History VideoGame / FinalFantasyX

21st Sep '17 12:44:05 PM jrlawson0707
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** WordofGod has confirmed that their tryst in that scene is essentially a PG-friendly version of what was really happening. So, ahem, they most assuredly did.
19th Sep '17 1:38:06 PM DrSleep
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* SymbolicBaptism: In TheStinger, [[spoiler: Tidus, after fading away during the ending,]] is more or less literally reborn underwater.
17th Sep '17 10:04:24 AM KingLyger
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* AwesomeButImpractical: Armor with Break HP Limit. It is hard to get or to customize, needs severe remodeling of sphere grid to be worth it, and most of enemy attacks (including [[BonusBoss Penance]]) can be reduced below {{Cap}} with five stacks of cheer and combination of armor abilities "Defense +20%" and "Auto-Protect" (which are way easier to get), can be predicted and thus blocked by an Aeon, or deal secondary Damage {{Cap}} worth of damage thus making BHPL irrelevant. You can also unlock [[AutoRevive Auto-Life]]. And then there are [[PercentDamageAttack Percent Damage Attacks]], which make healing problematic. It ''can'' be useful on Auron with the Masamune, as its damage output [[CriticalStatusBuff increases the more he's missing HP]], and even then the increased power can be easily lost by healing him back to full. The game and all the {{Bonus Boss}}es are perfectly beatable even without this armor ability.

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* AwesomeButImpractical: Several of the armor and weapon buffs can come off this way.
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Armor with Break HP Limit. It is hard to get or to customize, needs severe remodeling of sphere grid to be worth it, and most of enemy attacks (including [[BonusBoss Penance]]) can be reduced below {{Cap}} with five stacks of cheer and combination of armor abilities "Defense +20%" and "Auto-Protect" (which are way easier to get), can be predicted and thus blocked by an Aeon, or deal secondary Damage {{Cap}} worth of damage thus making BHPL irrelevant. You can also unlock [[AutoRevive Auto-Life]]. And then there are [[PercentDamageAttack Percent Damage Attacks]], which make healing problematic. It ''can'' be useful on Auron with the Masamune, as its damage output [[CriticalStatusBuff increases the more he's missing HP]], and even then the increased power can be easily lost by healing him back to full. The game and all the {{Bonus Boss}}es are perfectly beatable even without this armor ability.ability.
** Armor with Break MP Limit. Since there's also "Half MP Cost" or "One MP Cost" abilities that you can unlock, there's almost no reason to increase a character's MP beyond 999.
** Weapons with Statusstrike abilities. The "Strike" levels of status effects are pretty much a guaranteed affliction of the status, which makes easy work of normal enemies when you have Stonestrike or Deathstrike, turning almost every normal attack into a OneHitKO. Naturally, this is useless against bosses. It's rare to find a boss that doesn't have ContractualBossImmunity to most negative statuses, and even rarer to find one that's vulnerable to any lethal status effect.



** If Yuna completes her pilgrimage successfully, [[spoiler: she will die]]. Revealed about halfway through the game.

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** If Yuna a summoner completes her their pilgrimage successfully, [[spoiler: she [[spoiler:they will die]]. Revealed about halfway through the game.
1st Sep '17 1:47:33 PM CouchAlmark
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* InfinityPlusOneSword: Played with. The Celestial weapons, once upgraded, are extremely powerful. However, they are not an absolute in this, as there's plenty of other abilities the player may wish to customize on their gear for different circumstances. Further, while they have some secret unique abilities attached to them, there's nothing stopping the player from grabbing any weapon with four empty slots and customizing it to have the same abilities as the Celestial Weapons (though the Celestial Weapons also come with certain damage bonuses based on the respective character's HP or MP, which customized weapons don't have).

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* InfinityPlusOneSword: Played with. The Celestial weapons, Weapons, once upgraded, are extremely powerful. However, they are not an absolute in this, as there's plenty of other abilities the player may wish to customize on their gear for different circumstances. Further, while they have some secret unique abilities attached to them, powerful and each come with four auto-abilities equipped, but there's nothing stopping the player from grabbing any weapon with four empty slots and customizing it to have the those same abilities as abilities. The true power of the Celestial Weapons (though is in two aspects, one positive and one negative: the Celestial Weapons also come with certain damage bonuses based negative is that they vary in power depending on the respective character's HP or MP, with this variance usually causing them to do less than normal damage[[note]]Auron's is the only one that can do ''more'' damage than normal, but requires him to be at low HP for this to happen[[/note]]. The positive, however, is that they treat the target's Defense stat as being 0, which customized makes them enormously more powerful than normal weapons don't have).even with the penalties in effect.
1st Sep '17 10:27:55 AM CouchAlmark
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* LiterallyShatteredLives: A character who's petrified can be shattered if they're hit while turned to stone. You won't be able to rotate in another character to replace them, and will have to continue the battle shorthanded. In underwater battles, anyone who's petrified immediately sinks like a stone and shatters without any chance to cure them... which can be highly enjoyable to watch if Rikku uses a Petrify Grenade on underwater fiends. One of Kimahri's Overdrives (Stone Breath) both petrifies ''and'' shatters affected opponents instantly afterward. Dark Bahamut's Impulse and Dark Yojimbo's Daigoro both might do this on occasion.

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* LiterallyShatteredLives: A character who's petrified can be shattered if they're hit while turned to stone. You won't be able to rotate in another character to replace them, and will have to continue the battle shorthanded. In underwater battles, anyone who's petrified immediately sinks like a stone and shatters without any chance to cure them... which can be highly enjoyable to watch if Rikku uses a Petrify Grenade on underwater fiends. One of Kimahri's Overdrives (Stone Breath) Breath), [[DiscOneNuke as well as an attack from any weapon with Petrifytouch]], both petrifies ''and'' shatters affected opponents instantly afterward. Dark Bahamut's Impulse and Dark Yojimbo's Daigoro both might do this on occasion.



* NotCompletelyUseless: Kimahri's much more useful than many people give him credit for because of [[JackOfAllStats how adaptable he can be.]] Depending on the abilities you give him, he can function as a valuable backup mage, inflict additional status effects, and so on. On top of that, he's the only other party member besides Auron whose weapons usually have the Piercing trait, which can be pretty useful at the start of the game before Auron actually joins you. In fact, if you get him a Piercing weapon prior to the second Sinspawn fight (at Kilika temple), you can beat him without forcing him to open up, leaving him with only his much more manageable phase 1 abilities for the entire fight. However, if he [[MasterOfNone isn't raised right]], he can become a huge liability in the one part of the game he is forced into a solo boss fight.

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* NotCompletelyUseless: Kimahri's much more useful than many people give him credit for because of [[JackOfAllStats how adaptable he can be.]] Depending on the abilities you give him, he can function as a valuable backup mage, inflict additional status effects, and so on. On top of that, he's the only other party member besides Auron whose weapons usually have the Piercing trait, which can be pretty useful at the start of the game before Auron actually joins you. In fact, if you get him a Piercing weapon prior to the second Sinspawn fight (at Kilika temple), you can beat him without forcing him to open up, leaving him with only his much more manageable phase 1 abilities for the entire fight. However, if he [[MasterOfNone isn't raised right]], he can become a huge liability in the one part of the game he is forced into a solo boss fight. On the other hand, your first opportunity to get Master Thief[[note]]by winning the Remiem Temple Chocobo race with enough treasure chests opened to get 30 Pendulums[[/note]] is right before this fight, and a properly built Kimahri can acquire 12 or so Level 3 Key Spheres from the boss fight.
28th Aug '17 5:22:18 PM FarSider
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** In certain cases, a party member hit with a Stone attack will shatter and is lost ''for the remainder of the battle''. This means you cannot revive or soften them; their slot in the party is just '''gone'''.

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** In certain cases, a party member hit with a Stone attack will shatter and is lost ''for the remainder of the battle''. This means you cannot revive or soften them; their slot in the party is just '''gone'''. In underwater battles, specifically the "rematch" against [[spoiler:Geosgaeno (the giant underwater fiend Tidus fought at the beginning of the game)]], when the character is afflicted with the status, he/she is shattered ''instantly''.
20th Aug '17 10:43:53 AM DrakeClawfang
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* DumpStat: MP. By the time the player is at the point they can look at maxing out their party's stats, they can easily farm Three Stars from several sources; Three Stars can be used in battle to grant the party MP Cost Zero, rendering MP entirely useless as a stat. You can furthermore customize weapons with MP Cost Half and MP Cost 1, and the Celestial Weapons for the two mages (Lulu and Yuna) come with the latter ability already on them anyway.
20th Aug '17 5:05:40 AM LucaEarlgrey
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* AffablyEvil: Seymour and, to some extent, the other Maesters ([[spoiler:except Kelk, who seems to be genuinely good]]).



* AffablyEvil: Seymour and, to some extent, the other Maesters ([[spoiler:except Kelk, who seems to be genuinely good]]).
20th Aug '17 5:05:20 AM LucaEarlgrey
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* AfterCombatRecovery: Status ailmetns don't persist after battle; they are removed upon ending battle. This extends to KO; anyone who's been wiped out during battle will be revived with 1 HP.

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* AfterCombatRecovery: Status ailmetns don't persist after battle; they ailments are removed upon ending battle. This extends to KO; anyone who's been wiped out during battle will be revived with 1 HP.
20th Aug '17 5:04:51 AM LucaEarlgrey
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* AfterCombatRecovery: Status ailmetns don't persist after battle; they are removed upon ending battle. This extends to KO; anyone who's been wiped out during battle will be revived with 1 HP.
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