Vigilance - Increase likelihood of interrupting enemy's attacks with own attacks, and reduces likelihood of being interrupted by enemy attacks Curse - Decreases likelihood of interrupting enemy's attacks with own attacks, and increases likelihood of being interrupted by enemy attacks. Curse is twice as effective as Vigilance. Enfire, Enfrost, Enthunder, Enwater - Adds an elemental effect to your attacks.
If an enemy is weak against Fire, a Commando buffed with Enfire will deal more damage to that enemy Barfire, Barfrost, Barthunder, Barwater - Halves damage taken from attacks with the corresponding element Imperil - Decreases elemental resistances.
Fog - Prevents use of all Physical attacks Pain - Prevents use of all Magical spells Daze - Prevents use of all actions, except for using items. Damage received by the first next attack will double. Odin's Zantetsuken is not limited by Death resistance more info about Zantetsuken can be found in the "Summons Eidolons " section.
Moreover, in some particular situations final boss and all the Cie'th Missions the rating is also associated with Achievements as detailed in the Story Walkthrough pages. The Battle Rating depends on a hidden formula that is based on several factors. What actually matters is the Target Time and the Battle Time: every battle has a set Target Time, and you'll have to beat the fight in less than the Target Time to get a score higher than three stars.
Below I'll write a few formulas to explain you how the battle ranking works. The formulas themselves are not important aside from geek curiosity , but take a quick look at them to have an idea of which factors influence the battle rating the most.
If the formula gives a value under 7,, the rating will be 0 Stars. A value above 13, gives you 5 Stars. Everything in-between are the other possible scores results. The Target Time depends on the " party strength " and " enemy strength ". The formula for Target Time is:. Party Strength depends on the offensive power and the ATB gauge segments of your members:. The "Offensive Power" is simply the highest value between Strength and Magic.
If a character has 1, Strength and Magic, Offensive Power will be 1, If the same character has 1, Strength and 2, Magic, Offensive Power will be 2, Shrouds are special items that you can use in the field to gain specific advantages. There are four different Shrouds in the game:. Aegisol : makes you start the next battle with Protect, Shell, Vigilance, Veil. Deceptisol : makes you invisible on the field; enemies won't be able to chase after you. If you do enter a battle, you are granted a Pre-Emptive Strike if it's possible to do so.
Some enemies bosses, "big" enemies such as the Oretoises, and special event battles are immune to Pre-Emptive Strikes though, and even Deceptisol won't allow you to score a Pre-Emptive Strike.
Beware that the first three Shrouds have a time limit 30 seconds that starts when you use them on the field. You'll see their icons in the upper-right corner of the screen, when they are active. When the effect is about to end, the icons will blip a few times, and then they will ultimately expire. The effect of Fortisol and Aegisol in battle is also time-limited. In this case, they will last 5 minutes. It doesn't matter how long before starting the battle you used the Shrouds: whether you used them a second before entering battle, or 29 seconds before entering battle, the 5-minutes timer starts when the battle begins.
All Shrouds are very rare and valuable, and the first three Shrouds will become available for sale only at the end of the game. Every enemy group in the game has a "Party Drop" Shroud item which you can receive at the end of a battle.
The kind of Shroud you can receive from a battle does not depend on the single enemies; it's simply a fixed drop of that specific group which is why it's referred-to as " Party Drop".
For example, early in the game a Pantheron enemy can drop a Fortisol. Next to him there is a group of 2x Pantherons which won't drop 2x Fortisol, but 1x Deceptisol instead.
Shrouds are extremely helpful for most of the major encounters of the game, especially in the first Chapters. As you progress they will become less and less important because you'll be able to get the buffs they provide rather easily without their help, but this will be a reality only when you're very far into the game. Until Chapter 11 included, Shrouds can always make a great difference in battles. The Shrouds can be farmed from enemies theoretically at any point in the game, but unfortunately only the enemies in the earlier Chapters will have a good drop rate for Shrouds.
The more you advance with the game, the worse the drop rates will become, until you will basically never receive a Shroud drop anymore during regular encounters. To give you an idea:. As we mentioned in the previous sections of this page, the Shroud drop rate is increased with a lower battle rating, and it's eight times higher if you can get a 0-Stars Result.
Good farming locations for Shrouds are detailed in the first Story Walkthrough page. Indicatively, Fortisol and Deceptisol are best farmed in the early Chapter 2; Aegisol is best farmed in the early Chapter 4 that's the first available location where enemies can drop it.
Ethersol cannot be farmed, since there are no enemy groups that can drop it. The effects of different Shrouds can be added up normally for instance you can use Fortisol and Aegisol together to have all their enhancements for the next fight , but using the same Shroud twice will only extend the duration of its effect on the field. For example, if you use a Deceptisol at any given time, and then you use another Deceptisol 10 second after using the first one, the effect of the Deceptisol will wear off 30 seconds after using the second one naturally, I may add.
Since Shrouds are very rare and valuable, it's important to save them only for special occasions tougher boss battles and Eidolon battles. As far as Fortisol and Aegisol is concerned, there's just one way to conserve them: don't use them kinda obvious, I know.
Ethersol conservation is not very important: you can always get your TP back by fighting enemies, so all in all feel free to use Ethersol whenever you need a quick refill of TP and you just don't feel like fighting the local enemies. An example can be in Mah'habara and Sulyya Springs, in Chapter 11, where several enemies are best dealt-with by using Summons. Skipping enemy encounters with "free" Deceptisol.
There is one trick that you can use for the Deceptisol conservation. This trick allows you to use a Deceptisol without actually consuming it. Therefore if you use a Deceptisol to sneak past some enemies, but then you enter battle with another group of enemies and then "Retry" the fight after starting it, you will have sneaked past the first enemies and you will get your Deceptisol back.
Simple and effective. It's important to know that when you respawn after Retrying a battle the game will respawn you in the position where you last were before entering the range of action of an enemy. Now, say that an enemy is on your way, and you're proceeding from South to North and you want to avoid him.
If you enter battle with the enemy from South and then Retry, the game will respawn you South of the enemy before the enemy , because that's where you were out of his range of action for the last time. In this case, using a Deceptisol and the Start-Retry trick will not solve your problem, since you still have the enemy on your way North of where you respawn. At this point, turn around and proceed from North to South to enter battle with the enemy. Use the Start-Retry trick now, and the game will respawn you North of the enemy since that's where you last were out of his range of action before entering the battle.
This way you've managed to avoid the enemy without consuming your precious Deceptisol. Moreover, your characters will be a bit crouched if you are in an enemy's range of action. Use these clues to know if you are within or outside the range of action of an enemy.
The only case where the Deceptisol trick can't be used to skip fights is if the enemy is large enough to block the path completely. In this case, simply because you can't avoid physical contact because of the dimensions of the enemy, you are probably forced to fight. I said "probably" because there is one last thing you can try to avoid confrontation: luring the enemy away. Sometimes luring enemies away allows you to move them out of the way.
In other circumstances there will be enemies that won't leave their position, no matter what; in these cases confrontation is not avoidable. Techniques are special abilities only available to the Leader of your party AI-controlled characters can't use Techniques. Every character can learn all the available Techniques in their Crystarium aside from Summons, which are character-specific Techniques learned during the story. There are several Techniques that you can use, but most of the Techniques are rather useless.
Here's a list of the Techniques and their effect:. Against most of the enemies you'll need to cast Libra twice before having a full scan. Quake 1 TP - Earth-based magic damage to all enemies. Only practical use of this Technique is after a Pre-Emptive Strike, since it allows you to instantly use a spell-like attack Quake that will probably instant-Stagger all the enemies at once if the Stagger point is high, more than one Quake will be necessary.
It's your panic button, but you really won't be using this Technique all that much if ever at all. Dispelga 1 TP - Resets all statuses on allies and bosses. This includes positive and negative statuses, indiscriminately.
Hardly useful. Describing it as a useless waste of TP is giving it too much credit. The five gauges are in this proportion:. This means that the length of the first two gauges together is half of each of the three next gauges.
Performing a certain action consumes a fixed amount of gauges, regardless of their length a Libra will cost you 1 TP, regardless of whether it's the fifth gauge or the first gauge.
What really matters of all this is to understand that if you're going to use Techniques frequently for some reason for instance to farm Oretoises with Summon-requiring strategies , you should always consume the first TP you have.
This basically means that to recharge the first 3 TP you will need half the "TP recovery points" necessary to recharge the last three TPs, which is why you obviously want to keep recharging and consuming the first 3 TP to Summon instead of recharging and consuming the last 3 TP. It goes without saying that this applies to all Techniques, not just the Summon used in this example.
The most effective way of recharging TP is simply by winning battles. The amount of TP gauges you will recover after a fight is directly proportional to the sum of the individual Levels of the enemies : the higher the sum of their Levels, the greater the TP recovery will be.
There are a few accessories that give passive abilities that can increase the amount of TP recharged in battle by performing certain actions.
Every character has a Stagger Lock weapon, and they have higher stats than most other weapons to counter the handicap. A good strategy is to use Sazh as the player character and have the allies as Sentinel and Medic all through the battle until the Gigantuar is staggered, at which point they can switch to a team of Commandos and Ravagers.
For example, hitting an opponent with a susceptibility to the Fire element with Fire-infused spells and attacks will usually lead to a quick stagger. As you get closer to staggering your enemy, the wave will turn from blue to yellow and then to red. Keep hitting the foe until it is staggered. That way, the Gigantuar will spawn along the Longwythe Rest area. Like any other Cactuar-based creature, this creature deals a fixed damage of per cast.
To defeat this creature, get out of its needle range before closing in. Xiaosen View Profile View Posts. Showing 16 - 23 of 23 comments. I mostly use Vanilee as SAB as one of her weapons boosts her ability to apply debuffs. Switching while a COM is in midair skips the change animation. Buffs and debuffs on this game have huge impacts in battle, so make sure to use them on big battles.
Whenever someone is struggling against a boss it is probably because they are not implementing them properly. Originally posted by Xiaosen :. I haven't gotten that far yet so I don't really have an opinion, though. User Info: mack If you put a stagger lock weapon on each active party member then there is no way to stagger enemy User Info: Aero User Info: Steelguard. User Info: KlamKL. I can't think of ANY situation where triple stagger lock is a good idea. More importantly, their chain resistance drops to zero, which allows you to rapidly build up their gauge.
Furthermore, many enemy attacks become interruptible and most ground enemies become launchable, which allows you to use heavy offensive paradigms with impunity. Last off, making use of limit moves obviously necessitates staggering.
Psycho What about Atticus? Have you looked at the stagger point of most turtles? Of course, this is negated assuming the enemy needs to be staggered to be beaten or has a lot of HP and a low stagger point Although I've yet to find one with a very low stagger point and a lot of HP. And as to juggling: Aren't most end-game enemies immune to launch anyways? User Info: Aceviper.
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