tag:blogger.com,1999:blog-41783008432193479032024-02-20T09:14:55.160-06:00FFXIII-2 Guide and WalkthroughStrategy, tips, and walkthrough for Final Fantasy XIII-2 on PS3.muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-4178300843219347903.post-14876895429046258862012-11-22T18:40:00.001-06:002012-11-22T18:41:27.285-06:00Paradigm Tuning and AI Behavior<div class="separator" style="clear: both; text-align: center;">
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Since you can't control but one character at a time and you can't control the actions of monsters at all, it's important to know how you can manipulate control over the AI, which will be controlling all characters that aren't under your direct control.</div>
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<b><span style="font-size: large;">Offensive Roles</span></b></div>
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Generally, the AI will <b>test out a variety of different abilities the first time it encounters a new enemy or when the Bestiary information of a foe is incomplete</b>, in order to determine the extent of the of the enemy's resistances. This is why most first encounters will involve the AI (and the Auto-Battle option, which is controlled by the AI as well) selecting a combination of Attack and Ruin as a Commando or a seemingly random string of spells as a Ravager or Saboteur. </div>
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Once the AI has determined the enemy's affinities, it will proceed to select the <b>most effective </b>abilities.</div>
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<span style="color: #cc0000;">Commandos</span> will always choose the ability that <b>deals the most damage</b> based on their own stats and the target's resistances.</div>
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<span style="color: #0b5394;">Ravagers</span> will set up up abilities that best serve to <b>maximize the Chain Bonus</b>. If <span style="color: red;">Enemy Intel </span>indicates that an opponent is completely immune or absorbs certain types of attacks, the AI will <b>refrain from using those kinds of attacks.</b></div>
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<span style="color: orange;">Saboteurs</span> will use Enemy Intel to <b>weaken</b> opponents. If you identify an enemy as being susceptible to certain ailments under the "Notes" section (shown in-game), the AI will attempt to inflict that ailment first. <span style="color: #4c1130;">Once all ailments have been inflicted, the AI will default to the Wound spell if available</span>, or in certain cases, use <b>Endless Nightmare to sustain existing ailments</b>.</div>
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<b><span style="font-size: large;">Defensive Roles</span></b></div>
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<span style="color: #4c1130;"><b>For defensive roles, AI behavior is less dependent on Enemy Intel.</b></span></div>
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<span style="color: orange;">Sentinels </span>will <b>always default to Provoke</b>, unless the enemy is immune. Then, they will use their <b>-guard abilities and will continue to do so until Provoke wears off</b>. The AI will lean more towards <b>counterattack abilities</b> such as Entrench and Vendetta <b>when HP is high</b>, and then more towards <b>defensive abilities </b>such as Steelguard and Mediguard <b>when HP is low</b>.</div>
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<span style="color: #741b47;">Synergists</span> will make use of Enemy Intel to <b>strengthen allies</b>. If an enemy sheet lists a favored type of attack under "Notes," the AI will focus on applying the corresponding Buff. </div>
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For example, if an enemy "delivers devastating physical attacks," the AI will first cast Protect on its allies and then continue to add more Buffs, giving priority to defensive Buffs when there are numerous enemies and then more to offensive Buffs when there is only one enemy. </div>
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Synergists in the <span style="color: #4c1130;">Normal formation will first apply any all-target enhancements before refreshing them with single-target variants</span>. <b>Synergist monsters will use the Endless Blessings ability </b>to refresh automatically refresh enhancements before they expire.</div>
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<span style="color: #274e13;">Medics </span>will <b>always prioritize the restoration of HP to over 70%</b> (the point where HP is green) <b>before</b> reviving KO'd enemies or removing ailments. They will always <b>prioritize the party leader over all other members</b> in the party. If everyone is alive and in good health, the Medic will continue to heal by using a single Cure spell as needed. <span style="color: #4c1130;">The gradual accumulation of Wound damage in difficult battles can make AI controls less efficient during drawn-out battles</span>. Its focus on restoring health to over 70% can lead it to cast spells that are relatively useless since the Wound ailment has cause the <b>overall amount of HP to decrease</b>. They will also <b>ignore more pressing concerns, such as status ailments</b>. In these instances, <b>manual control</b> of a Medic can make a big difference.</div>
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<span style="font-size: large;"><b>Tuning Paradigms</b></span></div>
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In Final Fantasy XIII-2, you have the ability to <span style="color: red;">tune</span> your Paradigms so that you can have <b>better control over AI-controlled characters</b>. When you tune Paradigms, you can only tune the Paradigm as a <b>whole</b>, not the individual components of the Paradigm.</div>
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The <span style="color: red;">Cross formation</span> <b>tells all AI-controlled allies, and the Auto-Command option, to focus on the same target</b>. This is helpful when you want to <span style="color: #4c1130;">apply status enhancements on a single ally, build Chains, or inflict status ailments on a specific enemy</span>. Paradigms in the Cross formation are represented by the <b>suffix -X</b> (such as Relentless Assault-X or Cerberus-X).</div>
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The <span style="color: red;">Wide formation</span> <b>tells all AI-controlled allies, and the Auto-Battle option, to focus on different enemies or allies</b>. For Commandos and Ravagers, this option is very effective in fights with a <b>large number or enemies</b>. It's also useful in <b>short fights where you want to use a Synergist's -ga Buffs</b>, which give enhancements to all allies but don't last long. An AI-controlled Medic in Wide formation will focus on <b>healing the entire party at once</b>, which can be preferable in some battles. Paradigms in the Wide formation are represented with the <b>suffix -W </b>(such as Aggression-W or Delta Attack-W).</div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-18388211774852812522012-09-11T22:26:00.003-05:002012-09-11T22:26:25.758-05:00Maximum Combat Efficiency<div class="separator" style="clear: both; text-align: center;">
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Since the AI can't adjust sufficiently in different scenarios, i<span style="color: #3d85c6;">t's best that you gradually start to move away from auto- commands</span> as you get more experienced with the battle system. <span style="color: purple;">Manual control is important when controlling battle efficiency.</span></div>
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When you encounter a new enemy for the first time, <span style="color: #3d85c6;">the AI likes to alternate between physical and magical attacks</span> to test out the enemy's resistances. While it may not interfere much with the speed in normal battles, <span style="color: #3d85c6;">it can waste a lot of time</span> in the harder ones.</div>
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<li style="text-align: center;">Say an enemy is <span style="color: #3d85c6;">weak against Fire</span>. An AI-controlled Ravager will auto-input something along the lines of <b>Fire - Flamestrike - Fire - Flamestrike</b> in order to take advantage of the <span style="color: #3d85c6;">weakness-induced bonus to Chaining, as well as the bonus for alternating abilities.</span> However, it's much more important to <b>place emphasis on speed</b> (since the rank you get is based on speed alone) rather than these bonuses by using a <b>single consecutive ability</b> instead, like <b>Fire - Fire - Fire - Fire </b>or <b>Flamestrike - Flamestrike - Flamestrike - Flamestrike</b>. This will be <b>a lot faster</b> than alternating the way the AI does.</li>
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<li style="text-align: center;">In a focused Saboteur assault where you only need to inflict specific debuffs or when you need to inflict certain ones (like Poison),<b> it's best to inflict them manually</b>. The AI will apply debuffs in <b>the same way that it would in a normal situation</b>, and may inflict the one(s) you want <b>last or not at all.</b></li>
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<li style="text-align: center;">Against a Launchable enemy that is resistant against physical attacks, <span style="color: #3d85c6;">the Auto-Battle queue will consist of Attack (to Launch the enemy) and then a string of Ruins</span> (something like <b>Attack - Ruin - Ruin - Ruin</b>). If two allies attempt to Launch the enemy at the same time,<span style="color: #3d85c6;"> the slower of two will leap up into the air and start to attack from there, slowing them down considerably</span> in comparison to if they had just stayed on the ground. Since it only takes one ally to Launch an enemy, having two enemies in the air trying to do this is pointless and will slow you down. You can prevent this by<b> letting the AI Launch the enemy</b> (which it will do by default) and then <b>let your manually-controlled character unleash a string of Ruins from the ground.</b></li>
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Outside of battle, you can raise your party in ways that will force the AI to do more of the specific things you want it to.</div>
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<li style="text-align: center;"><span style="color: #3d85c6;">Focus stat growth</span>, either through the Crystarium, equipment, or infusion, t<span style="color: #3d85c6;">owards Strength or Magic.</span> This <b>lowers the chance that the AI will alternate between two different damage types</b> in battle because if Strength is considerably higher than Magic, or vice versa, <b>the AI will go towards using attacks that utilize the stat with highest amount</b>, therefore making your AI-controlled allies more efficient.</li>
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<li style="text-align: center;">Avoid the <b>carryover of unnecessary abilities</b> when infusing monsters. This will enable your monster to <b>focus on its strengths</b>. For example, there's little need for a monster with low Strength stats to inherit Ravager -strike abilities (which are Strength based).</li>
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muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-87655718552419546062012-09-04T21:08:00.002-05:002012-09-04T21:10:18.092-05:00Animation Speeds<div class="separator" style="clear: both; text-align: center;">
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Raw stats don't determine everything in battle. Since the basis of the entire battle system is <b>speed</b>, you have to take attack animations into account. These attack animations have a huge impact on <b>how quickly actions are implemented in combat.</b></div>
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<b>Serah is generally faster than Noel</b> is most aspects. This compliments her generally higher Magic ability and her suitability for Magic roles.</div>
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<span style="color: red;">Animation speeds</span> can vary significantly between monsters. For example, Chocobos are pretty fast while the more Western species are slower in comparison, despite their impressive stats. Another thing to realize is that <b>Serah, Noel, and every species of monster have different physical attack animations. </b>This is more than just an appealing-to-the-eye feature.</div>
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Noel's physical attacks have the distinct feat of landing <b>two consecutive hits</b> instead of one, with the properties of a single attack split in two. This split applies to the amount of damage inflicted as well as the effect on the Chain Gauge. It's not significant, but two hits are better than one, especially when it comes to maintaining the Chain Gauge.</div>
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Serah's weapon can take on the appearance of a <b>bow or a sword</b>. You can actually control which one she uses by <b>tuning your Paradigms</b> appropriately. In a <b>Normal tune Paradigm, Serah will seem randomly switch</b> between the two. In a<b> Cross formation, she'll stick to the sword.</b> In <b>Wide fromation, she will stick to the bow.</b></div>
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Also, Serah's <b>physical actions with the sword have a much faster animation speed than those with the bow.</b> This <b>doesn't apply when she is casting spells</b>, so if Serah is your main spell caster, this information may not have much impact on your playing style. However, this is another reason to pay attention to the tuning of your Paradigms. For example, against a single magic-resistant enemy, Cerberus-X will likely quicken Serah's damage output as a Commando opposed to the regular Cerberus.</div>
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Another thing on physical attacks is that Serah and Noel both have kind of special 'finishers' that occur after they execute a full command queue of abilities once they reach an ATB Level of 4 or higher. These finishers tend to <b>deal slightly more damage but are slower.</b></div>
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It's always <b>faster to string together a sequence of the same actions</b> rather than combining multiple different actions. In other words, <b>switching between physical and magic in a command queue takes a lot more time than sticking to all physical or all magical abilities</b> in a single command queue.</div>
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Serah and Noel also have different animations when airborne. Casting animations become much slower when they are in the air. However, this isn't necessarily a bad thing. Normally, <b>the lack of speed will extend the time that an enemy will remain Launched.</b></div>
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<b>Speed is also more important in some roles than in others.</b></div>
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<b>Medics and Ravagers benefit the most from quick animations.</b> For Medics, faster animations mean they will be able to <b>heal their targets faster.</b> For Ravagers, since their main purpose is to fill the Chain Gauge, the faster they can attack, the <b>faster the Chain Gauge will fill, and the faster the enemy will be Staggered.</b></div>
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Speed for a Commando is also important. They faster they are, t<b>he more damage they can do in a shorter amount of time.</b></div>
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Part of a Synergist's efficiency depends on <b>how quickly they can apply Buffs.</b> This is especially important in a race against time when an enemy is about perform an especially strong attack.</div>
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While it's good for Saboteurs to inflict Debuffs in a timely matter, <b>their efficiency is based more on persistence rather than speed.</b></div>
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<b>For Sentinels, animation speeds don't matter.</b> Their main purpose is to distract the enemy and take damage for the rest of they party. Even the slower monsters can fulfill this role sufficiently.</div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-90180091825239372782012-09-03T20:17:00.000-05:002012-09-03T20:17:44.721-05:00Physical Attacks vs. Magical Attacks<div class="separator" style="clear: both; text-align: center;">
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There are some advantages to casting magic spells over using physical attacks.</div>
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Against more agile enemies, <b>physical attacks can prove to be somewhat erratic</b>. This is because there is a form of hit detection used in the game where if an enemy goes outside of the 'hit area' when the attack is executed, that attack will miss. However, <b>magic spells will always hit their target</b>. Magic spells come in two types: <b>immediate impact</b> (such as the Ravager's Ice and Lightning elemental spells as well as most Saboteur spells) and <b>tracking projectiles</b> (such as Ruin, as well as Fire and Wind spells).</div>
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Notice that it also takes time for a character that is using physical attacks <b>to literally run up to or chase an enemy before the fighting actually begins.</b> Characters using magic <b>don't have to run or chase after their enemies and their spells tend to reach their targets faster</b> than a physical attack that's being forced to reach the enemy by foot.</div>
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<span style="color: #741b47;">Also, the animation speed for a magic attack tends to be faster than the animation speed of a physical attack.</span></div>
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While Strength is only used to calculate the amount of damage inflicted, <b>Magic affects other variables </b>such as the healing power of a Medic and the duration of a Synergist's buffs. This can make boosting Magic stats <b>more useful in general across the different roles.</b></div>
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However, this doesn't mean that physical attacks are worse than Magic ones. Physical attacks have a <b>higher damage multiplier</b>, and therefore<b> cause more damage</b> <b>than spells</b> do. They also have <b>higher Cut and Keep values</b>, giving them higher priority in the heat of battle. And the majority of the most powerful offensive abilities are physical attacks, such as Noel's Meteor Javelin or the Feral Links used by many of the strongest Commando monsters.</div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-45415061291808490442012-09-03T19:09:00.000-05:002012-09-03T20:18:00.101-05:00Juggling Enemies<div class="separator" style="clear: both; text-align: center;">
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Certain abilities have a hidden stat called <span style="color: red;">Rise</span>. This stat causes the enemy to be <b>propelled into the air. </b>The most common ability is <span style="color: red;">Launch</span>, which modifies the Commando's basic Attack ability. The <span style="background-color: white;"><span style="color: #a64d79;">-ga spells (such as Firega) of Commandos and Ravagers also have the capability to Launch foes.</span></span></div>
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The value of the <b>Rise stat determines how high the enemy will be Launched</b> and can be combined with multiple other abilities. Once an enemy has been Launched, you can<b> continue using -ga spells to hoist them even higher into the air</b>, preventing them from falling back down to the ground. <b>Any other attacks given to the enemy will also keep them airborne</b>. Enemies that are Launched become immobilized, and cannot attack or defend themselves.</div>
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For Launching to work, generally, <b>the attack used must have a higher Cut value than whatever Keep value the enemy has</b>.</div>
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<b style="color: #741b47; font-size: x-large;">Many enemies cannot be Launched until Staggered while some are completely immune to Launch, Staggered or not.</b></div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-28849855036799900262012-09-02T23:10:00.001-05:002012-09-02T23:10:33.726-05:00Interruptions (Cut and Keep)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmPvXYkem77dMqPJeOqW65qcJordJXcZKtCnUnPWCkUg5Rriq7G_cJc8oDovj6Zffe1GXmtcRN_o-0K03zK_xegCwyAsMDrSFpIoiCL7S5AIlDIE4M2y6xH4Iu66Xn7ncvMAIHwnN0rC4/s1600/battleffxiii2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="353" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmPvXYkem77dMqPJeOqW65qcJordJXcZKtCnUnPWCkUg5Rriq7G_cJc8oDovj6Zffe1GXmtcRN_o-0K03zK_xegCwyAsMDrSFpIoiCL7S5AIlDIE4M2y6xH4Iu66Xn7ncvMAIHwnN0rC4/s640/battleffxiii2.jpg" width="640" /></a></div>
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There are two hidden stats that determine the priority of conflicting actions:</div>
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<span style="color: #741b47; font-size: large;">Cut and Keep</span></div>
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<br /></div>
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When an ally and an enemy are attacking each other simultaneously, the game uses the Cut and Keep stat of their abilities to determine who will prevail. </div>
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<br /></div>
<div style="text-align: center;">
The<span style="color: red;"> Cut </span>value is the value that <b>determines if an ability has the power to 'cut', or interrupt, another opposing ability</b>. The <span style="color: red;">Keep </span>value is the value that determines how well an ability can <b>'keep' its prowess against another opposing ability.</b></div>
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If the Cut value of one action is <b>greater than the Keep value</b> of the opposing action, then the <b>first action will prevail.</b> If the Keep value is <b>greater than the Cut value </b>of the opposing action, it will <b>continue uninterrupted</b>. This is the main factor that is behind the basic principle of ability interruptions.</div>
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<div style="text-align: center;">
<span style="color: #741b47;">Both Cut and Keep have values from 0 to 100</span>. Below is a table of the base values for all actions in Final Fantasy XIII-2.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Cut and Keep Base Values</b></div>
<div style="text-align: left;">
<b>Action Keep Value Cut Value</b></div>
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None (idle) 5 None</div>
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Defensive spells 15 None</div>
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Saboteur spells (cast by ally);</div>
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Offensive spells and ranged physical 15 10</div>
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attacks (by an enemy)</div>
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<br /></div>
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Other offensive spells and ranged 15 15</div>
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physical attacks (by an ally)</div>
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<br /></div>
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Melee attacks (by an enemy) 20 20</div>
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Melee attacks (by an ally); 25 25</div>
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Strong attacks (by an enemy)</div>
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<br /></div>
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Special attacks (used by an enemy) 40 40</div>
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<br /></div>
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Sentinel -guard abilities 90 None</div>
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(Steelguard, Mediguard, etc.)</div>
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<br /></div>
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Sentinel Provoke abilities 90 10</div>
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Sentinel counter abilities 90 25</div>
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Ultima Arrow (Serah); 90 50</div>
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Meteor Javelin (Noel)</div>
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<b>The Cut value of physical attacks is generally higher than that of Magical attacks</b>, therefore, physical attacks will often interrupt magical ones.</div>
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<br /></div>
<div style="text-align: center;">
The higher Keep values (those over 90) belong to <b>special abilities </b>such as Meteor Javelin and Ultima Arrow, as well as the <b>abilities of the Sentinel</b>. The high Keep values of Sentinel abilities are an additional bonus to their already strong defensive abilities.</div>
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<br /></div>
<div style="text-align: center;">
<span style="color: #741b47;">As long as an action's Cut or Keep value is under 90, its Cut or Keep value can be modified by the status effects of Vigilance and Curse, the passive abilities Immovable and Presses, and by Staggering. </span>If an action's value is already at its maximum of 90, <b>it cannot be modified</b>.</div>
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<div style="text-align: center;">
<b>Modifiers of Cut and Keep Values</b></div>
<div style="text-align: left;">
<b>Effect Modification</b></div>
<div style="text-align: left;">
Vigilance +20 Keep</div>
<div style="text-align: left;">
Curse -20 Keep</div>
<div style="text-align: left;">
Immovable (ally) +5 Keep</div>
<div style="text-align: left;">
Immovable II (ally) +10 Keep</div>
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Pressure (ally) +5 Cut</div>
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Pressure II (ally) +10 Cut</div>
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Pressure MAX (ally) +15 Cut</div>
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Stagger (on an enemy) Keep drops to 0</div>
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NOTE: some enemies, such as the Pulsework Soldier, have a special ability that raises the Keep of all their basic actions to 85 before they are Staggered. </div>
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<br /></div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-32863043512979974702012-09-02T01:27:00.001-05:002012-09-02T01:27:47.330-05:00Properties of Paradigm Shifts<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-AKR1iQQQAOKnoU4fkOT5PD0n35ZEwmeYMtVV1A863alP2r6YcPtvCwAjt_FtU1IKxDqPOJWubb5_MDdPKnCmWaLa4ubFOLWWH7BvFaGLmAghSHhneXuZklTmj5p64Xg6L70uO1rl2BM/s1600/FF13-2-paradigm_shift.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-AKR1iQQQAOKnoU4fkOT5PD0n35ZEwmeYMtVV1A863alP2r6YcPtvCwAjt_FtU1IKxDqPOJWubb5_MDdPKnCmWaLa4ubFOLWWH7BvFaGLmAghSHhneXuZklTmj5p64Xg6L70uO1rl2BM/s640/FF13-2-paradigm_shift.jpg" width="640" /></a></div>
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<b><span style="font-size: large;"><br /></span></b></div>
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<b><span style="font-size: large;">ATB Refresh</span></b></div>
<div style="text-align: center;">
This concept began in Final Fantasy XIII to subtly encourage the use of multiple Paradigms during battles and has carried over into Final Fantasy XIII-2. It isn't mentioned explicitly anywhere in the game so it's a bonus to those observant enough to notice it.</div>
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<br /></div>
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With the <span style="color: red;">ATB Refresh</span>, when you shift Paradigms, the ATB Gauge will <b>refill itself</b> completely. <span style="color: #674ea7;">This means that you don't have to wait for the ATB Gauge to refill every time you shift Paradigms</span>. The first ATB Refresh will always occur <b>after the first Paradigm Shift</b>. </div>
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After that, you can obtain refreshes if you fulfill at one of two conditions:</div>
<div style="text-align: center;">
- You've previously fully recharged the ATB Gauge</div>
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- 12 seconds have passed since the last ATB Refresh</div>
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<br /></div>
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When you don't need a full deck of six Paradigms, particularly in regular (non-boss) battles, <b>shifting between duplicate Paradigms (like two Relentless Assaults) will enable you to attack faster</b> without you having to wait as long in between turns. </div>
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Once you've gained more ATB Segments and you're comfortable with the timing of your party's actions, you can reliably use the ATB Refresh <b>approximately once every other turn</b>. This will enable you to s<span style="color: #674ea7;">peed up battles, get higher scores, and be more efficient when farming monsters for specific spoils, gil, or CP Rewards.</span></div>
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<b><span style="font-size: large;">Buffers</span></b></div>
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When you shift Paradigms, you have the ability to <span style="color: red;">Buffer</span> moves. This allows you to<b> apply the bonuses of other roles to another ability</b> by shifting to another role right after your character begins to execute that ability. For this to work correctly, you have to make sure the character has actually begun to use the move and it's shown visibly on-screen.</div>
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The most obvious example is a shift from Ravager to Commando after using Serah's full ATB ability, Ultima Arrow. While it's not normally used as a main method to deal damage, its power can raised quite a bit by Buffering it into a shift of Commando.</div>
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<br /></div>
<div style="text-align: center;">
<span style="color: #674ea7;">While Buffering can be useful, know that by Buffering, you're giving up the originally intended role bonus for the original ability</span>. For example, a Synergist is casting status enhancements and sees that the enemy is about to use a strong attack and therefore switches to the Sentinel. By doing this, the Synergist Buffers their last spell by shifting to the Sentinel role. Therefore, the bonus duration that would have been applied to the last spell that the Synergist would have cast is lost and the Synergist role bonus will not be applied in exchange for the defensive strength of the Sentinel.</div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-834219855089799932012-09-02T01:05:00.004-05:002012-09-02T01:28:45.819-05:00Properties of the ATB Gauge<div style="text-align: center;">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXj3oXkQEBx8qDbVmRJREVXpletyLMbh6YllpIfMf2QpJOfDCiuoJml3OBndyK7YuJZoCeUes-WH5HVfyApk18SrUQuh1dOWzcAzkCVamJi8K7l5_MEUVB2N7b7GSMEe7_zaVVb1KpbJU/s1600/atb+gauge.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXj3oXkQEBx8qDbVmRJREVXpletyLMbh6YllpIfMf2QpJOfDCiuoJml3OBndyK7YuJZoCeUes-WH5HVfyApk18SrUQuh1dOWzcAzkCVamJi8K7l5_MEUVB2N7b7GSMEe7_zaVVb1KpbJU/s1600/atb+gauge.jpg" /></a></div>
<span style="color: #674ea7; font-size: large;"><br /></span>
<span style="color: #674ea7; font-size: large;">The ATB Gauge recharges at a faster rate as you add more segments.</span></div>
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Basically meaning that a six segment ATB Gauge doesn't take twice as long to fill as a three segment ATB Gauge. It actually fills <b>almost twice as fast</b>.</div>
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<b>Approximate ATB Recharge Rates</b></div>
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<b>ATB Level Full Recharge Time Recharge Rate per Segment Recharge Speed Increase</b></div>
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3 4.32 seconds 1.44 seconds 100% (baseline)</div>
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4 4.46 seconds 1.11seconds 130% faster</div>
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5 4.66 seconds 0.93 seconds 155% faster</div>
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6 4.79 seconds 0.80 seconds 180% faster<br />
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<br />
The ATB Gauge recharges continuously while menus are visible. <b>It will pause once an action or action queue (such as Paradigm Shifting and using items) is being set</b> and will resume once those actions are complete.<br />
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<br />
<div style="text-align: center;">
<b>Things that Modify the Rate of ATB Recharge</b></div>
<b>Ability Effect on ATB Recharge Speed</b><br />
ATB Rate +XX% +10%~50%<br />
Haste +33%<br />
Slow -33%<br />
Leadenstrike -50%<br />
Ironstrike -33%<br />
<br />
<br />
There are also several <b>special auto-abilities that grant immediate bonuses</b> to the ATB Recharge speed.<br />
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<div style="text-align: center;">
<b>ATB Recharge Speed Bonuses</b></div>
<b>Auto-Ability Bonus to ATB Recharge</b><br />
Lifesiphon +1 segment upon slaying a target<br />
Faultsiphon +0.2 segments upon attacking a target with a status ailment<br />
Fearsiphon +0.1 segments upon attacking a Staggered target<br />
Siphon Damage Lv. 1 +1 segment for every 1000 damage received<br />
Siphon Damage Lv. 2 +1 segment for every 950 damage received<br />
Siphon Damage Lv. 3 +1 segment for every 900 damage received<br />
ATB Advantage +1 segment at the beginning of a battle<br />
Kill: ATB Charge +0.5 segments per enemy death<br />
Attack: ATB Charge +0.1 segments per hit on each enemy<br />
Attack: ATB Charge II +0.2 segments per hit on each enemy</div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-29845595165379566572012-09-01T19:53:00.002-05:002012-09-01T19:54:47.209-05:00Wound Damage<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEvsNbEG4tYlC8tZnTNhoV0NwIBl8RmoE6_XKEAb2HIj_HrhUUV72Gs6w0r3FkGEv4nOYSyET_8wICiEkgiMKitwAwAxZ4is0NRod5r-FDjxtliHy8Tgs7CLfrKNBTt1SsijEQM0YItQI/s1600/ffxiii2+wound.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEvsNbEG4tYlC8tZnTNhoV0NwIBl8RmoE6_XKEAb2HIj_HrhUUV72Gs6w0r3FkGEv4nOYSyET_8wICiEkgiMKitwAwAxZ4is0NRod5r-FDjxtliHy8Tgs7CLfrKNBTt1SsijEQM0YItQI/s1600/ffxiii2+wound.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Serah and Noel take Wound damage; shown in the dark red text on the game screen.</td></tr>
</tbody></table>
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<div style="text-align: center;">
New in Final Fantasy XIII-2 is Wound damage.</div>
<div style="text-align: center;">
<span style="color: red;">Wounds</span> are a special type of injury that reduce the target's maximum HP, and can be inflicted by both party members and enemies.</div>
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<div style="text-align: center;">
Wound damage <b>can't be healed by conventional methods</b> (such as using Potions or a Medic's healing spells). Instead, you have to use <b>Wound Potions or Elixir</b> in order to restore the damage caused by Wounds.</div>
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<div style="text-align: center;">
<b><u>Wounds Inflicted by Allies:</u></b></div>
<br />
<ul>
<li style="text-align: center;"><span style="color: #674ea7;">All Saboteur spells cause damage as well as the status ailment</span> they may inflict. A portion of this damage is turned into Wound damage, <span style="background-color: white;"><span style="color: #674ea7;">depending on the enemy's Wound Resistance.</span></span></li>
</ul>
<ul>
<li style="text-align: center;">The Wound spell cast by the Saboteur <b>doesn't inflict a status ailment</b>. Instead, it <span style="color: #674ea7;">deals more damage than any other Saboteur ability and because of that, increases the amount of possible Wound damage that can be inflicted on the enemy.</span> The Wound spell isn't as powerful as an attack made by a Commando, but is <b>comparable to the damage inflicted by a Ravager</b>.</li>
</ul>
<ul>
<li style="text-align: center;">An AI-controlled Saboteur will <b>repeatedly cast Wound once all possible status ailments have been inflicted.</b></li>
</ul>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b><u>Wounds Inflicted by Enemies:</u></b></div>
<br />
<ul>
<li style="text-align: center;">Enemies that cause Wound damage <b>convert a certain amount of the normal damage they would inflict into Wound damage.</b></li>
</ul>
<ul>
<li style="text-align: center;">Wound damage may seem insignificant at first, but if a battle goes on for a long time, <b>it can become a big problem as it accumulates.</b></li>
</ul>
<ul>
<li style="text-align: center;">Having at least one Sentinel deployed against strong Wounding attacks will <b>increase the party's overall defense against Wound damage as well as regular damage</b>. The <span style="color: #674ea7;">Bloodguard line of accessories are also effective at preventing Wound damage.</span></li>
</ul>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeVxzrSuAaUN_9bUzSkP7nzhKpXqZCnmbiFOGhAoT-N4q7Xfj0-cOvuEAu_DxTa8JJ0wf7S-1prhCy3b7zxk_FtHe9jhG5PYcxDlcy00vRepzPg1F16g93Gb1Q5Ta9neivMMtKrZVkkGY/s1600/ffxiii2+paradox+alpha.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeVxzrSuAaUN_9bUzSkP7nzhKpXqZCnmbiFOGhAoT-N4q7Xfj0-cOvuEAu_DxTa8JJ0wf7S-1prhCy3b7zxk_FtHe9jhG5PYcxDlcy00vRepzPg1F16g93Gb1Q5Ta9neivMMtKrZVkkGY/s1600/ffxiii2+paradox+alpha.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Paradox Alpha, the first enemy in FFXIII-2 that employs Wound attacks.</td></tr>
</tbody></table>
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<span style="color: #674ea7;"><br /></span></div>
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<span style="color: #674ea7;"><br /></span></div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com1tag:blogger.com,1999:blog-4178300843219347903.post-36673090449193487582012-09-01T16:55:00.000-05:002012-09-01T16:55:49.727-05:00Status Effects<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2zAyZ4i-M1BaP-5yxnnQdGjr36m1o-qKPsW14OhGK-zcasG8BlZDOqUVukOf7xDveyP8uaAmetpZuoh7vpHetPEOZNdAS5Q3kjt9c07bsAPnYlm1j96CPlVq1Xm7-QVYz4lD1Kb3zr7Q/s1600/Slow_FFXIII.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2zAyZ4i-M1BaP-5yxnnQdGjr36m1o-qKPsW14OhGK-zcasG8BlZDOqUVukOf7xDveyP8uaAmetpZuoh7vpHetPEOZNdAS5Q3kjt9c07bsAPnYlm1j96CPlVq1Xm7-QVYz4lD1Kb3zr7Q/s640/Slow_FFXIII.png" width="640" /></a></div>
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<div style="text-align: center;">
<b><span style="font-size: large;">Status Enhancements</span></b></div>
<div style="text-align: center;">
Status enhancements, also called <span style="color: red;">buffs</span>, are beneficial conditions that improve the defensive or offensive powers of the user. They can affect <b>both party members and enemies</b> and can be a major deciding factor on a battle's<b> difficulty, duration, and final outcome</b>.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Buffs can be applied by:</b></div>
<div style="text-align: center;">
- a Synergist</div>
<div style="text-align: center;">
- equipped certain accessories</div>
<div style="text-align: center;">
- learning passive abilities via the Crystarium for tamed monsters</div>
<div style="text-align: center;">
- certain Feral Links</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>You can increase the duration of a status enhancement by:</b></div>
<div style="text-align: center;">
- Synergist role bonuses</div>
<div style="text-align: center;">
- having a high Magic stat</div>
<div style="text-align: center;">
- equipped certain pieces of equipment (either alone or combined)</div>
<div style="text-align: center;">
- the certain abilities learned by monsters</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Types of Status Enhancements:</b></div>
<b>Enhancement Effect Opposing Ailment</b><br />
Haste +33% ATB Gauge speed Slow<br />
Bravery +75% Strength Debrave<br />
Faith +75% Magic Defaith<br />
Protect +25% resistance to Physical attacks Deprotect<br />
Shell +25% resistance to Magic attacks Deshell<br />
Vigilance +33% resistance to Wound Curse<br />
Veil +50% resistance to status ailments<br />
<br />
Enfire<br />
Enfrost These buffs add additional attributes to attacks.<br />
Enthunder Good against enemies with element weaknesses and Imperil.<br />
Enaero <br />
<br />
Reraise When the user's HP reachers 0, they will automatically revive themselves.<br />
Regen Gradually restores the user's HP<br />
<br />
<br />
<br />
<div style="text-align: center;">
<span style="font-size: large;"><b>Status Ailments</b></span></div>
<div style="text-align: center;">
Status ailments, also known as <span style="color: red;">Debuffs</span>, are negative conditions that can affect both party members and enemies.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
Some enemies are <b>difficult to defeat unless you weaken them with debuffs</b> throughout the battle. A sudden onset of debuffs all at once on party members can severely <b>disrupt momentum </b>and can be dangerous during the <b>brutal follow-up attacks</b>.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Status ailments can only be cast by Saboteurs</b>, but they can also occur as <b>side effects from Feral Link abilities.</b></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
Aside from using items and the Medic's spells, <b>status ailments can also be healed by using the opposing status enhancement</b>, making Synergists an option to cure ailments. A capable Synergist can be used to target a specific ailment and can be more efficient than a Medic's Esuna spell.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
Many enemies have <b>some form of resistance or immunity to one or more ailments</b>. Using a Librascope will immediately expose those resistances, while the AI will spend several turns experimenting with different debuffs to slowly reveal their vulnerabilities.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
When an enemy is not immune, various<b> factors such as the Chain Bonus, role Bonus Boosts, or the Veil status enhancement, can affect the time it takes for a debuff to stick.</b></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
When you party is greatly afflicted by status ailments, you'll have to quickly assess how dangerous those ailments are. While a Medic's Esuna spell is the most obvious solution, a <b>Synergist can also be used to cancel out status ailments </b>with the opposing status enhancment.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Types of Status Ailments</b></div>
<b>Ailment Effect Cure</b><br />
Slow -33% ATB Gauge speed None<br />
<br />
Daze Stuns the target and the target takes double damage; Foul Liquid, Remedy, <br />
Removed once the target is hit; enemy-only ability. Unicorn Horn, Esuna <br />
<br />
Debrave -50% Strength Remedy, Unicorn Horn,<br />
Bravery, Bravega, Esuna<br />
<br />
Defaith -50% Magic Remedy, Unicorn Horn,<br />
Faith, Faithga, Esuna<br />
<br />
Deprotect +30% damage taken from Physical attacks Remedy, Unicorn Horn,<br />
Protect, Protectga, Esuna<br />
<br />
Deshell +30% damage taken from Magic attacks Remedy, Unicorn Horn,<br />
Shell, Shellga, Esuna<br />
<br />
Pain Disables the target's Physical abilities Painkiller, Remedy<br />
Unicorn Horn, Esuna<br />
<br />
Fog Disables the target's Magical abilities Mallet, Remedy,<br />
Unicorn Horn, Esuna<br />
<br />
Curse +33% damage taken from Wounds; Holy Water, Remedy,<br />
-20 "Keep" to all actions Unicorn Horn<br />
<br />
Poison Cause target to gradually and constantly lose HP; Antidote, Remedy,<br />
Very effective against enemies with high HP Unicorn Horn, Esuna<br />
<br />
<br />
Imperil Reduces the target's elemental resistance by one tier. Remedy, Unicorn Horn,<br />
(Resistant to halved; Normal to Weakness) Esuna<br />
<br />
Doom Causes a timer to appear above the target. When it runs out, None<br />
the target is KO'd instantly. Enemy-only ability.<br />
<br />
<br />
<br />
<div style="text-align: center;">
<b><span style="font-size: large;">Refreshing Effects</span></b></div>
<div style="text-align: center;">
It's best to refresh status enhancments<b> before</b> they expire.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
When someone has multiple status effects (ailments and enhancements), <b>reapplying any of them will move it to the end of the display sequence</b>, showing it as the most recently afflicted effect. <b>It will also flash.</b></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
With enhancements, it's harder to see how much time is remaining when there's only one.</div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-24099035771362455182012-08-28T20:26:00.000-05:002012-08-28T20:26:14.081-05:00Elements and Resistance<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB-ARkgKxgRJqMDgMww6V6JkhmsCsGrLyKbeMQGa0P4YWjs5xa0lhSCuYG8o5KRF5EMk2X3SR5EjwulN5Z-K4l5N1VIhxb_oRaDd0_qfoM3x6VdPJn7SBl8GMOVb7BehBYmix6UatYXtg/s1600/Final-Fantasy-XIII-2-BS11.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB-ARkgKxgRJqMDgMww6V6JkhmsCsGrLyKbeMQGa0P4YWjs5xa0lhSCuYG8o5KRF5EMk2X3SR5EjwulN5Z-K4l5N1VIhxb_oRaDd0_qfoM3x6VdPJn7SBl8GMOVb7BehBYmix6UatYXtg/s1600/Final-Fantasy-XIII-2-BS11.jpg" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="text-align: center;">
All attacks correspond with one of two damage types:</div>
<div style="text-align: center;">
<b>Physical or Magical</b></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
Attacks are also either <b>non-elemental or are imbued</b> with one of the four elemental properties:</div>
<div style="text-align: center;">
<b><span style="color: #cc0000;">Fire</span>, <span style="color: #3d85c6;">Ice</span>, <span style="color: orange;">Lightning</span>, <span style="color: #999999;">Wind</span></b></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Attacks can be based on Fire, Ice, Lightning, Wind</b></div>
<div style="text-align: center;">
<b>Attacks are either Physical or Magical</b></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
Every enemy has a set of <span style="color: red;">elemental resistances</span>, which determine the amount of damage an enemy takes from an attack.</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
<b>Types of Elemental Affinities</b></div>
<div style="text-align: left;">
<b>Resistance Damage Inflicted</b></div>
<div style="text-align: left;">
Normal x1 (standard damage)</div>
<div style="text-align: left;">
Weakness x2 (200% damage)</div>
<div style="text-align: left;">
Halved x0.5 (50% damage)</div>
<div style="text-align: left;">
Resistant x0.1 (10% damage)</div>
<div style="text-align: left;">
Immune x0 (damage Blocked; no damage inflicted)</div>
<div style="text-align: left;">
Absorb Attack heals the opponent (heals 30% of usual damage)</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
There are ways to exploit elements in your favor, both <b>to defend yourself from elemental attacks</b> by enemies and <b>to add elemental properties to your own attacks</b>:</div>
<div style="text-align: center;">
- Equip accessories</div>
<div style="text-align: center;">
- "En-" abilities (Enfire, etc.)</div>
<div style="text-align: center;">
Synthesized Abilities</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
<br /></div>
muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-88227057132503344122012-08-27T23:08:00.000-05:002012-08-27T23:08:35.292-05:00Staggering and Chaining<div class="separator" style="clear: both; text-align: center;">
<a href="http://images3.wikia.nocookie.net/__cb20100610025224/finalfantasy/images/b/b7/FFXIII-Stagger.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="http://images3.wikia.nocookie.net/__cb20100610025224/finalfantasy/images/b/b7/FFXIII-Stagger.jpg" width="640" /></a></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<span style="color: purple; font-size: large;">Filling the Chain Gauge and increasing the Chain Bonus percentage in order to Stagger enemies are the main ways to cause maximum damage.</span></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<br />
<div style="text-align: center;">
<span style="font-size: large;"><b>Chaining</b></span></div>
<div style="text-align: center;">
The <span style="color: red;">Chain Gauge</span> is accompanied by two percentages:</div>
<div style="text-align: center;">
<b>Chain Bonus and Stagger Point</b></div>
<br />
<h2>
<div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">The <span style="color: red;">Chain Bonus</span> indicates the current damage multiplier that is applied to all attacks.</span><span style="font-size: small;"> The Chain Bonus has a baseline at 100%</span><span style="font-size: small; font-weight: normal;">, where all attacks will do regular damage with a x1 multiplier. At 200%, a x2 multiplier is applied, doing double damage. The maximum bonus possible is 999.9%, which is just under x10 damage.</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small;">This is formula that calculates the Chain Bonus:</span></div>
<div style="text-align: center;">
<span style="font-size: small;"> <span style="color: purple;"> </span></span><i><span style="font-size: small;"><span style="color: purple;">Chain Bonus = (Ability Value + Role Bonus) x (100 - Chain Resistance) + Hidden Bonus</span></span></i></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">As the Chain Gauge is being filled, </span><span style="font-size: small;">it is also constantly decreasing</span><span style="font-size: small; font-weight: normal;">. If it depletes completely, the Chain Bonus is</span><span style="font-size: small;"> reset to its default value of 100%</span><span style="font-size: small; font-weight: normal;">. </span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small;">All attacks can have one of two effects on the Chain Gauge:</span></div>
<div style="text-align: center;">
<span style="font-size: small; font-weight: normal;"> - how much they<span style="color: purple;"> increase the Chain Bonus</span> total</span></div>
<div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">- the effect on <span style="color: purple;">Chain Duration Value</span></span></div>
<div style="font-size: medium; font-weight: normal; text-align: center;">
<br /></div>
</h2>
<h2>
<div style="text-align: center;">
<span style="font-size: large;">Staggering</span></div>
<span style="font-size: small; font-weight: normal;"><div style="text-align: center;">
The <span style="color: red;">Stagger Point</span> is the Chain Bonus percentage that must be achieved in order for an enemy to successfully be Staggered.</div>
</span></h2>
<h2>
<div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">As you come closer to the Stagger Point, the numbers below the Chain Gauge that show the Chain Bonus percentage, will flash red. Once Staggered, the Chain Gauge will turn yellow and s</span><span style="font-size: small;">tart to deplete at a steady rate</span><span style="font-size: small; font-weight: normal;">. You can also tell that an enemy is Staggered when the values that show how much damage they are taking are yellow as well instead of the regular grey.</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">Once the Chain Gauge begins to empty itself, </span><span style="font-size: small;">it cannot be stopped or slowed</span><span style="font-size: small; font-weight: normal;">. However, the speed at which this happens is determined by the hidden <span style="color: red;">Chain Duration Value</span> at the point of Stagger.</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">The formula for Chain Duration Value:</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> </span> <span style="color: purple;"><i>Stagger Duration = Actual Chain Duration x 2 + 8 (seconds)</i></span></div>
</span>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small; font-weight: normal;">All enemies have a <span style="color: red;">Chain Resistance</span> attribute. </span><span style="font-size: small;">The higher this value, the slower the Chain Bonus will increase</span><span style="font-size: small; font-weight: normal;">. Therefore, enemies with high Chain Resistance can be difficult to Stagger, especially if they also have a high Stagger Point.</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small;">Once an enemy is Staggered, you have these advantages;</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> - immediate +100% Chain Bonus resistance</span></div>
</span>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> - the Chain Resistance drops to 0, allowing you to increase the Chain Bonus further</span></div>
</span>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small; font-weight: normal;"><br /></span></div>
<div style="text-align: center;">
<span style="font-size: small;">Effects on the Chain Gauge and Chain Bonus in Paradigm Roles:</span></div>
<div style="text-align: center;">
<span style="font-size: small; font-weight: normal;"><br /></span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="color: #3d85c6;">Ravagers</span></div>
</span><span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> - fill the Gauge and increase the Chain Bonus quickly, but lower the Chain Duration Value significantly. </span></div>
<div style="text-align: center;">
<span style="font-weight: normal;"> This is way a Stagger achieved only with Ravagers is very short.</span></div>
</span></h2>
<h2>
<div style="text-align: center;">
<span style="font-size: small;"><span style="color: #cc0000;">Commandos</span></span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> - their attacks greatly increase the Chain Duration Value but don't do much for the Chain Bonus alone.</span></div>
<div style="text-align: center;">
<span style="font-weight: normal;">It's almost impossible for Commandos to achieve a Stagger on their own.</span></div>
</span>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small;"><span style="color: #999999;">Saboteurs</span></span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> - they're better at building Chain Bonuses than Commandos (but not as much as Ravagers) and better than Ravagers at maintaining the Chain Duration Value (but not as much as Commandos); they are a sort of middle ground.</span></div>
</span>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
</span><div style="text-align: center;">
<span style="font-size: small;"><span style="color: #f1c232;">Sentinels</span></span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"> - their Provoke and counterattack abilities extend the Chain Duration Value but aren't reliable for gauge stabilization.</span></div>
</span>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;"><br /></span></div>
<div style="text-align: center;">
<span style="font-weight: normal;">Medics and Synergists do not affect the Chain Gauge or Chain Duration Value.</span></div>
</span><div style="text-align: center;">
<span style="font-size: small; font-weight: normal;"><br /></span></div>
<div style="text-align: center;">
<span style="font-size: large;">Hidden Factors on Chaining</span></div>
<span style="font-size: small;"><div style="text-align: center;">
<span style="font-weight: normal;">There are no single factors that make a significant difference on their own, but combined with more explicit bonuses such as Ravager boots and auto-abilities, they can greatly affect overall chaining efficiency. They also affect underlying patterns in AI behavior.</span></div>
</span></h2>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">It isn't immediately obvious, but there are </span><b>positive chains that occur when allies in the Synergist and Medic roles use a sequence of abilities</b><span style="font-weight: normal;"> on themselves or other party members. </span></span>This can <b>increase the effects</b> of their abilities.</div>
<div style="text-align: center;">
For example, the amount of HP restored by a Medic's Cure spell will gradually increase the more they use it consecutively in a single, uninterrupted command queue.</div>
<br />
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b>Hidden Chaining Factors</b></div>
<br />
<br />
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b><span style="color: #990000;">Commando</span></b></div>
<br />
<div style="text-align: center;">
<b> Condition Chain Bonus</b></div>
<div style="text-align: center;">
Using non-identical abilities consecutively +0.2%</div>
<div style="text-align: center;">
COM's target has yellow HP +0.2%</div>
<div style="text-align: center;">
COM's target is Staggered and has yellow HP +0.3%</div>
<div style="text-align: center;">
COM's target is Staggered and has red HP +0.3%</div>
<div style="text-align: center;">
COM's target is Staggered +0.3%</div>
<div style="text-align: center;">
COM's target is Launched +0.1%</div>
<div style="text-align: center;">
COM has a status enhancement +0.3%</div>
<div style="text-align: center;">
COM is the only one attacking its target +0.5%</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b><span style="color: #3d85c6;">Ravager</span></b></div>
<div style="text-align: center;">
<b> Condition Chain Bonus</b></div>
<div style="text-align: center;">
RAV's HP is full +0.3%</div>
<div style="text-align: center;">
RAV has no status ailments +0.1%</div>
<div style="text-align: center;">
RAV's target has no status enhancements +0.1%</div>
<div style="text-align: center;">
RAV's target has 1 status enhancement +0.2%</div>
<div style="text-align: center;">
RAV's target has 2 status enhancements +0.3%</div>
<div style="text-align: center;">
RAV's target has 3 status enhancements +0.4%</div>
<div style="text-align: center;">
RAV's target has 4 status enhancements +0.5%</div>
<div style="text-align: center;">
RAV's target has 5 status enhancements +0.7%</div>
<div style="text-align: center;">
RAV's target has 6 status enhancements +0.8%</div>
<div style="text-align: center;">
RAV's target has 7 status enhancements +0.9%</div>
<div style="text-align: center;">
RAV's target has 8 status enhancements +1.0%</div>
<div style="text-align: center;">
RAV's target has 1 status ailment +0.3%</div>
<div style="text-align: center;">
RAV's target has 2 status ailments +0.4%</div>
<div style="text-align: center;">
RAV's target has 3 status ailments +0.5%</div>
<div style="text-align: center;">
RAV's target has 4 status ailments +0.6%</div>
<div style="text-align: center;">
RAV's target has 5 status ailments +0.7%</div>
<div style="text-align: center;">
RAV's target has 6 status ailments +0.8%</div>
<div style="text-align: center;">
RAV's target has 7 status ailments +0.9%</div>
<br />
<div style="text-align: center;">
RAV's target has 8 status ailments +1.0%</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b><span style="color: #f1c232;">Sentinel</span></b></div>
<br />
<div style="text-align: center;">
<span style="font-size: small;"><b> Condition Chain Bonus</b></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">SEN's HP is full +0.5%</span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">SEN's HP is yellow +1.0%</span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">SEN's HP is red +1.5%</span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">SEN has a status enhancement +0.5%</span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;"><br /></span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;"><br /></span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="color: purple;"><b>Synergists</b></span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><b> Condition Chain Bonus</b></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">No party member has a status enhancement +0.5%</span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">One status enhancement on any party member +0.6%</span></span></div>
<div style="text-align: center;">
<span style="font-size: small;"><span style="font-weight: normal;">2 status enhancements on the party +0.7%</span></span></div>
<div style="text-align: center;">
3 status enhancements on the party +0.8%</div>
<div style="text-align: center;">
4 status enhancements on the party +1.0%</div>
<div style="text-align: center;">
5 status enhancements on the party +1.5%</div>
<div style="text-align: center;">
6 status enhancements on the party +2.0%</div>
<div style="text-align: center;">
7 status enhancements on the party +2.5%</div>
<div style="text-align: center;">
8 status enhancements on the party +2.8%</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<b><span style="color: #999999;">Saboteurs</span></b></div>
<div style="text-align: center;">
<b> Condition Chain Bonus</b></div>
<div style="text-align: center;">
No enemy has a status ailment +0.2%</div>
<div style="text-align: center;">
1 status ailment on the enemy group +0.3%</div>
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2 status ailments on the enemy group +0.4%</div>
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3 status ailments on the enemy group +0.5%</div>
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4 status ailments on the enemy group +0.8%</div>
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5 status ailments on the enemy group +1.0%</div>
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6 status ailments on the enemy group +1.5%</div>
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7 status ailments on the enemy group +2.0%</div>
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8 status ailments on the enemy group +2.5%</div>
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<b><span style="color: #6aa84f;">Medics</span></b></div>
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<b> Condition Chain Bonus</b></div>
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Healed target's HP is yellow +0.5%</div>
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Healed target's HP is red +1.0%</div>
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Healed target has a status ailment +2.0%</div>
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Healed target has a status enhancement +0.2%</div>
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muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0tag:blogger.com,1999:blog-4178300843219347903.post-41882338372890909332012-08-26T14:34:00.003-05:002012-08-26T14:34:58.709-05:00About the Guide<div class="separator" style="clear: both; text-align: center;">
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<a href="http://download.gamezone.com/uploads/image/data/876564/ffxiii-21.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://download.gamezone.com/uploads/image/data/876564/ffxiii-21.jpg" width="400" /></a></div>
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This guide is for Final Fantasy XIII-2, particularly for the PS3. While this game was created with the use of the PS3 version, it is still fully compatible with the Xbox 360 one as well. There are no differences between the two; they have the same story and everything with strategy is the same. Only the controls are different.</div>
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This guide provides a detailed walkthrough, strategy and analysis, as well as detailed entries on monsters, accessories, enemies, etc. When reading through the articles, you will notice things are color coded.</div>
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Most colors are just used to point out important information. However, words in red are words that you can find the in the Encyclopedia. The Encyclopedia is full of word entries and their definitions.</div>
<br />muomohttp://www.blogger.com/profile/08409486948814529588noreply@blogger.com0