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  1. - Top - End - #1
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    Default REDUX: Let's Play Final Fantasy Tactics 1.3.0.2 (AGAIN!)



    Hi again folks, welcome to my second attempt at a Final Fantasy Tactics 1.3 playthrough. The last one ended embarrassingly in chapter 3, out of 5. And.. I can't bring myself to write another story to go along with the Let's Play.

    This one shall be video only, and I shall update whenever I make progress, or get stuck, to see if anyone has suggestions. Sorry for the end of the old one, but I figured starting a new one would be awesome.

    Oh... and it will have, DUN DUN DUN...

    VIDEO COMMENTARY

    Not that that's the most super awesome thing ever, but I figure I can at least provide that, if I'm not providing a story. I have a few videos up already, so I will post them here, or at least the links, so you can watch, if you are so interested.

    EDIT: I just realized I didn't explain this game at all, and I probably should. Not everyone was there for my last playthrough. Final Fantasy Tactics is a tactical game made by SE. It takes place in the world of Ivalice (where FF12 takes place, as well), and quite the dark game if you look into it.

    The "1.3042" part at the end, is a PATCH created by Archael, if the Insane Difficulty community. It makes the game MUCH HARDER than it was originally, but also much more balanced. I have enjoyed what I played of the patch.

    Chapter 1:


    Chapter 2:


    Let me know how you guys like it, and I'll see if I can't make it more interesting to help you guys have more fun.

    And of course, as always, if you have any tips for builds, or whatnot, you're allowed to participate. Sorry for last time.

    Thanks again folks, will update as I can.
    Last edited by Alaris; 2011-12-13 at 02:46 AM. Reason: Didn't explain the game...
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Hurrays! Also, hopefully you'll not hit a roadblock this time around.

    Also, Algus seems to go through swords, doesn't he? He's had at least 2 different longswords break on him in the first 4 episodes or so...

    Also, so much loot in the last episode. I know you were busy trying to get Miluda down and it dragged out long enough but...
    Last edited by Cieyrin; 2011-08-23 at 02:18 PM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Hell, it's getting tedious. I'll post my latest FAIL video. Since I have nothing better to do, I've been fighting over and over again. This fight should NOT be this difficult.

    Episode 6.5 - Windmill Shed FAIL

    I'll be trying some new strategies, so hopefully I'll get a victory soon.
    Last edited by Alaris; 2011-11-15 at 03:22 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    I was wondering where the game was. Now I know and damn, that really bites. What difference between this playthrough and last is screwing you over, other than it seems like there's a metric **** ton more revives being thrown around by the enemy this time around. The massive skill set changes aren't helping the situation much, either, I'd guess. What's up with the White Chocobo compared to a normal one (if there's such a thing in the game now)?
    Last edited by Cieyrin; 2011-09-14 at 02:17 PM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Is there a log somewhere of the changes made for this hard mode patch are listed? I'm curious if it's easier or harder than sqpat's hard mode patch.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Never heard of sqpat's patch, but I can guarantee, it is significantly harder than standard game. I'll give the current OVERARCHING list of changes, but this isn't the nitty-gritty specifics. According to the creator, there are over 404,421 different changes from Vanilla to 1.3.

    Overarching List:
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    - Jobs Rebalanced.
    - Items and Poaching Re-balanced.
    - Dark Knight & Onion Knight now playable on Playstation FFT 1.3 via NPC's that join the party.
    - Calculator job renamed to Sage, new skillset: Planar Magic
    - Archer renamed to Marksman, new skillset: Precision
    - Battle Skill gains Speed Ruin, Power Ruin, Mind Ruin, and Magic Ruin.
    - JP Scroll / Level Up / Down Glitches removed from the game
    - Brave and Faith are no longer alterable, except for Brave, which can be lowered with certain skills
    - MP Switch moved from Time Mage to Dancer.
    - Move MP UP moved from Oracle to Bard.
    - Dance (Dancer) gained Move+3.
    - Sing (Bard) gained Jump+3.
    - Mighty Sword gained Crush Punch.
    - Ying Yang Magic lost Foxbird.
    - Samurais lost Blade Grasp.
    - Hamedo moved from Monks to Samurais.
    - Weapon Guard moved from Knights to Squires.
    - Night Magic gains Lifebreak.
    - Defend moved from Squires to Knights.
    - Engineer learns Equip Gun.
    - Holy Knight, Divine Knight, and Holy Swordsman learn Equip Sword.
    - (WOTL) Argath's Deathknight job now learns full Darkness abilities.
    - (WOTL) Piracy lost Arm Aim, Leg Aim, and Seal Evil. Gained Parry.
    - (WOTL) Dark Dragon gains Holy, Bahamut, Drgn's Might, Vengeance, Holy Brth
    - (WOTL) Aliste's Spellblade lost Chicken.
    - (WOTL) Bremondt's Priest Magicks gained Holy and many status Sword Skills.
    - Rad joins the party with lvl 5 Lancer unlocked.
    - Alicia joins the party with lvl 5 Oracle unlocked.
    - Lavian joins the party with lvl 5 Mediator unlocked.
    - Rafa joins the party with lvl 3 Calculator unlocked.
    - Malak joins the party with lvl 3 Ninja unlocked.
    - Everyone who joins during Chapter 4 joins with Mime Unlocked.
    - (WOTL) Balthier now joins with lvl 8 Sky Pirate.
    - (WOTL) Luso's Brave and Faith are now 72/65.
    - Every storyline battle now has 3 War Trophies.
    - Every Zodiac boss drops 1 High Level War Trophy.
    - Skills which the AI can't use are un-flagged for the AI to learn.
    - All storyline enemies are now the player's level in strength or higher.
    - Most enemies have equipment based on their level.
    - All storyline, boss, and optional battles difficulty greatly increased.
    - Enemies now use every single item the player can use except rares.
    - Enemies now have alot more JP to learn strong abilities with.
    - The Defend status now reduces physical damage by 25%.
    - Transparent units can now be seen and attacked by the AI.
    - Phoenix Down will not one-shot Undead units
    - Nelveska Temple & Deep Dungeon items are now found 100% with Move Find Item.
    - Degenerator traps (and all methods of lowering levels) removed


    The White Chocobo has some significant changes from Normal Boco. He's got Counter, Monster Skill, Ignore Height. In addition, he's got the standard Choco-Attack, and Choco-Cure, as well as the ranged attack, Choco-Ball. He shouldn't be making it that much harder... but I know the monks are making it a lot harder.

    I have a few ideas for my next attempt, and I'll keep you guys posted.
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    Barbarian in the Playground
     
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    ...

    I win.

    I finally... win... that fight. Wiegraf 1 is defeated. THANK GOD!

    Episode 7 - Windmill Shed

    Sorry about the sound for the first 4 minutes... but I did commentary for the rest of it...

    Will work on next fight soon..
    Last edited by Alaris; 2011-11-15 at 03:22 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Woot! Even got a free item out of it, so awesome stuff!

    Hopefully next battle is not as much of a bear, least we can hope not. Algus and his crossbow can be so annoying...
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Quote Originally Posted by Cieyrin View Post
    Woot! Even got a free item out of it, so awesome stuff!

    Hopefully next battle is not as much of a bear, least we can hope not. Algus and his crossbow can be so annoying...
    Yeah, I know how difficult Algus can be. He's an Elite Marksman in this, with all the nifty Marksman powers... so it will be... interesting to say the least.

    I'll be trying him tonight, when I get a crack at my computer, and a chance to do so. We'll see how well it goes.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Well, I did my first attempt at Fort Zeakden tonight... and well, it was a spectacular failure. But, I was kind of expecting some kind of failure... I was not prepared for that. I will be working towards a victory soon.


    Episode 7.5 - Fort Zeakden FAIL
    Last edited by Alaris; 2011-11-15 at 03:23 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Unfortunately, I ran into a major snag with the Fort Zeakden video... it appears that Camtasia ate my video. At least, the first part of it (Which was most of it). I have decided that CURRENTLY, I will continue the playthrough. If people want me to redo the Zeakden fight, I will do so, but I don't want to bang my head against Algus some more right now.

    Without further ado... here is the Chapter 1 Finale... kinda...


    Episode 8 - Fort Zeakden
    Last edited by Alaris; 2011-11-15 at 03:23 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Don't worry about rerecording it just now, the plot must go on!
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Dorter 2 - Flawless Victory

    No, seriously. It was WAY easier than the last time I did it... I had no resets.

    Episode 9 - Dorter Trade City - 2
    Last edited by Alaris; 2011-11-15 at 03:23 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Another Victory, not quite as flawless, but I did save a chicken.

    Episode 10 - Save Boco
    Last edited by Alaris; 2011-11-15 at 03:24 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Episode 10.5 - Bowser Kidnapped the Princess Again FAIL

    I was fail for this particular battle, but it happens. I made some mistakes towards the end, when the fight SHOULD HAVE BEEN mine, but I will be victorious soon enough.
    Last edited by Alaris; 2011-11-15 at 03:24 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Triple Post FTW! I'm sure this is horribly against the rules.

    Episode 11 - Bowser Kidnapped The Princess

    Regardless, a victory nonetheless.
    Last edited by Alaris; 2011-11-15 at 03:24 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Hurray for the rescue of poultry and damsels! Now to save an engineer. Who knew Ramza was such a samaritan, eh?
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Episode 12 - Engineers Are Easy to Save

    FRICKIN' SNAP! That was easy.
    Last edited by Alaris; 2011-11-15 at 03:25 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    That...was quite the sweep, indeed. How goes progress with the new channel and FFT 1.3 battle?
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Yeah there is no doubt that this game is one of my favorite games and i am playing this game since first version of this game had revealed and continually i am trying new versions as it comes and i feel joy to play this game.
    Last edited by Lamar; 2011-11-26 at 06:51 AM.

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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Quote Originally Posted by Cieyrin View Post
    That...was quite the sweep, indeed. How goes progress with the new channel and FFT 1.3 battle?
    All the current stuff has been moved over to the new channel. Don't feel the need to move the OLD 1.3 playthrough over, so I'll just be updating on the new channel.

    www.youtube.com/alarikun

    For anyone who wants to check. I'm also doing an FF6 playthrough, but I'm trying to prioritize the 1.3 playthrough, since more people appear to be interested in it. *Nod*
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Had some free time tonight, so I did some FFT 1.3. Had another relatively fun fight.

    Episode 13 - Some...hilly hills
    Last edited by Alaris; 2011-11-26 at 03:34 AM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Triple post, FTW!

    Episode 14 - Zig... Zigolo... The Swamp Level

    Took me an extra try, but I managed to slip by. Morbol's suck!
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Finally managed to check the patch out, given all the hassle about it being hard...

    I don't find it hard, rather than particularly annoying. It's natural to have the enemy parties have better equipment than what you usually get, but the scaling is odd: my party was roughly two levels below Algus, and they scaled to HIS level, rather than to the highest level of my party members, so he's higher level on purpose.

    Trying to see how I'll tackle Dorter, but I found that, despite some resets (to prevent characters from dying even if I was on the winning track), it's not particularly HARD, but annoying (if I may repeat myself). The random battles are not really as random but instead rather fixed: Mandalia has either the small party (one 7th level with Knight skills, one Squire with Bow Gun, one or two characters with Black Magic) or the trainer party (two 9th level Thieves with Monster Skill, one of them ALWAYS with Auto-Potion, and 1-3 monsters). The monsters extra skills, though, were particularly annoying: Goblins now get what makes Hydras all that dangerous, and Bombs get a medium range Area 4 attack which is just particularly brutal.

    BUT, what really annoys me is the RNG. I dunno if it's the lack of respect (though, being a tabletop player, those dice get rolled one too many times), but I found that there were several lucky misses and hits (as in, lucky misses from my part and lucky hits from the enemy's side), which caused a key member of the opposition to remain alive for a longer amount of time.

    Dorter, though, is HARD and annoying, if only because they combine the natural hardball of the mission (specifically the Archer/Marksman with the first actual bow on the right spot to fire) with the new stuff (the Wizard with Cyclone having a HUGE area to affect, for example). Everyone is at a decent level, though, so I have good chances to survive.

    Still, I can't find it hard because Tactics Ogre inured me against that. TO: LUCT in PSP is even harder, because the enemy has access to better equipment, better spells and better stuff before you do, and the game changes from night to day as you progress (melee is better at first, spellcasters are godlike at the end, archers are ALWAYS godlike), so I find it not really insane, compared to farming ingredients in TO. Annoying, though, because most of the difficulty is bloated by stuff that's not meant to be there in the first place (huge area of effect spells, multiple hit techniques) whereas your party is limited by the basic stuff.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Quote Originally Posted by T.G. Oskar View Post
    *SNIP*
    I certainly do find your post to be an interesting one, and I'm glad you gave 1.3 a try.

    Essentially, I'm curious that you seem to find most of the patch more 'annoying' than fun, or difficult. Not sure I'm getting the definitions of things right, but for most of the things you have mentioned (new monster skills, enemy level scaling, etc), I find that they add difficulty. If it really starts to grind on you, because of resets and whatnot, I suppose you could find it 'annoying,' but I don't. I do respect your opinion on that, however.

    Now, I'm confused as to your statement that the enemies essentially are bloated with 'stuff that shouldn't be there, and the player is limited to basic stuff.' The player gets access to all the standard classes, as well as MOST of the classes the AI gets access to (at least, eventually). A bit of grinding, and you could have a Wizard with Cyclone early on; in some levels, you get the upper hand initially (at least with the battlefield, if you were to have an archer or something similar).

    At the end of the day, I believe it adds difficulty, with only mild annoyance. I've played a little of Tactics Ogre (for the PSP), and I haven't found it amounting to near the difficulty of 1.3. It's a fun game, it has its own difficulty and playstyle, but I prefer Tactics myself.

    I hope you find my post informative, and not too confrontational.

    Also...

    UPDATE:
    Episode 15 - Saving Engineers isn't so easy...

    Camtasia... hate...
    Last edited by Alaris; 2011-11-28 at 11:13 PM.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    I would have to disagree with TO being harder then 1.3. They both have the 'if you level too much the enemy out gears you' thing, but in TO it is much simpler to stay at the same level. In TO you want to be about gear-level, in 1.3 you want to be below it. While both punish you for overleveling, 1.3 does it much much harsher.
    I would also have to agree that at a point 1.3 is annoying. The AI gets access to so much that to have that amount you have to grind ridiculous amounts or do without. While I understand the necessity because they can't change the AI, it is rather annoying none the less.

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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Quote Originally Posted by Alaris View Post
    I certainly do find your post to be an interesting one, and I'm glad you gave 1.3 a try.

    Essentially, I'm curious that you seem to find most of the patch more 'annoying' than fun, or difficult. Not sure I'm getting the definitions of things right, but for most of the things you have mentioned (new monster skills, enemy level scaling, etc), I find that they add difficulty. If it really starts to grind on you, because of resets and whatnot, I suppose you could find it 'annoying,' but I don't. I do respect your opinion on that, however.

    Now, I'm confused as to your statement that the enemies essentially are bloated with 'stuff that shouldn't be there, and the player is limited to basic stuff.' The player gets access to all the standard classes, as well as MOST of the classes the AI gets access to (at least, eventually). A bit of grinding, and you could have a Wizard with Cyclone early on; in some levels, you get the upper hand initially (at least with the battlefield, if you were to have an archer or something similar).

    At the end of the day, I believe it adds difficulty, with only mild annoyance. I've played a little of Tactics Ogre (for the PSP), and I haven't found it amounting to near the difficulty of 1.3. It's a fun game, it has its own difficulty and playstyle, but I prefer Tactics myself.

    I hope you find my post informative, and not too confrontational.
    Eh, not really. I was just giving my opinion.

    Thing is, what I find annoying are a few things, which need some explanation. Good examples are the propensity of enemies to use their infinite collection of Phoenix Downs on fallen enemies, even those who can't really contribute, just to extend the battle needlessly. That's not difficult, but annoying: when the Knight decides to revive the Wizard with almost no MP just to extend the battle, instead of, say, reviving the Marksman who can probably one-shot the enemy, that's mostly annoying. A good example was a random battle in Mandalia (the 3 Squire/1 Chemist/1 Ubersquire party), where the party insisted on using Phoenix Downs instead of healing and retreating, or fighting up close. I spent pretty much 3 rounds taking the same downed Chemist with my Marksman, and the only reason the fourth round wasn't the same was because the Marksman eventually got first.

    Which leads to annoying point #2: the RNG. Perhaps it's just a stroke of bad luck, but the enemies have better chances of Doublestrike with crossbows, avoiding near-kills AND getting low damage when using Target than I do.

    As for the "monsters have skills they shouldn't", it's mostly the battle with the two Thieves of 5 levels above maximum (or is it fixed 9th level?) Not one, but ALL of the Thieves have Monster Skill, and when the monsters stop playing stupid, they get abilities that aren't seen until far after the game. An example: in vanilla FFT, the Bomb gets only Bite and Self-Destruct, with Flame Bomb (which is a short area fire attack) as the Monster Skill extra ability. Bite gets replaced with the Flame Bomb ability, which is decent: they can attack from afar, which isn't so bad. The problem is their Monster Skill ability, which has range 3-4 and affects creatures up to 3 squares away, for a reasonable amount of damage (usually around 60-70 points of damage). Now, before you attempt to counter with "but Wizards get Cyclone!" or "it's a Monster Skill ability!", note that you don't see any attack with AoE 2 until after Chapter 2, and most of those are emanating from the user: combining large area AND target-based abilities at Chapter 1 is quite a bit off, even for the experienced people, since all the Bomb needs to do is get near the Thief, who won't even bother to attack and can only focus on healing the monster (which it can do, since they don't have to worry about themselves, particularly the one with Auto-Pots). Goblins have an ability that attacks more than three times, which only a few enemies and allies can use (Rafa/Rapha, Malak/Marach, the 2nd and 3rd tier of Hydras, and Reis on both forms), and this one is AoE 1, so ALL attacks land. Even with the low damage, it hits for 90, which is essentially a sure kill. Meanwhile, your party has access to basic skills because you can't get into, say, Summoner or Lancer unless you grind like crazy, leaving you with Squire, Chemist, and PROBABLY the next tier of classes (Knight, Marksman, Priest, Wizard). Of those, only the Wizard has an AoE spell that can be used at a distance (Cyclone, amongst a few others), whereas the chance for two hits is only part of a single family of weapons at the beginning (crossbows; later on some other weapons have chance for Doublestrike). Thus, monsters have skills that have traits of abilities you may only get later in the game, at the moment your party has access to mostly basic skills (Chapter 1). Hopefully that clears it enough.

    I understand that they do these tweaked set-ups and add all these stuff to inflate the difficulty, but aside from the RNG being displeased with me, I don't find that difficult. I did worked with Dorter twice, but the second time I had enough Phoenix Downs (which cost quite cheap, IMO), and the battle was finished right before I lost one of my Chemists. I wouldn't mind level-scaling with you, because that makes battles a challenge and grinding an experience a bit more rewarding, but its annoying when it's that obvious.

    Regarding TO...

    Quote Originally Posted by Tono View Post
    I would have to disagree with TO being harder then 1.3. They both have the 'if you level too much the enemy out gears you' thing, but in TO it is much simpler to stay at the same level. In TO you want to be about gear-level, in 1.3 you want to be below it. While both punish you for overleveling, 1.3 does it much much harsher.
    I still find TO is harder because of how the system works. The original version of TO: LUCT (the one from the Super Famicom, which was later re-released in the PSX) lost its shine with training, but it was pretty challenging because you were pretty limited in what you could do, and elemental affinities played an important part in the large scale of things. The PSP version is tougher not because of the access to items, but rather because of how the system works: if you have, say, Fortify I and the enemy has Strengthen II, the bonus from Fortify becomes pointless, since Strengthen II nulls the Fortify I benefit and exceeds it. Spells are ridiculously hard to work with because unless you spend LOTS of time grinding for the elemental skill levels to increase, the enemy already has those levels pretty pumped up. Example: to advance Augment Fire to level 2, you require casting a fire spell that deals damage nearly 150 times, or get hit by those spells as well. At the final chapter, it's lucky if you have that ability at 2nd level; the enemies have their skill levels at 3, 4 or even 5, causing pretty devastating amounts of damage with a single spell. That is solved to an extent with gear, but preparing and taking advantage of that gear takes a LOT of time, materials and patience, or lots of grinding. In the meanwhile, enemies scale with you, and their abilities tend to be a bit more powerful; not to mention that they get spells far earlier than you would (all Ninjas I face, for example, have all Tier 2 of Ninjutsu whereas I still depend on Tier 1, and Decoy Ninjutsu is pretty exclusive).

    On the other hand, FFT 1.3 keeps the character customization system of the vanilla version, and a proper build is less difficult to do than on TO, and while enemies scale and get more abilities, your party CAN and WILL get to those levels, even if many of the game-breaking stuff is gone (Speed Increases and Decreases, Brave/Faith increases, Math Skill/Arithmeticks), because some of the other stuff remains (Auto-Potion, Damage Split/Soulbind, etc.) Whereas the latter has a larger breadth of customization, the former has some stringent limitations that were relaxed compared to the original (where you only had up to 3 spells and a chance for a special ability, and not all classes could cast spells, nor there were many of the skills that the PSP version has). Making a bad decision in terms of class in FFT, even in 1.3, is not as brutal as making a mistake in TO (that situation is like, say, playing a Monk in D&D and going straight for Spring Attack because the devs recommend it). Being used to both the PSX and the PSP version of both games, I find TO to be difficult in that you need to know what to take AND what to drop to make competitive characters, whereas FFT has an easier time with builds.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    UPDATE:
    Episode 16 - I'm Saving Agrias. Geronimo!

    Edit: I will respond to Oskar's post at some point within the next day. Don't have the time atm.
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    Since you asked in vid the proper pronounciation of Mjolnir, it's MEE-YOLL-NER. Hurray, Ancient Norse!
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    Default Re: REDUX: Let's Play Final Fantasy Tactics 1.3042 (AGAIN!)

    UPDATE:
    Episode 17 - Bloodsword? Twist Headband? JUDO OUTFIT!

    Buried, is this truly thread necromancy?

    Oh well, Episode 17 is out... the next 2 fights will be HARD!
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