u/VertVentus
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40points
VertVentus
VertVentus
Ch. 8 does have a Mastery Pendant (MRP +100%) to assist in that catchup, but you may want to grind Cactuars now in Ch. 5 since your 8th party member Archwitch Fina joins with whatever Fina has, you can get all but 3 Visions delayed to Ch. 7, 2 if you beat Sephiroth early.
Thankfully Nichol does not need much investment as a primary buff bot, but it does suck for Jake and Sakura. However, they are the best physical (Bravery, high Phys. Atk.) and magical (Concentrate, high Mag. Atk.) damage dealers, so worth the investment over Rain/Lasswell and Magic Lid.
VertVentus
Expert difficulty yes, for 1.6x more HP/Stagger, 1.4x Agility & damage taken, and 0.8x damage dealt but 1.5x MRP
VertVentus
As mentioned, area to left of Sanctum of Onion KNight is guaranteed Cactuars, Firion Arms Akimbo + Squall Dual Action + Noctis Barrage + Imbue Water accessory makes short work of them (Expert is +50% MRP)
Also as mentioned, Southwest island of Mysidia near Shiva has a chance at Metal Cactuars for 25k EXP
Or enter Lv. 55 Dragon's Maw (southwestern island containing Sian, then the southeast point) and First Strike + Arms Akimbo + Magic Barrage + Graviga (Archwitch Fina, Victoria) Graviga once or twice and finish with an all-target, the Medusa enemies have some magic evasion and require 2 casts for more stabler 25k EXP and 200~400 MRP, you can't flee from these fights though even with Smoke Bombs/Mechabo Escape
Then once you clear the bosses and exit Dragon's Maw to a lone island, you have the Metal Gigantuars for 150k EXP and Gigantuars for ~1000 MRP
Clear Fledgling Arena for encounter rate accessories, airship shop has accessory to prevent ambushes (equip on active party member), in Ch. 5 you may want as much MRP on Fina as possible (since Archwitch Fina shares hers) before the end of the chapter
Ch. 6 lets you buy +100% EXP accessories from the airship and acquire a Mastery Pendant for MRP +100%
VertVentus
Expert is +50% MRP
VertVentus
Magic Barrage retains damage/Stagger but splits it in 4, noticeably reduces MP compared to Dualcast since it's a 20 MP command, also best used on ailments/debuffs that doesn't get penalized like Deprotect/Deshell/Graviga. With Arms Akimbo, 8 procs of 2 spells, and can drag on for Meteor/Ultima (80 Power) compared to -aga spells (55 Power) or Flare (70). Without Terra's Break the Limit, spreading out damage is also good.
Dual Cast can be used 4 times on specific targets to distinguish on kill effects like Victoria's 10% MP in mobbing (doesn't apply for Multicast, which bypasses Magic Barrage's random target selection) or Y'shtola's Skill Flow effect since it's 4 procs of 4 spells.
Magic Boost triggers Observe and Charge LB / Heal / Attack, but costs less MP for half Stagger for 2 procs of 2 spells.
VertVentus
Stagger is independent of your stats besides level.
https://ffresonancecodex.com/mechanics
All her physical Mechabo skill are physical, so you may as well go Strength, because she can amplify it by +450%, and imbue the non-elemental ones with an element for weakness exploit.
- Even if for most of the game, I was using that Oblivion Palace > Colosseum? magic hammer since Magic Boost is accessible earlier than the stronger physical combos, and you get 3 better mages than her and 3 better physical attackers than her.
Lid's Lv. 99 stats are 5333 HP, 487 MP, 339 Strength (3rd worst after ??? and Fina), 515 Stamina (2nd best behind Rain), 360 Magic (3rd worst after ??? and Rain), 326 Spirit (2nd worst after Lasswell), and 329 Speed (4th below average after ???, Rain, and Fina). Her Mechabo Skills are the only things going for her.
VertVentus
Battles don't tend to reward more than 30~100 MRP, so Mastery Ring's +10 helps.
Low defense on EXP/gil is unusable, and can range up to 2.5k, so +100 EXP or +70 gil is paltry, but your 5th party member can at least get the EXP since it's so determinant in damage/Stagger.
Lid at Lv. 11 and Nichol at Lv. 19 arrived underleveled for me, so the same could be true for the other 2 Jake and Sakura (who will undoubtably be lacking in MPR for late acquisition and could use the Mastery Ring).
You briefly get to play as the person with the Limit Burst, having an all-target is handy.
I like the Magitek Chocobo since it doesn't use the Chocobo BGM to override the world map theme.
VertVentus
You didn't buy the incorrect copy, or download the wrong demo did you? (+) button over the icons should tell you the Software Type.
Since I demo'd Switch 2 and bought Switch 2 just fine, and got all the pre-order/DDX stuff.
VertVentus
At least up to the end of Ch. 2, you only have to grind the beginning dungeon on Expert for a few levels, while carrying over a Lv. 15 demo save is relatively smooth sailing.
- Easy / Normal / Expert
- Enemy HP Rate: 0.6 / 1 / 1.6
- Enemy Break Rate: 0.4 / 1 / 1.6
- Enemy Agility Rate: 0.8 / 1 / 1.4
- Damage Taken Rate: 0.6 / 1 / 1.4
- Damage Given Rate: 1.1 / 1 / 0.8
- MR Point Rate: 1 / 1 / 1.5
I'd be bored of Casual / Normal since they die/stagger too quickly and you're not as required to optimize your Vision build.
With Lid's Mechabo Upgrade quests, they basically direct you to the primetime EXP spots (like the demo's Chimaera spot) and Casual's quicker paced battles end up being faster for MRP until you can sustain quick all-target clears on Expert.
Expert random encounters are also more exciting since they throw more of the rewarding mini-boss enemies at you, which will drain your resources and force you to actually use your items liberally until the save point/exit.
VertVentus
Since Final Fantasy Resonance is getting a proper physical release on Switch 1 and is a Game-Key Card on Switch 2, I know many are curious about playing the Switch 1 version on Switch 2. While I could recommend it for Tales of Eternia Remastered when it comes to portable play, I can't do that for Final Fantasy Resonance. The Switch 2 version is just a lot better across the board.
Just like the demo, the Switch 1 version of Final Fantasy Resonance is capped at 30fps when played on Switch 2. The Switch 2 version targets 60fps and is higher resolution. It also has faster loading in-game. Every screen transition between areas takes almost twice the amount of time on Switch 1 as Switch 2 even played on Switch 2. This is one of the rare Square Enix Switch 2 releases where there are no major caveats to the port quality. It isn't an amazing port, but it is better than what I'm used to from Square Enix. The only issue I have with it is texture filtering where the floor textures can look quite blurry. Beyond that, there is nothing I dislike about the Switch 2 port and it is a very good portable version.
As for handheld boost mode, things are the same as the demo build. The Switch 2 native release handheld is still better than Switch 1 played via handheld boost mode. I've included a comparison showing how Final Fantasy Resonance looks played on Switch 2 via handheld boost mode compared with the native Switch 2 release.
I will take faster loads, thanks. You can also buy digitally from New Zealand/Australia/Japan to play a day early since their midnight is sooner, Japan's midnight is in an hour. I think if your GKC delivers early though, you can still play that early.
Smaller Switch 2 cartridges are possible as shown with Stellar Blade (32 GB than 64 GB), but cartridges still load slower than external memory which is slower than internal memory / Game Key Cards.
For third parties, it's only Marvelous, Gung Ho (Trails), Level-5, and Spike Chunsoft that really care, but others like Square Enix, Capcom, Atlus, and Koei Tecmo don't (why Pokopia and Age of Calamity are GKC despite Nintendo typically being cartridges), probably since they value that performance, as seen with FF7R:
There’s simply no way around key cards in certain respects. If you compare loading directly from a game cartridge (containing all game data) to loading from the Nintendo Switch 2’s internal storage, the load speed difference is roughly double.
VertVentus
No, but they're quite convenient so you grind less or have to reference the external 3 datamine resources.
- Detailed Item and Skill Description https://www.nexusmods.com/finalfantasyresonance/mods/3
- Display HP Number Prediction and Break Value https://www.nexusmods.com/finalfantasyresonance/mods/16
- Half EXP MR Points for Visions https://www.nexusmods.com/finalfantasyresonance/mods/8
The 1/5 bars denotating Power and Stagger in skill descriptions is only so helpful compared to the actual numbers, like -aga Surge having 39 Power & 30 Stagger VS -aga Blade/magic having 55 Power and 21 Stagger (0.7x damage for 1.4x Stagger).
Normally it takes 9,726 MRP on average to get a Vision to MR 9. 26 Visions = 252,876 MRP. Halving the value saves you time.
VertVentus
https://steamcommunity.com/app/3882410/discussions/0/592942202593839279/
Good luck with the rest.
VertVentus
There's a lot of hidden treasure around in pots, barrels, cabinets, bags, bookshelves, and dressers that you don't need to grind gold or buy anything entirely, including Medicinal Herbs. Immediately you can start with a Thorn Whip with just 2 Mini Medals scattered around Aliahan, then graduate to a boomerang. Level up a Thief because they get Nose for Treasure and Snoop to find these easier.
Classes are unbalanced since boomerang/whip access is the key defining factor as ability acquisition is late level acquisitions (Lv. 27 Hero Boom, Lv. 25 Mage Kacrack, Lv. 27 Wrangler Boulder Toss). You grind due to poor vocation routing, when Thief / Wrangler / Merchant >>> the other 5 starting classes from a lack thereof (Warrior & Martial Artist are better ending classes due to high EXP requisites, Priest, Mage, Gadabout).
Personalities are also unbalanced since more HP via Tough Cookie means more survival. It's 140% Stamina, which 1 Stamina : 2 Max HP, so it's nearly double the value at 1.8x Max HP. Dragon Quest spells/breaths deal fixed HP damage and physical criticals ignore Defense, so...
You also have the Helping Hands mechanic.
- You can save into a 2nd slot, Aid an Adventurer to register a seed boosted generic to that save file,
- save into 1st slot, Ask for Assistance from 2nd slot to duplicate a seed boosted generic (reroll until +3 stat or +4~5 HP)
- Keep alternating saves to update their level/equipment, keep a bookmark in saves 7-9 right before reclassing
For a 4th party member while earning a larger EXP share at 33% split between 3 than 25% split between 4 (1.32x, balancing out Draconian's 0.7x EXP mod to 0.91x). With the aforementioned Thorn Whip, that means you can have 2 Thorn Whip Thieves immediately.
VertVentus
Lessons need Level 2, 4, 6, 8 = 1, 9, 30, 75 Stamps respectively. The bare minimum is 87/87/43 Stamps, as outlined here: https://www.reddit.com/r/XenobladeChronicles2/comments/1vxb155/comment/p5ng6gh/
VertVentus
I think it's better to focus on the Visions you'll actively be using or want a passive from toward your ideal build, since you can only equip a Vision on one party member but probably want its passive for all 4 active party members.
Many of the stat boosts at MR 2 (~45 MRP) and 6 (~1480 MRP) are HP, MP, Stamina, Spirit, or Speed.
- MR 2 Strength: Noctis (+5) [+5/120]
- MR 2 Magic: Onion Knight (+5), Shantotto (+5), Terra (+5), Y'shtola (+5) [+20/135]
- MR 2 Spirit: Ayaka (+5), Charlotte (+5), Firion (+5), Leah (+5), Squall (+5), Vaan (+5) [+30/95]
Meanwhile most of the Attack/Magic boosts come late at MR 8 (~5058 MRP).
- MR 6 Strength: Sephiroth (+15), Tidus (+10), Warrior of Light (+10) [+35/120]
- MR 6 Magic: Camille (+10) [+10/135]
- MR 6 Spirit: Ayaka (+10), Lightning (+5), Noctis (+10), Victoria (+10) [+35/95]
The sum boosts of those are 750 HP, 250 MP, 120 Strength, 100 Stamina, 135 Magic, 95 Spirit, 65 Speed, and 416 AP.
- MR 8 Strength: Aileen (+15], Bartz (+15), Clive (+15), Cloud (+15), Lightning (+5), Squall (+15) [+80/120]
- MR 8 Magic: Amelia (+15), Onion Knight (+15), Sephiroth (+15), Shantotto (+15), Terra (+15), Tronn (+15), Victoria (+15) [+90/135]
- MR 8 Spirit: Cecil (+15), Leah (+15) [+30/95]
...You'll really need Victoria's MR 7 MRP +50% passive to grind out 6~7 Visions to MR 8 (30,348~35,406 MRP) and get MR 9 for all the AP bonuses (~9726 MRP x 26 Visions = 252,876 MRP), since only Fina benefits from Spirit offensively.
For example, someone suggesting reach MR 5 (~757) or MR6 (~1480) on multiple Visions than MR 9 (~9726). 26 Visions x MR 5 (757 MRP) = 19,682 MRP, or equal to two MR 9 Visions. MR 6 x 26 Visions = 38,480 MRP, equal to four MR 9 Visions.
When you reach MR 9, you unlock "Spirit of (Vision)" skills, which equips all 5 passives of that Vision simultaneously at a discounted price of roughly ~101 AP. Even with the maximum 516 AP, you effectively have 1 active skill list + 4 passive skill lists + 4 standalone passives to use.
I think there's an infinite that only costs 45~70~105 AP too.
VertVentus
Expansion Pass DLC has Options > Extra Game Options > Enemy Aggression: Disabled.
Otherwise explore within your means, come back at a higher level. I think there's a Bringer of Chaos guide on GameFAQs that streamlines the most essential things to grind/explore for.
VertVentus
It does. You'll have to save someone in particular and then marry individually via Rewoven Fates.
VertVentus
Let's say you earn 50 MRP from a battle, the Mastery Ring's +100 WOULD give you +50 MRP = +100, but caps it at +10 = +60.
VertVentus
No, everyone normally gets 2, their 2nd at Lv. 25 / 30 / 35.
VertVentus
- [Pre-Order] Knight's Greatsword = Phys. Atk. +30, Mag. Atk. +14, Agility +5
- [Pre-Order] Chestplate of Preparation = Phys. Def. +27, Mag. Def. +25, Sanctity +15, DDX Experience Gained +20% (Cap 100)
- [Pre-Order] Magitek Airship Passkey (Airship Cosmetic)
- [Early Purchase] Blessed Cuirass = Phys. Def. +27, Mag. Def. +25, Sanctity +15, DDX Gil Gained +20% (Cap 70)
- [Digital Deluxe Edition] Magitek Armor Key (Chocobo Cosmetic)
- [Digital Deluxe Edition] Fel Meteor Limit Burst (22 Power 1 Gauge All-Target, so stronger than 32 Power 1 Gauge Single-Target and 42 Power 2 Gauge Single-Target in base game due to Terra's Sharp Mind's +100% additive for using an all-target on a single enemy)
- [Digital Deluxe Edition] Mastery Ring = DDX MRP Gained +100% (Cap 10)
For reference, you need like 2.5k total for MR7, 5k total for MR8, and 10k total MRP to get MR9 on a Vision, but every bit helps.
The actual reason to buy it is the Limit Burst, since it's the strongest one for that character.
VertVentus
The End of the Dream involving Guo Jia: https://www.reddit.com/r/dynastywarriors/comments/1s6e5kg/dwo_the_end_of_the_dream/
VertVentus
There's only like 12 meals, cycling through 3 weekly,
It kinda doesn't matter when using Restart Chapter to grind out 180 support conversations and 130 recruitment requisites.
VertVentus
Renown doesn't transfer over.
You'd have needed to do meals with other Flame Lords (Dietrich, Theodora, Leda) during your Cai route, preferably later chapters with Meal Lv 3, then Restart Chapter. Prioritize Lilian and Lysander's B support.

Lasswell (Lv. 99 465 Strength, 552 Speed) does have buffs for +20% critical rate, +40% stagger, and Hastega, but that's not useful.
Not enough room toward the 16 x 99,999 damage build.