Holy-type damage. Combined with the broken setup for the magic users listed below, the equipment options makes the class damn near ''unkillable'' in later missions where elemental damage is more common. Add the fact that the [[Artificial Stupidity|enemy units will NEVER check to see if their elemental attacks will actually harm the target]], and...
* Make a pair of Hume Illusionists - which hit every enemy on screen with a magic spell, with Magic Frenzy - which pairs any magic used with a physical attack, and have them [[Dual Wield]] Heretic/Lilith Rods or Bomb Arms - the strongest rods the class can equip. It takes some preparation, but get those two set up and you essentially win forever.
* Another fun one is a crew of Nu Mou Scholars. Build your party right and they can damage the entire enemy party while constantly refilling your party's HP or MP. Stagger this properly and you become stupidly unkillable.
* Then there's Blood Price Summoners. This allows you to break the game's MP accumulation curve, throwing out devastatingly powerful summon[[Summon magicMagic]] from turn one, at the cost of the caster's HP equivalent to double of what it would cost in MP. These guys have healing spells that restore more than they cost. See if you can spot the exploit.
** Alternatively, equip a robe that allows you to absorb an element, and proceed to spam the summon of that same element every turn. As long as you hit yourself with it, you'll heal yourself for massive HP every turn, AND damage enemies. Needless to say, entire teams have been made that are based around elemental absorption.
** You can then take this even farther by having one ability be Summoning and the other Red Magic, which includes Doublecast. So you can then do all of that ''twice a turn''.
** For even more fun, add a Chocobo Knight with the Critical: Quicken and Smile Toss abilities, equipped with a Venus Blade. Have your doublecasting summonerSummoner hit the Chocobo Knight with Ramuh (since Chocobo Knights are weak to lightning, this should activate the Critical: Quicken ability and make the Chocobo Knight move immediately afterward) followed by Ifrit (which it absorbs thanks to Venus Blade). Then have your Chocobo Knight hit the summoner with Smile Toss, which allows them to move instantly. You now have an infinite loop, in which your enemies will never get a turn. By constantly moving your Chocobo Knight to where the enemies are, you can keep hitting them with the splash damage until they all die, with nothing they can do about it.
* The Bangaa Cannoneer happens to have an ability to assist in any MP-heavy skills, the Ether Shell -- an ability that allows the user to replenish 60 MP to another unit at no cost. Not much on its own, but add to one of the above... and even in this game, set one up with a Fusilier that's equipped Onslaught and mastered Ultima Charge, and every time that Moogle acts, someone is checking out.
** You can also Ether Shell another Cannoneer with the Gladiator skillset and has the ability Ultima Sword. You can even have them Ether Shell ''each other'' and have both be able to pump out Ultimas for their next two turns -- ''ten turns'' with the Halve MP passive skill equipped. ''Yikes''.
* For your Gria units, have your Ravager master the Sneak Attack ability, which doubles damage from back attacks, and the Unscarred ability, which gives a massive boost to your stats if your HP is full. Then give both abilities to a Hunter, whose huge attack range will generally keep her out of trouble. Add the Regenga clan ability to make sure your Gria's health stays full even if she does take a hit, and you've got a devastating long-range unit that can one-shot almost every regular enemy. As a bonus, Unscarred will also boost the Hunter's Sidewinder (double damage against monster-class enemies) and Ultima Shot (triple damage) attacks.
* Stopshot is ridiculous. Imagine a skill that inflicts the same amount of damage as a regular attack, while also having a high chance inflicting Stop, making the target completely defenseless for about 3/4 of the length of a normal fight, at which time it wears off. While stopped, all of a unit's turns are skipped, meaning it cannot generate MP, move, or act in any way. If the unit has an ability that would normally allow it to counterattack when struck, it does not trigger. A stopped unit has a 100% chance of being hit by any attack for which it is a valid target, including moves that sacrifice accuracy for power. Stopshot costs no MP to cast and, when fired from a gun (as is the point of the Fusilier class), can target almost any square on a normal battlefield. This is in a game where most fights are 6v6, so losing any unit to Stop is a significant disadvantage. Losing two or three to a single gun-toting Moogle is entirely possible, especially if said Moogle receives Haste, allowing it to act (and therefore fire Stopshot) much more frequently.
* Vaan has an ability called Life of Crime that deals damage based on the number of times he has used the Steal command. Use Steal enough and Life of Crime will deal a guaranteed [[Cap|999]] damage every time it's used. But why stop there? By making Vaan a ninja and having him [[Dual Wield]] shields (and giving him the right armor), you can get his Evasion to 80%. Combine this with his Razor's Edge ability, which increases Evasion by 20, and he becomes almost completely unhittable - status effects still work, but that's what the Debuff Resistance clan privilege is for. This allows Vaan to beat most maps entirely by himself.
 
 
== Other ==
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** Better yet -- if you walk into a wall, you get into a fight. You can set up the game to auto-finder (Merchant crown) and auto-escape (Wanderer crown). Escape does not cause an end of battle screen, so you're instantly on the world map again. In other words, if you really wanted to, you can point at the wall in auto mode, with 3 Merchants and 1 Wanderer, each with Hermes Boots equipped (always act first), steal 3 gems, escape, repeatedly, until you come back to the DS.
 
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[[Category:Final Fantasy]]
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