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

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* [[Video Game Stealing|Steal: Ability]], which was originally intended as a late-game accelerator pedal. By abusing certain really simple game mechanics, you can gain access to the ability [[Disc One Nuke|at a ridiculously early stage]]. As if the dev team anticipated this, you can steal ludicrously powerful abilities in some early missions, and after that the entire power curve of the game just falls apart.
* 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 a 2A2]] ===
* The sequel to FFTA seriously toned-down, worked over and generally fixed its game breakers, but it introduced a couple 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 x1.5 damage against ''everything'' that isn't strong against all of them. You can also inflict status effects on top of it all.
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** Magic in general is very, very powerful in Mystic Quest, especially the all-hitting Wizard spells White, Meteor, and Flare. These can end a good deal of non-boss battles with a single cast, and if not, they will certainly end it with two. However, casting of them is limited, to the point where it is not unheard of to confront the [[Final Boss]] while still having a maximum number of Wizard spell casts in the single digits. Sounds balanced, right? Until you factor in the Seed item, which completely replenishes your spell capacity to maximum. And which can be bought in increments of a ''hundred'', in a game where there is basically [[Money for Nothing|nothing else to spend money on]].
** Even more powerful than the highly damaging Wizard spells was the White magic. For strange reasons, most white magic would have the opposite effect if cast on the enemy, and we're not talking [[Revive Kills Zombie]]. We're talking ''Revive Kills Everything''; Life was an instant-death spell when used on enemies, the dungeon-warping Exit spell ejected enemies from combat, the status-cure caused random status effect on the enemy. Only Cure was limited to only hurting undead, otherwise White magic was full of death-dealing terror. And thanks to a [[Good Bad Bug]], even Cure has an offensive use; it more than makes up for its general lack of offensive power throughout the game by dealing obscene amounts of damage to the final boss, overkilling him in a few casts.
* Early on in ''[[Final Fantasy: theThe 4 Heroes of Light]]'' you can find an item called a Hunting Horn, which forces a random battle when it is used and has infinite uses (similar to the musical instruments of the ''[[Wild Arms]]'' series.) Shortly afterwards, you unlock the Merchant crown, which increases the drop rate of gems after battles, and comes with an ability to find gems on the battlefield.
** 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.