An interesting thing with the regular Diamond Bell is for some reason its damage counts as magic. In a fiesta run if you have geomancer and no other caster you can throw on a reflect ring and the diamond bell and very slowly smack Omniscient to death instead of going through the dreadful wait for him to spend all his mp.
I accidentally discovered that recently during a geomancer only run, and against ifrit kept confusing him with Gaia (the fire terrain ability has a chance to), and the diamond bell didn't knock him out of confusion 😅 love still discovering these weird mechanics in games years later
I figured that all the bells count as magic damage, and I'll be real with you, I looked up how the bell damage formula worked for this video, and I forgot it the next day.
Unfortunate how the only other bell to use the magic bell formula is the extremely rare Tinkerbell; it'd be a nice geomancer option if it wasn't such an insufferable crucible to get it
@Suprapika only Diamond Bell and Tinklebell (the one you get from Twintania) use bell damage formula. Gaia Bell counts as an "axe", while Rune Bell counts as a "rune weapon"
You and Backlog Buster are the reason I decided to give the pixel remaster a whirl after not playing it for a few years and yah I can safely say that FF5 is my favorite of the pixel FF titles. It also helps that it has my favorite FF joh...the time mage lol.
Great to hear, his videos are quite good as well, he has way more patience than me to play the slowest version of the game 20+ times. Especially grinding out Dualcast for everybody in his Red Mage run.
ATTACK WITH DIAMOND BELL: Counts as casting a spell to enemy counterattacks EVOKING A SPELL FROM A MAGIC ROD SO HARD THE ROD SHATTERS: Counts as a physical attack to enemy counterattacks Funny programming quirks abound.
The particularly nice thing about Rod smashing is that it's not lowered for hitting multiple targets like normal magic, also you can smash a rod with a rod of the same the equipped for even more damage.
Also, random observation about Kaiser Knuckles from messing around in Pixel Remaster. In some versions of the game, including Pixel Remaster, Kaiser Knuckles also boost the attack power of Kick in addition to barehanded attack. Pixel Remaster also changed the damage formula for Kick from using the Monk's unarmed attack power (level x 2) to just using Attack Power, so if you give your Monk an equip weapon ability and a high attack power weapon in that version it makes Kick do more damage. And Kaiser Knuckles still apply the attack boost to Kick even if you have a weapon equipped. I gave Monk Lenna the Masamune and a pair of Kaiser Knucles and she was kicking for 2500-3000 damage. Best part is you can swap weapons in combat so you can always just unequip your weapons if you need Kaiser Knuckle boosted barehand strikes and put it back on when you wanna kick.
Nice job on this video, you have learned much about FFV and this is a fairly correct tier list. Knives and swords are indeed S and that's the most important placement to get right. -Pixel Remaster rod breaking is extra OP because you can hold an elemental rod in your hand and break the same type of rod from inventory, thereby boosting its damage AND rod breaking doesn't take the halved multitarget damage penalty on PR. Basically rod breaking is so good it's still one of the best options when fighting Neo ExDeath in the final battle on PR. This is a ridiculous change from the earlier versions, it makes Red Mage more viable at the end at the expense of making all rod users OP for the whole game. Wonder Rod is only really needed in 4job fiesta runs to get you access to a few key spells your team might not have otherwise in order to defeat a superboss or make that one squishy unit survive longer. -Staves are a bit too niche to warrant A tier to me, and a few of them are annoying to get too. I'd probably bump them down at least one tier. -Spears are limited in number and most of them suck or are hard to get. Even the legendary holy spear is given right before you fight the Gargoyles and Minotaurus who both absorb the holy element. The Javelin is only available in W1 as a rare steal, and it's basically the same power as the heavy spear which you get right before the end of W2. Extremely lame, I'd put spears down at least one tier since Dragoon can just use knives instead and wants to stay on the ground tanking anyway. Dragoon spear rules, but it's a rare steal that you get incredibly late and it's often not worth the effort at that point unless you want to kill Shinryuu. Dragoon is a pretty bad job, and spears being bad is part of that. -I'd put Axes in low B tier, they're pretty useful esp. when you know the enemies that are weak to death status. The endgame axes are solid too, with decent hit rates. In a fiesta setting, you can get a lot out of axes and you listed a lot of their good points. I'm biased toward fiesta runs though, playing unrestricted there's less reason to use axes. -I always say the legendary bell should have been the rune chime. Bells are still mostly rare trash though, and deserving of bottom tier. Geomancer rarely uses them instead of the Gaia attack or a knife. -All the harps are complete trash except the apollo harp, which rules. 8x dmg to undead and dragons. I still don't know if that pulls harps out of bottom tier though, lol. Bard with a main gauche and elf cape to avoid getting knocked out of singing is more common than an attack bard anyway. -I made an accessories tier list, I'll try and send it to you since I'll never be making a video about it. -One nice thing about the FFV Career Day randomizer is you'll get more common access to more of the game's rarer/quirkier weapons so you can play around with them more. I recommend trying it out.
One of the weirdest changes to me is that they made rod breaking even more busted than it already was. I'm not complaining since I don't do it anyway, but yeah... weird.
The very concept of the Healing Staff across the FF series is just hilarious to me. The idea of beating someone over the head with a quarter staff and their wounds healing is an image I will never not find funny
Good video, and a great game! Hadn’t realized the knife agility issue until now.. however many years later. It makes so much sense. I’ll have to check out other videos for additional insights the basic guides didn’t include the last time I played
About rod breaking, it casts a -aga spell on all enemies at FULL power, while targeting all enemies with an actual -aga spell halves the damage. So a Black Mage is way better if you Rod break the same elemental rod that they’re using as it further boosts the damage.
A few weapons that I feel haven't been talked about enough that I feel should be notable. Enhancer (Sword): This acts as a nice Magic statstick for classes that can equip swords, if for any reason you want them to use !Black or !White commands, but don't have access to Rods or Staves respectively. But also, if you're running a class that can't use Knightswords (EG: Mystic Knight), it is the strongest sword you have access to. Great weapon all around and allows you to pass the Chicken Knife over to someone else if the situation desires it. Rune Blade (Knightsword): Auto-critting is such a broken mechanic, honestly. I've ran randomizers before where I was reliant on this weapon for high-end DPS and for the most part, Rune Edge gets the job done. I've ran Sword Dance builds with this weapon and I've found myself hitting close to damage cap, even leaning on this weapon to defeat Shinryuu sometimes. Sure, there are other builds that might be more consistent, but don't sleep on Rune Edge. Thief Knife (Knife): In a FJF run, this is your only means of stealing equipment pieces if you don't have a Thief in your party. It is also the third strongest Knife you have access to (barring Sword Dance procs from Dancing Dagger), so it's not shabby in melee combat either. Dancing Dagger (Knife): This was listed under notable weapons and was briefly touched on, but I need to remind that having Lamia's Tiara eliminates a lot of the RNG associated with the Dance command itself. The problem is you still have to activate the 50% proc chance of getting the Dance command to begin with, but once you do, you'll get Sword Dance far more often. In short, any class that has access to mage-type equipment get an advantage here, but Red Mage, Blue Mage, and Chemist are particularly notable, as they can also use the Power Sash/Black Garb to go with it. Granted, they'll actually need the stats to make good use of this, so handing them any ability that augment their Strength stat would help tremendously.
All good points. The Rune weapons are great, especially the Rune Axe, and I basically always use the Thief Knife to get the last Genji equip from Gilgamesh. I wish I had more reason to use the Enhancer, I should try some kind of "Equip Sword" build on a Summoner sometime.
Look mom, I'm famous! Poor unfortunate Bows. As a whole, they aren't competitive with the multiple weapons types that are just better _and_ have no weaknesses. Individually, the elemental bows come too early to have a specialized dungeon or enough attack power to be a useful option against an elemental boss. The magic bow is just weird. I like blending Ranger and Berserker, Ranger appreciates the damage, and Berserker likes the agility boost. Unfortunately, this does nothing for their accuracy :( Thanks for the video! Nice to hear someone spend more than 10 seconds talking about Bells!
An oddity with spears is that you can steal several of them to get them earlier than normal. If you plan on running Dragoon for some weird reason you want a Thief in your party to get spears earlier. The first whip makes killing Garula easy but you need to switch someone to Freelancer. Knives are weak early game and I recommend giving your Thief the Barehanded ability.
In a Fiesta, if you can equip knives and rod, you can ensure rare steals after Twin Towers. Have your fastest character with Thief Knife, second fastest with Wonder Wand, and cursor on memory. While looking for your encounter/before engaging a boss, have your first character attack, your second character use item->Equiped items->Wonder Wand but don't confirm, go back to the main command menu and defend. End the random encounter with 3rd and 4th characters by winning/fleeing. When you find your encounter/boss, use autobattle/press confirm to in order attack with Thief Knife then cast return from the wand. Once you see you stole the rare thief, finish the fight however you want. Notable W3/Void steals include Rune Blade (Stingray), Enhancer (Sword Dancer), Aegis Shield, Dancer equipment and expensive accessories and Ribbon/Elven Cape/Protect Ring (Mirage Tower), Dragon Lance (Crystal Dragon), Bone Mail (Necromancer), Artemis Bow (Dragon Aevis), Lilith Rod (Farfarello), Judgement Staff (History Lithos), Thor's Hammer (Death Claw), Murakumo (Yojimbo), Defender (Sea Devil), Dragon's Whisker (Shinryu). The only annoying ones are Man Eater (as the frogged dragon/Ghydra are in front), Golden Hairpin on Gogo (timer), Kornago Gourd on Omniscient (but there's another setup with Mage Masher and Reflect Ring), and any steal that's only on a second form (Twintania, Jura Aevis, Neo-Exdeath)
Hey man-I don’t have anything to add here content wise. Just think your presentation is lovely and makes the information extremely accessible for how much information there actually is. Very clean, very nice. And your voice and sense of humor is nice too. “I apologize in advance if I’m pronouncing Gauche wrong; I’ve never actually tried to learn how to say it” lmao this is just charming dawg
For me, the best weapon in this game are the elemental staves! 100%! I love getting past the early-game as quickly as possible so I can get to the Samurai as quickly as possible!
A better way to rank the weapons might be a diamond, where the horizontal axis represents general/situational use and the vertical axis represents attack power.
The Judgement Staff has another application, though it loses it's usefulness in Dimensional Rift unless you're using a class that uses staffs as the main equip, which if you're like me, you have all Jobs mastered long before actually going through that. If you master Ranger and obtain Rapid Fire skill, you can use it combined with Judgement Staff as a multihit that doesn't lose damage due to it being counted as a spell instead of physical damage. The downside, if something has reflect or is immune to Holy, this loses it's edge.
You actually can Magic Underflow with the Rune Axe. The Giant Gauntlet, a rare steal from Azulmagia, also gives -5 Magic so if you combine it with the Thornlet it counteracts the Rune Axe's bonus enough to reach -1.
I guess a "best accessories" video would be useful for some people, rather than ranking them all. I don't think people need to know ANYONE'S opinion on the Leather Shoes.
Hermes Sandals are the best. Not only is it free haste, you are immune to slow, stop, and paralyze. Elf Capes are great until then. Coral Rings and Flame Rings are situational. You can ignore the rest.
@@burtblando8806 I use a handful of other accessories enough to think of some situations for them, but you're right in that the Haste one is the best one.
I'd say a Monk's bare hands are the real strongest weapons in the game. They are duel wielded by default with no shields, also atk stat is buffed by 2 points each level up. And by the time level 90 is reached, it's stronger than a duel wielded Ultima Weapon.
Other thing that makes bells even worse is that only the diamond and tinklebell use your magic stat and count as spells, while the other two are physical and despite that the game says full damage from backrow thats is not true The thing about swords being always the best weapon is pretty ironic in fire emblem as swords got progressively weaker in each game until it become the worst weapon type
@@epicgamer6678 Makes sense to think swords superior to axes, given the famous Weapon Triangle. I'm interested in hearing some ways that axes outperform swords on the whole since I'm a bit of an axe guy.
@@RoninCatholic Axe honestly should be the best weapon type since at least FE7 simply because weapon triangle doesnt matter that much, and they focus on the right area - high attack. FE6 made Axe accuracy too low Weapon pools are also very standard in post Kaga era since the reason Sword was the god type was partly it being the weapon type that have proper progression(note that FE3, the game that defined the franchise, doesnt even have Axe), and partly there being 90 unique Swords Once all the factors are dealt with, the only reason Axe wasnt the best was because the character archetypes that got Axe are less than ideal. FE7 Marcus was the first time Axe shows its true colors since its the first time Axe gets wielded by a strong character Engage and Three Houses straight up kicked the classic disadvantage of Axes in the nuts and its glorious
@@screwtokaiba Makes sense to me. "Axes were always kinda good, but tended to be neglected by the devs because swords are cooler and be assigned to weaker characters in general" I found in my own games that when I started giving axes high attack power and low accuracy or low speed, I had more fun with them than with the swords. To the point the balance often favored axes over swords.
Having just watch Single Job - Mystic Knight/Sorcerer, can use swords, but not Knight Swords, made it seem like Knight Swords should be treated the same way as Katanas.
You're probably right. And the longer I worked on this video, the more I was convincing myself that they probably SHOULDN'T be combined. However they're amazing weapons anyway, so it's fine.
The main Equipment that seems to be most notable from the Extra Sealed Temple Dungeon in Final Fantasy V Advance and the 2013 Mobile version to be the Gladius Knife with a power of 117, Holy Elemental, +2 Agility, Spellblade compatable The Knight Sword Apocalypse, with a power of 145, +3 Strength and Stamina, Spellblade compatable The Ultima Weapon Sword, 180 power +2 Strength, Stamina and Agility, Spellblade compatable, Dropped by Neo Shinryu The Mutsunokami Katana, 142 power, 50% crit rate The Force Shield, Immune to all Elements, -5 agility The Vishnu Vest, Half Fire, Ice, Lightinge damage The Gladius is notable because it allows a Mime to one shot Omega alongside the Chicken Knife and Hyper Wrist lets a Mimic one round omega which you have a rematch with multiple on the way to Omega MK II.
It's funny, another video coming out later involves the Bard, and I fuckin forgot to get Requiem like an idiot. The only thing it isn't good for is the Mecha Heads, which are legitimately dangerous for some parties.
@@Suprapika I pulled up the video of the pyramid from my run to see just how often I was using Requiem there and all the ways I tried to optimize having it around. Couldn't gain Bartz ABP in Ninja with Sing as his secondary since Ninja's Magic is so abysmal Requiem won't do enough damage to things, so I had to have him in other classes.
only notable thing i can say for Fists is that if u give a dancer barehanded it makes sword dance OP, and twice, or something. i forget. but monk makes Dancer's RNG worth it.
I'd probably switch axes and the ninja/thief weapons, if I was doing something weird like Freelancers only I would definitely end up using axes numerous times(Death Scythes alone are so immensely useful and available at a great time), but I don't see myself ever equipping any of the ninja weapons besides maybe the one in the fire ship or the twin lance for a bit at the end of Exdeath's castle. Late game Thors Hammer, Rune Axe, Titan's Axe are all pretty solid options. Axe's ignoring defense is also sporadically pretty useful if you're in some kind of melee locked situation Other than that I think I pretty much agree, despite years of Fiestas now I've only had like a single run ever that I finished somehow with a Staff user (a Red Mage Krile just last year) so I haven't really messed with them too much but the heal rod probably earns that spot on its own with how many times its dragged my natural runs thru liquid flame and soul cannon
You're probably right in that if I was using freelancer, I'd be way more likely to use axes, but part of the list is the context is where and how they can be used with the jobs by default. So even though the Death Scythe is awesome, it being limited to the Berserker sucks a lot
I'm noticing a trend on the weapons that don't have a penalty for attacking on the back row being ranked low. I'm partial to mixing long range weapons with magic such as a ranger with white magic so I can have them on the back row to take less damage but they can still physically attack without penalty when I want to conserve MP. That is until the endgame when everyone is a freelancer.
Honestly I'd put Axes in B Tier for, well, all the notable weapons you pointed out. They're definitely not as reliable as anything in A tier, but I find the existence of Death Scythe/Gaia Hammer/Rune Axe alone makes them better than anything in B tier. They do come with the caveat of being attached to berserker, but eh, I don't think that job is as bad as people say. I'd genuinely take a berserker over a dragoon.
I basically put them in C BECAUSE of the Berserker; you're right that the good axes are very good, but they aren't able to be used to their fullest potential because of the random targeting. But boy I can't deny it's satisfying to nuke some guy with 5K damage in world 3.
@@Suprapika Axes in FF5 really suffer from the class they're attached to more than any fault of their own. There's actually a pretty good spread of axes and hammers throughout the game and Equip Axe is probably my most used equip ability in fiesta runs as they tend to be some of the nastier options available at any given point and strength transfer is not insignificant.
i think some bells are physical based and some are magical based. which can actually be useful if ur running an all gaia run. like against Archeoaevus (rhonka ruins dragon, boss b4 earth crystal) and also against bosses that base counter attacks on ur attacks. like twintania. who counters with tidal wave vs physical and mega flare vs magical. so if u run 4 coral rings then u also run 4 diamond bells to make him counter and heal u. or w/e bell does physical. of course this only matters if u do something like freelancer runs or all geo runs. or something dependant on bells.
so id say that was a pretty good ranking. things just come down to "this is good when it meets these specific situation" like Dancer using Barehanded with Sword dance. but outside of that im not partial with the "job specific" weapons. i guess it comes down to "this job makes more use from weapon A vs weapon B" kind of scenario. i guess.
Yeah, it was partially a ranking of weapons in how they work with certain jobs, but also it can be the likliness of you to use that weapon once you get to the Freelancer/Mime part of the game. Katanas would probably be a lot lower if they were stuck on something like the Berserker, as a... random example.
You can stop the chicken knife from fleeing by dual-wielding it in the left hand while using a weapon with an on-attack effect in the right hand. If the first weapon effect triggers, the chicken knife won’t get a chance to trigger. The twin lance boomerang is guaranteed to proc its double attack effect, making it the perfect weapon to pair with the chicken knife.
They seem to not want water to be an element in general even if they made it one. Aqua breath isn't water elemental. Weirdly FFX is the only game in the series where water is put alongside the other elements. No wind or earth in that one though. In bravely default which is basically an FFV love letter water is an element and not ice, except all the water spells are titled blizzard, blizzara, blizzaga, freezing punch, blizzard blast, etc. Which is weird. The water element in JRPGs is strange indeed. Anyway them not wanting leviathan to be stronger than bahamut can't be the reason because wind boosted syldra (shoots lightning out of its mouth but is wind elemental) is stronger than both leviathan and bahamut. And boosting wind is as easy as holding an air knife. This makes syldra arguably the best summon in the game since i don't even know if bahamut can be boosted and leviathan can only be boosted by the mix that boosts all elemental damage, which btw makes it stronger than bahamut too. On that note the air knife is a notable weapon for this reason.
Water is pretty effective on final fantasy tactics. Leviathan summon, Geomancer, Ninja throwing water bomb, and Rafa/Malak all good options against fire or earth based enemies.
Water and ice are conceptually the same thing being used with different amounts of magical power. Makes intuitive sense for water to manifest itself as blizzards, impaling icicles, snowflake shuriken, etc. and have liquid water be a less common or more common but weaker form of the attack, then make most elemental interactions based around the "water" side of it rather than the "cold" side. Like think how many games prioritize the ice part of ice/water as a unified element over the water side, how nonsense it becomes to dive into the icy cold water level and fight the giant fish monster with your fireball attacks instead of your lightning attacks because fire is good against ICE. Most games only really have the headspace in the developers OR the players to balance maybe 4-5 elements. I could write multiple blog posts about my full thoughts on the subject (and have done so). Like weapon categories, at a certain point direct damage elements stop being "the more the merrier" and become irrelevant and underutilized bloat in the interface.
If water is an element, and water skills are not ice, it's relegated to white mages, sages or alchemists, since it's usually not considered black magic. Usually paired with wind and earth as a secondary trio. Sometimes water is white magic, even
What always gets me about FFX is that it's the ONE classic FF title to really make Water a major element and also has a plot that revolves around Summoners and THAT's the one where they decided to not have a Water summon. Truly baffling.
@ I think the same thing. People always say it makes sense since the water aeon would be tidus’ final aeon but you never get to see it let alone use it in gameplay. There should be a playable water aeon since water is an element. Personally I believe they should’ve added a holy elemental summon too. Since that would literally cover every element in the game.
Whips can paralyze any enemy that is vulnerable to paralysis, not just magic beasts. For example, not long after you get the basic whip you can use it with your Freelancer to paralyze Garula at the top of Walse Tower. The Beastkiller whip does bonus damage to magic beasts, maybe that's what you're thinking of.
@ It's because the phrase "main gauche" is French. It means "left hand." This is because that type of dagger was wielded in the left hand as a parrying dagger by French fencers
Some interesting points. I want to try a berserk run (not berserker). I wonder if dual-wield gaia hammers is the best it gets, or if other weapons can outperform it (maybe a twin lance/chicken knife with a high agility job mastered. Maybe a rune blade/axe with some mastered magic class. I doubt a kaiser knuckle barehanded berserker could, but maybe the crits do something, though katanas might be better).
Another weapon you should take a look at again is the Tinkerbell. It sucks because you pick it up at the 4th to last boss but the damage is the equivalent of a fully powered brave blade. Enemy magic defense doesn't scale much from world 3 to end game, turning any geomancer into a beast
Hmm...best weapon for what? The most powerful and accessible weapon is definitly the chicken knife. The biggest problem with the brave blade...involuntarily fleeing/teleporting/exiting from battle.
There are many stealable weapons in the last dungeon that are stronger than legendary ones. There is the dragon lance and a katana which name I forgot.
The way they could have fixed the chicken knife / brave blade dynamic is have both of them start weak-ish when you get them, and only get stronger. Chicken knife gains strength as you run away from fights, brave blade gets stronger as you win fights. That way you never have to worry about ruining a perfect record of never running away, and once they're maxed out you don't have to micromanage them (if you even have been doing so).
The problem is that the Chicken Knife is still just better, if we leave their maxed stats as-is. The Knife is stronger, and can be used by almost any job in the game.
Give the Brave Blade a higher cap and base it only on the number of battles not fled AFTER obtaining it _or_ the number of battles not fled CONSECUTIVELY while the Chicken Knife maxes out as normal, can be used by almost everyone, and only cares about the total number of times you've run away _ever_ .
@@DlosStrongestSoldier I've never tried Rapidfire with the Gaia Hammer, but I don't think that it would work that way because Rapidfire ignores a lot of weapon's extra effects; that's why it works so well with the Chicken Knife, because it ignores that Flee chance.
@ True so its probably still eh, is the hammer at least earth type or is it just when it does earthquake? Cause im just tryna think of some (if horribly small) niche use of those hammers lol
@@DlosStrongestSoldier It does do Earth damage, and I honestly have no idea what is weak to Earth. My go-to use case for it is just wiping random encounters with the magic underflow glitch.
Spears and Bells are the most undercooked weapon types by far. Spears are a big part of why Dragoons are so boring; the class is entirely built around using spears and an ability that practically requires spears and yet spears are mostly a "number go up" weapon with almost no variety. The best spear in the game is the Twin Lance which (despite being called a lance and using the spear icon) is coded as a boomerang and unusable by the Dragoon. It also doesn't get a Jump bonus in Pixel Remaster like it's supposed to which is even worse. The Blood Lance from FF3 and FF4 is entirely absent as are the Fire Lance and Ice Lance from FF4. The Holy Lance is kneecapped by the obnoxious number of endgame enemies that absorb Holy (including the Gargoyles and Minotaur) and the next best lance is a HUGE downgrade whereas a Knight using Excalibur can just swap to the Defender that the game just throws at you right before Minotaur. I'd honestly like Dragoons a whole lot more if this game had the Blood Lance and they could actually use the Twin Lance. Bells are a good idea in theory. There are definitely some encounters, especially bosses, where Gaia isn't useful and having access to a long range weapon that uses magic and agility for its damage is a good alternative for those fights. Or at least it would be if there was literally any new bell in between the Diamond Bell and Gaia Bell. On top of that, the two best bells both have massive flaws for the Geomancer. Gaia Bell uses the Axe damage formula, so it doesn't leverage their massive magic stat except when it procs Earthquake and the Rune Chime, in addition to not boosting Water for some reason, also isn't long range despite the fact that it was listed as such in older versions. Really is a shame; if there were a couple additional bells between Diamond and Gaia the way there is for harps (especially if they could cause status ailments) and the Rune Chime was properly long range and boosted everything it would make Geomancer quite a bit more useful overall.
@@Suprapika I have done a LOT of musing on class balance in FF5 and I honestly don't think you'd need to change all that much to make a big improvement. For example, changing Berserk from a passive ability to a command ability, letting Red Mages go up to Level 4 magic, and scattering the Dancer gear throughout World 2 would change the gameplay of those classes a lot without changing too much in the game itself.
dragon lances are cool but I felt like giving up on getting one after like 1.5 hour of stealing attempts lol I didn't even need it because I deleted shinryu with dual wield rapid fire chicken knife and some other weapon which destroyed his hp, just thought they were cool and wanted one.
I had great success with them in FF2. Would I have been better switching Guy over to dual-wielding swords from the start instead of opting for weapon variety? Probably a little, but not a lot.
Another good thing about rods is that the Magus Rod casts Reset if used as an item, so it makes it viable to farm rare steals if you feel you need them. Aegis shield is the best shield one because not only does it have that 30% chance of blocking any magic attack, but it also gives immunity to petrify. Depending on the version that might make the user immune to White Hole entirely. Even in the PR it saves a lot of time spent getting the character back to fighting shape.
Maybe, although it would probably be better formatted as "essential and really good abilities" since I wouldn't have the patience to rank every ability in the game.
I don't think so. Similar to the Magus Rod not boosting water damage, it's just a feature now. They probably didn't fix the agility bug for ANY of the weapon types, if I had to guess.
It's not just for knives. Any weapon that uses Strength and Agility for the damage formula (whips and bows) suffer the same bug. So yeah, I guess this quirk is intentional since they didn't fix it all the way until PR.
@@sertiana2512 I have a feeling that they probably realized late in development that agility weapons were overpowered and changed it to use just 0 or 1 at the last minute as a balance fix. Especially if the damage from the chicken knife is any indication.
An interesting thing with the regular Diamond Bell is for some reason its damage counts as magic. In a fiesta run if you have geomancer and no other caster you can throw on a reflect ring and the diamond bell and very slowly smack Omniscient to death instead of going through the dreadful wait for him to spend all his mp.
I accidentally discovered that recently during a geomancer only run, and against ifrit kept confusing him with Gaia (the fire terrain ability has a chance to), and the diamond bell didn't knock him out of confusion 😅 love still discovering these weird mechanics in games years later
I figured that all the bells count as magic damage, and I'll be real with you, I looked up how the bell damage formula worked for this video, and I forgot it the next day.
@Suprapika oddly enough not all bells are magic damage. Gaia Bell is a physical hit. Such a weird weapon type
Unfortunate how the only other bell to use the magic bell formula is the extremely rare Tinkerbell; it'd be a nice geomancer option if it wasn't such an insufferable crucible to get it
@Suprapika only Diamond Bell and Tinklebell (the one you get from Twintania) use bell damage formula. Gaia Bell counts as an "axe", while Rune Bell counts as a "rune weapon"
You and Backlog Buster are the reason I decided to give the pixel remaster a whirl after not playing it for a few years and yah I can safely say that FF5 is my favorite of the pixel FF titles. It also helps that it has my favorite FF joh...the time mage lol.
Great to hear, his videos are quite good as well, he has way more patience than me to play the slowest version of the game 20+ times. Especially grinding out Dualcast for everybody in his Red Mage run.
Ooh, time mage is my favourite too.
I wish it got better representation in the MMOs, but the astro in 14 is a decent compromise for its playstyle.
ATTACK WITH DIAMOND BELL: Counts as casting a spell to enemy counterattacks
EVOKING A SPELL FROM A MAGIC ROD SO HARD THE ROD SHATTERS: Counts as a physical attack to enemy counterattacks
Funny programming quirks abound.
so diamond bell is safe on omniscient huh
@@bradlyhaskell9821 Yes. And Rod Smashing on Minotaur.
The particularly nice thing about Rod smashing is that it's not lowered for hitting multiple targets like normal magic, also you can smash a rod with a rod of the same the equipped for even more damage.
Pixel Remaster buffs rod breaking by allowing you to break rods directly from your inventory, while keeping the equipped one
Also, random observation about Kaiser Knuckles from messing around in Pixel Remaster.
In some versions of the game, including Pixel Remaster, Kaiser Knuckles also boost the attack power of Kick in addition to barehanded attack. Pixel Remaster also changed the damage formula for Kick from using the Monk's unarmed attack power (level x 2) to just using Attack Power, so if you give your Monk an equip weapon ability and a high attack power weapon in that version it makes Kick do more damage. And Kaiser Knuckles still apply the attack boost to Kick even if you have a weapon equipped. I gave Monk Lenna the Masamune and a pair of Kaiser Knucles and she was kicking for 2500-3000 damage.
Best part is you can swap weapons in combat so you can always just unequip your weapons if you need Kaiser Knuckle boosted barehand strikes and put it back on when you wanna kick.
Nice job on this video, you have learned much about FFV and this is a fairly correct tier list. Knives and swords are indeed S and that's the most important placement to get right.
-Pixel Remaster rod breaking is extra OP because you can hold an elemental rod in your hand and break the same type of rod from inventory, thereby boosting its damage AND rod breaking doesn't take the halved multitarget damage penalty on PR. Basically rod breaking is so good it's still one of the best options when fighting Neo ExDeath in the final battle on PR. This is a ridiculous change from the earlier versions, it makes Red Mage more viable at the end at the expense of making all rod users OP for the whole game. Wonder Rod is only really needed in 4job fiesta runs to get you access to a few key spells your team might not have otherwise in order to defeat a superboss or make that one squishy unit survive longer.
-Staves are a bit too niche to warrant A tier to me, and a few of them are annoying to get too. I'd probably bump them down at least one tier.
-Spears are limited in number and most of them suck or are hard to get. Even the legendary holy spear is given right before you fight the Gargoyles and Minotaurus who both absorb the holy element. The Javelin is only available in W1 as a rare steal, and it's basically the same power as the heavy spear which you get right before the end of W2. Extremely lame, I'd put spears down at least one tier since Dragoon can just use knives instead and wants to stay on the ground tanking anyway. Dragoon spear rules, but it's a rare steal that you get incredibly late and it's often not worth the effort at that point unless you want to kill Shinryuu. Dragoon is a pretty bad job, and spears being bad is part of that.
-I'd put Axes in low B tier, they're pretty useful esp. when you know the enemies that are weak to death status. The endgame axes are solid too, with decent hit rates. In a fiesta setting, you can get a lot out of axes and you listed a lot of their good points. I'm biased toward fiesta runs though, playing unrestricted there's less reason to use axes.
-I always say the legendary bell should have been the rune chime. Bells are still mostly rare trash though, and deserving of bottom tier. Geomancer rarely uses them instead of the Gaia attack or a knife.
-All the harps are complete trash except the apollo harp, which rules. 8x dmg to undead and dragons. I still don't know if that pulls harps out of bottom tier though, lol. Bard with a main gauche and elf cape to avoid getting knocked out of singing is more common than an attack bard anyway.
-I made an accessories tier list, I'll try and send it to you since I'll never be making a video about it.
-One nice thing about the FFV Career Day randomizer is you'll get more common access to more of the game's rarer/quirkier weapons so you can play around with them more. I recommend trying it out.
One of the weirdest changes to me is that they made rod breaking even more busted than it already was. I'm not complaining since I don't do it anyway, but yeah... weird.
The very concept of the Healing Staff across the FF series is just hilarious to me. The idea of beating someone over the head with a quarter staff and their wounds healing is an image I will never not find funny
And future games continue in that trend, like I'm pretty sure FFTA2 has 2 or 3 of those to get rid of debuffs and such.
One good thing about heal staff: when it hits, you feel no pain.
Good video, and a great game! Hadn’t realized the knife agility issue until now.. however many years later. It makes so much sense.
I’ll have to check out other videos for additional insights the basic guides didn’t include the last time I played
About rod breaking, it casts a -aga spell on all enemies at FULL power, while targeting all enemies with an actual -aga spell halves the damage.
So a Black Mage is way better if you Rod break the same elemental rod that they’re using as it further boosts the damage.
A few weapons that I feel haven't been talked about enough that I feel should be notable.
Enhancer (Sword): This acts as a nice Magic statstick for classes that can equip swords, if for any reason you want them to use !Black or !White commands, but don't have access to Rods or Staves respectively. But also, if you're running a class that can't use Knightswords (EG: Mystic Knight), it is the strongest sword you have access to. Great weapon all around and allows you to pass the Chicken Knife over to someone else if the situation desires it.
Rune Blade (Knightsword): Auto-critting is such a broken mechanic, honestly. I've ran randomizers before where I was reliant on this weapon for high-end DPS and for the most part, Rune Edge gets the job done. I've ran Sword Dance builds with this weapon and I've found myself hitting close to damage cap, even leaning on this weapon to defeat Shinryuu sometimes. Sure, there are other builds that might be more consistent, but don't sleep on Rune Edge.
Thief Knife (Knife): In a FJF run, this is your only means of stealing equipment pieces if you don't have a Thief in your party. It is also the third strongest Knife you have access to (barring Sword Dance procs from Dancing Dagger), so it's not shabby in melee combat either.
Dancing Dagger (Knife): This was listed under notable weapons and was briefly touched on, but I need to remind that having Lamia's Tiara eliminates a lot of the RNG associated with the Dance command itself. The problem is you still have to activate the 50% proc chance of getting the Dance command to begin with, but once you do, you'll get Sword Dance far more often. In short, any class that has access to mage-type equipment get an advantage here, but Red Mage, Blue Mage, and Chemist are particularly notable, as they can also use the Power Sash/Black Garb to go with it. Granted, they'll actually need the stats to make good use of this, so handing them any ability that augment their Strength stat would help tremendously.
All good points. The Rune weapons are great, especially the Rune Axe, and I basically always use the Thief Knife to get the last Genji equip from Gilgamesh. I wish I had more reason to use the Enhancer, I should try some kind of "Equip Sword" build on a Summoner sometime.
Coming back home after a long day to find your video is up is the best thing anyone could have asked for
Thank you !
Look mom, I'm famous!
Poor unfortunate Bows. As a whole, they aren't competitive with the multiple weapons types that are just better _and_ have no weaknesses. Individually, the elemental bows come too early to have a specialized dungeon or enough attack power to be a useful option against an elemental boss. The magic bow is just weird.
I like blending Ranger and Berserker, Ranger appreciates the damage, and Berserker likes the agility boost. Unfortunately, this does nothing for their accuracy :(
Thanks for the video! Nice to hear someone spend more than 10 seconds talking about Bells!
The Magic Bow is so weird, I really should have talked about it specifically. No damage, but a chance to cast Silence? Super weird.
@@Suprapika It's even one-handed on the SNES. I don't know if that carried through to later versions.
@@Jikkuryuu Okay, I definitely didn't know that. Is it a crossbow or something?
An oddity with spears is that you can steal several of them to get them earlier than normal. If you plan on running Dragoon for some weird reason you want a Thief in your party to get spears earlier.
The first whip makes killing Garula easy but you need to switch someone to Freelancer.
Knives are weak early game and I recommend giving your Thief the Barehanded ability.
I do know you can steal the first spear from some enemy in the Sandworm desert, for some reason. Not something I've ever done, though.
You can steal a trident from the chimera near the library but he's dangerous at low levels
In a Fiesta, if you can equip knives and rod, you can ensure rare steals after Twin Towers.
Have your fastest character with Thief Knife, second fastest with Wonder Wand, and cursor on memory.
While looking for your encounter/before engaging a boss, have your first character attack, your second character use item->Equiped items->Wonder Wand but don't confirm, go back to the main command menu and defend. End the random encounter with 3rd and 4th characters by winning/fleeing.
When you find your encounter/boss, use autobattle/press confirm to in order attack with Thief Knife then cast return from the wand. Once you see you stole the rare thief, finish the fight however you want.
Notable W3/Void steals include Rune Blade (Stingray), Enhancer (Sword Dancer), Aegis Shield, Dancer equipment and expensive accessories and Ribbon/Elven Cape/Protect Ring (Mirage Tower), Dragon Lance (Crystal Dragon), Bone Mail (Necromancer), Artemis Bow (Dragon Aevis), Lilith Rod (Farfarello), Judgement Staff (History Lithos), Thor's Hammer (Death Claw), Murakumo (Yojimbo), Defender (Sea Devil), Dragon's Whisker (Shinryu).
The only annoying ones are Man Eater (as the frogged dragon/Ghydra are in front), Golden Hairpin on Gogo (timer), Kornago Gourd on Omniscient (but there's another setup with Mage Masher and Reflect Ring), and any steal that's only on a second form (Twintania, Jura Aevis, Neo-Exdeath)
The thief knife is super nice.
Hey man-I don’t have anything to add here content wise. Just think your presentation is lovely and makes the information extremely accessible for how much information there actually is. Very clean, very nice. And your voice and sense of humor is nice too.
“I apologize in advance if I’m pronouncing Gauche wrong; I’ve never actually tried to learn how to say it” lmao this is just charming dawg
Thank you very much!
For me, the best weapon in this game are the elemental staves! 100%! I love getting past the early-game as quickly as possible so I can get to the Samurai as quickly as possible!
A better way to rank the weapons might be a diamond, where the horizontal axis represents general/situational use and the vertical axis represents attack power.
The Judgement Staff has another application, though it loses it's usefulness in Dimensional Rift unless you're using a class that uses staffs as the main equip, which if you're like me, you have all Jobs mastered long before actually going through that.
If you master Ranger and obtain Rapid Fire skill, you can use it combined with Judgement Staff as a multihit that doesn't lose damage due to it being counted as a spell instead of physical damage.
The downside, if something has reflect or is immune to Holy, this loses it's edge.
You actually can Magic Underflow with the Rune Axe. The Giant Gauntlet, a rare steal from Azulmagia, also gives -5 Magic so if you combine it with the Thornlet it counteracts the Rune Axe's bonus enough to reach -1.
Oh shit, that's great. Too bad you need the accessory slot for it, but still, I'll keep that in mind.
I would love a best accessories video. It's been a few years since my last playthrough but I remember using Elf Capes most of the time.
I guess a "best accessories" video would be useful for some people, rather than ranking them all. I don't think people need to know ANYONE'S opinion on the Leather Shoes.
@@Suprapika well now I want a 2 hour analysis of leather shoes
Hermes Sandals are the best. Not only is it free haste, you are immune to slow, stop, and paralyze. Elf Capes are great until then. Coral Rings and Flame Rings are situational. You can ignore the rest.
@@burtblando8806 I use a handful of other accessories enough to think of some situations for them, but you're right in that the Haste one is the best one.
I'd say a Monk's bare hands are the real strongest weapons in the game. They are duel wielded by default with no shields, also atk stat is buffed by 2 points each level up. And by the time level 90 is reached, it's stronger than a duel wielded Ultima Weapon.
If you're willing to go past level 50 in this game, you're a stronger person than me.
Good video, I would love to see an accessory focused video from you!
Other thing that makes bells even worse is that only the diamond and tinklebell use your magic stat and count as spells, while the other two are physical and despite that the game says full damage from backrow thats is not true
The thing about swords being always the best weapon is pretty ironic in fire emblem as swords got progressively weaker in each game until it become the worst weapon type
The most recent game in FE I've played was Awakening, so in my mind it's always been "swords best, axes worst".
@@Suprapika Axes are amazing in Awakening, the best of the physical weapon types IMO.
@@epicgamer6678 Makes sense to think swords superior to axes, given the famous Weapon Triangle. I'm interested in hearing some ways that axes outperform swords on the whole since I'm a bit of an axe guy.
@@RoninCatholic Axe honestly should be the best weapon type since at least FE7 simply because weapon triangle doesnt matter that much, and they focus on the right area - high attack. FE6 made Axe accuracy too low
Weapon pools are also very standard in post Kaga era since the reason Sword was the god type was partly it being the weapon type that have proper progression(note that FE3, the game that defined the franchise, doesnt even have Axe), and partly there being 90 unique Swords
Once all the factors are dealt with, the only reason Axe wasnt the best was because the character archetypes that got Axe are less than ideal. FE7 Marcus was the first time Axe shows its true colors since its the first time Axe gets wielded by a strong character
Engage and Three Houses straight up kicked the classic disadvantage of Axes in the nuts and its glorious
@@screwtokaiba Makes sense to me. "Axes were always kinda good, but tended to be neglected by the devs because swords are cooler and be assigned to weaker characters in general"
I found in my own games that when I started giving axes high attack power and low accuracy or low speed, I had more fun with them than with the swords. To the point the balance often favored axes over swords.
Having just watch Single Job - Mystic Knight/Sorcerer, can use swords, but not Knight Swords, made it seem like Knight Swords should be treated the same way as Katanas.
You're probably right. And the longer I worked on this video, the more I was convincing myself that they probably SHOULDN'T be combined. However they're amazing weapons anyway, so it's fine.
The main Equipment that seems to be most notable from the Extra Sealed Temple Dungeon in Final Fantasy V Advance and the 2013 Mobile version to be
the Gladius Knife with a power of 117, Holy Elemental, +2 Agility, Spellblade compatable
The Knight Sword Apocalypse, with a power of 145, +3 Strength and Stamina, Spellblade compatable
The Ultima Weapon Sword, 180 power +2 Strength, Stamina and Agility, Spellblade compatable, Dropped by Neo Shinryu
The Mutsunokami Katana, 142 power, 50% crit rate
The Force Shield, Immune to all Elements, -5 agility
The Vishnu Vest, Half Fire, Ice, Lightinge damage
The Gladius is notable because it allows a Mime to one shot Omega alongside the Chicken Knife and Hyper Wrist lets a Mimic one round omega which you have a rematch with multiple on the way to Omega MK II.
Pretty cool shit, funny that there's a katana wedged in the middle of all that.
The Bard's main use I find is killing everything in sight for free in that one Pyramid when you're down a character with Requiem.
It's funny, another video coming out later involves the Bard, and I fuckin forgot to get Requiem like an idiot. The only thing it isn't good for is the Mecha Heads, which are legitimately dangerous for some parties.
@@Suprapika I pulled up the video of the pyramid from my run to see just how often I was using Requiem there and all the ways I tried to optimize having it around. Couldn't gain Bartz ABP in Ninja with Sing as his secondary since Ninja's Magic is so abysmal Requiem won't do enough damage to things, so I had to have him in other classes.
only notable thing i can say for Fists is that if u give a dancer barehanded it makes sword dance OP, and twice, or something. i forget. but monk makes Dancer's RNG worth it.
That's a neat strategy actually, I always overlook barefisted when it comes to the dual wielding thing.
I'd probably switch axes and the ninja/thief weapons, if I was doing something weird like Freelancers only I would definitely end up using axes numerous times(Death Scythes alone are so immensely useful and available at a great time), but I don't see myself ever equipping any of the ninja weapons besides maybe the one in the fire ship or the twin lance for a bit at the end of Exdeath's castle. Late game Thors Hammer, Rune Axe, Titan's Axe are all pretty solid options. Axe's ignoring defense is also sporadically pretty useful if you're in some kind of melee locked situation
Other than that I think I pretty much agree, despite years of Fiestas now I've only had like a single run ever that I finished somehow with a Staff user (a Red Mage Krile just last year) so I haven't really messed with them too much but the heal rod probably earns that spot on its own with how many times its dragged my natural runs thru liquid flame and soul cannon
You're probably right in that if I was using freelancer, I'd be way more likely to use axes, but part of the list is the context is where and how they can be used with the jobs by default. So even though the Death Scythe is awesome, it being limited to the Berserker sucks a lot
I'm noticing a trend on the weapons that don't have a penalty for attacking on the back row being ranked low. I'm partial to mixing long range weapons with magic such as a ranger with white magic so I can have them on the back row to take less damage but they can still physically attack without penalty when I want to conserve MP. That is until the endgame when everyone is a freelancer.
Honestly I'd put Axes in B Tier for, well, all the notable weapons you pointed out. They're definitely not as reliable as anything in A tier, but I find the existence of Death Scythe/Gaia Hammer/Rune Axe alone makes them better than anything in B tier. They do come with the caveat of being attached to berserker, but eh, I don't think that job is as bad as people say. I'd genuinely take a berserker over a dragoon.
I basically put them in C BECAUSE of the Berserker; you're right that the good axes are very good, but they aren't able to be used to their fullest potential because of the random targeting. But boy I can't deny it's satisfying to nuke some guy with 5K damage in world 3.
@@Suprapika Axes in FF5 really suffer from the class they're attached to more than any fault of their own. There's actually a pretty good spread of axes and hammers throughout the game and Equip Axe is probably my most used equip ability in fiesta runs as they tend to be some of the nastier options available at any given point and strength transfer is not insignificant.
The rune chime is nice. It boosts all elements except water. One of the bells is a magic attack.
i think some bells are physical based and some are magical based. which can actually be useful if ur running an all gaia run. like against Archeoaevus (rhonka ruins dragon, boss b4 earth crystal) and also against bosses that base counter attacks on ur attacks. like twintania. who counters with tidal wave vs physical and mega flare vs magical. so if u run 4 coral rings then u also run 4 diamond bells to make him counter and heal u. or w/e bell does physical. of course this only matters if u do something like freelancer runs or all geo runs. or something dependant on bells.
so id say that was a pretty good ranking. things just come down to "this is good when it meets these specific situation" like Dancer using Barehanded with Sword dance. but outside of that im not partial with the "job specific" weapons. i guess it comes down to "this job makes more use from weapon A vs weapon B" kind of scenario. i guess.
Yeah, it was partially a ranking of weapons in how they work with certain jobs, but also it can be the likliness of you to use that weapon once you get to the Freelancer/Mime part of the game. Katanas would probably be a lot lower if they were stuck on something like the Berserker, as a... random example.
You can stop the chicken knife from fleeing by dual-wielding it in the left hand while using a weapon with an on-attack effect in the right hand. If the first weapon effect triggers, the chicken knife won’t get a chance to trigger. The twin lance boomerang is guaranteed to proc its double attack effect, making it the perfect weapon to pair with the chicken knife.
A few people have mentioned that to me in a previous video, and I think I use this oversight in some future video, but I forget where exactly.
They seem to not want water to be an element in general even if they made it one. Aqua breath isn't water elemental. Weirdly FFX is the only game in the series where water is put alongside the other elements. No wind or earth in that one though. In bravely default which is basically an FFV love letter water is an element and not ice, except all the water spells are titled blizzard, blizzara, blizzaga, freezing punch, blizzard blast, etc. Which is weird. The water element in JRPGs is strange indeed.
Anyway them not wanting leviathan to be stronger than bahamut can't be the reason because wind boosted syldra (shoots lightning out of its mouth but is wind elemental) is stronger than both leviathan and bahamut. And boosting wind is as easy as holding an air knife. This makes syldra arguably the best summon in the game since i don't even know if bahamut can be boosted and leviathan can only be boosted by the mix that boosts all elemental damage, which btw makes it stronger than bahamut too. On that note the air knife is a notable weapon for this reason.
Water is pretty effective on final fantasy tactics. Leviathan summon, Geomancer, Ninja throwing water bomb, and Rafa/Malak all good options against fire or earth based enemies.
Water and ice are conceptually the same thing being used with different amounts of magical power. Makes intuitive sense for water to manifest itself as blizzards, impaling icicles, snowflake shuriken, etc. and have liquid water be a less common or more common but weaker form of the attack, then make most elemental interactions based around the "water" side of it rather than the "cold" side.
Like think how many games prioritize the ice part of ice/water as a unified element over the water side, how nonsense it becomes to dive into the icy cold water level and fight the giant fish monster with your fireball attacks instead of your lightning attacks because fire is good against ICE.
Most games only really have the headspace in the developers OR the players to balance maybe 4-5 elements. I could write multiple blog posts about my full thoughts on the subject (and have done so). Like weapon categories, at a certain point direct damage elements stop being "the more the merrier" and become irrelevant and underutilized bloat in the interface.
If water is an element, and water skills are not ice, it's relegated to white mages, sages or alchemists, since it's usually not considered black magic. Usually paired with wind and earth as a secondary trio. Sometimes water is white magic, even
What always gets me about FFX is that it's the ONE classic FF title to really make Water a major element and also has a plot that revolves around Summoners and THAT's the one where they decided to not have a Water summon. Truly baffling.
@ I think the same thing. People always say it makes sense since the water aeon would be tidus’ final aeon but you never get to see it let alone use it in gameplay. There should be a playable water aeon since water is an element.
Personally I believe they should’ve added a holy elemental summon too. Since that would literally cover every element in the game.
Rod smash with rod equiped is even better.
Whips can paralys magic beast. So if enemy is not beast then no paralys. Hence some whips like legendary one cast spell
Whips can paralyze any enemy that is vulnerable to paralysis, not just magic beasts. For example, not long after you get the basic whip you can use it with your Freelancer to paralyze Garula at the top of Walse Tower. The Beastkiller whip does bonus damage to magic beasts, maybe that's what you're thinking of.
Hell yes more FFV content
i think we all know the real reason why swords are the best weapon in this game
On the point of the pronunciation of "main gauche" - "main" is pronounced like "men", and "gauche" has the same vowel sound as "ghost"
I didn't really think the "main" part would be pronounced differently, but in hindsight that makes a lot of sense. Thanks!
@ It's because the phrase "main gauche" is French. It means "left hand." This is because that type of dagger was wielded in the left hand as a parrying dagger by French fencers
@@RushStudios101 Simple as it is, that's pretty badass.
Some interesting points. I want to try a berserk run (not berserker). I wonder if dual-wield gaia hammers is the best it gets, or if other weapons can outperform it (maybe a twin lance/chicken knife with a high agility job mastered. Maybe a rune blade/axe with some mastered magic class. I doubt a kaiser knuckle barehanded berserker could, but maybe the crits do something, though katanas might be better).
The killer bow is handy at times. The gale bow is alright. Artemis bow is nice.
Another weapon you should take a look at again is the Tinkerbell. It sucks because you pick it up at the 4th to last boss but the damage is the equivalent of a fully powered brave blade. Enemy magic defense doesn't scale much from world 3 to end game, turning any geomancer into a beast
That's an... interesting comparison point. I tried getting the bell for this video's demonstration purposes, but I got bored grinding for it.
I got lucky and got one a while back. It's honestly only good for the post game content that's in the gba/ios version
@@extrathicc4460 Yeah that sounds about right.
Hmm...best weapon for what? The most powerful and accessible weapon is definitly the chicken knife. The biggest problem with the brave blade...involuntarily fleeing/teleporting/exiting from battle.
13:16 the dragon Lance can be stolen from the old guys in the jail area with Catastrophy
There are many stealable weapons in the last dungeon that are stronger than legendary ones. There is the dragon lance and a katana which name I forgot.
The last section of the game has tons of easy to miss, great weapons. It's kind of annoying, honestly.
The way they could have fixed the chicken knife / brave blade dynamic is have both of them start weak-ish when you get them, and only get stronger. Chicken knife gains strength as you run away from fights, brave blade gets stronger as you win fights. That way you never have to worry about ruining a perfect record of never running away, and once they're maxed out you don't have to micromanage them (if you even have been doing so).
The problem is that the Chicken Knife is still just better, if we leave their maxed stats as-is. The Knife is stronger, and can be used by almost any job in the game.
Give the Brave Blade a higher cap and base it only on the number of battles not fled AFTER obtaining it _or_ the number of battles not fled CONSECUTIVELY while the Chicken Knife maxes out as normal, can be used by almost everyone, and only cares about the total number of times you've run away _ever_ .
Pixel Remaster "fixes" Brave Blade gimmick by allowing you to recover its attack by winning some consecutive battles if you ran away previously
@@sertiana2512 And that feature wasn't even in the original PR, sad as that sounds. They patched that in like, a year later.
How good would some of the axes/hammers be with rapid fire cause it removes accuracy issues
It's pretty decent, but the damage variability of them still makes them worse overall than basically every other melee weapon.
@@Suprapika True but maybe rapid fire earthquake hammer wearing the gaia gear would be hilarious
@@DlosStrongestSoldier I've never tried Rapidfire with the Gaia Hammer, but I don't think that it would work that way because Rapidfire ignores a lot of weapon's extra effects; that's why it works so well with the Chicken Knife, because it ignores that Flee chance.
@ True so its probably still eh, is the hammer at least earth type or is it just when it does earthquake? Cause im just tryna think of some (if horribly small) niche use of those hammers lol
@@DlosStrongestSoldier It does do Earth damage, and I honestly have no idea what is weak to Earth. My go-to use case for it is just wiping random encounters with the magic underflow glitch.
Spears and Bells are the most undercooked weapon types by far.
Spears are a big part of why Dragoons are so boring; the class is entirely built around using spears and an ability that practically requires spears and yet spears are mostly a "number go up" weapon with almost no variety. The best spear in the game is the Twin Lance which (despite being called a lance and using the spear icon) is coded as a boomerang and unusable by the Dragoon. It also doesn't get a Jump bonus in Pixel Remaster like it's supposed to which is even worse.
The Blood Lance from FF3 and FF4 is entirely absent as are the Fire Lance and Ice Lance from FF4. The Holy Lance is kneecapped by the obnoxious number of endgame enemies that absorb Holy (including the Gargoyles and Minotaur) and the next best lance is a HUGE downgrade whereas a Knight using Excalibur can just swap to the Defender that the game just throws at you right before Minotaur. I'd honestly like Dragoons a whole lot more if this game had the Blood Lance and they could actually use the Twin Lance.
Bells are a good idea in theory. There are definitely some encounters, especially bosses, where Gaia isn't useful and having access to a long range weapon that uses magic and agility for its damage is a good alternative for those fights. Or at least it would be if there was literally any new bell in between the Diamond Bell and Gaia Bell.
On top of that, the two best bells both have massive flaws for the Geomancer. Gaia Bell uses the Axe damage formula, so it doesn't leverage their massive magic stat except when it procs Earthquake and the Rune Chime, in addition to not boosting Water for some reason, also isn't long range despite the fact that it was listed as such in older versions.
Really is a shame; if there were a couple additional bells between Diamond and Gaia the way there is for harps (especially if they could cause status ailments) and the Rune Chime was properly long range and boosted everything it would make Geomancer quite a bit more useful overall.
If this game ever got a full-on remake, maybe they could fully realize more of the jobs; they're definitely pretty sad as-is.
@@Suprapika I have done a LOT of musing on class balance in FF5 and I honestly don't think you'd need to change all that much to make a big improvement.
For example, changing Berserk from a passive ability to a command ability, letting Red Mages go up to Level 4 magic, and scattering the Dancer gear throughout World 2 would change the gameplay of those classes a lot without changing too much in the game itself.
@@FoxyFiremelon-fp1ww Having Esuna on Red Mage does sound pretty sweet.
0:24 😺
I made the mistake of feeding our cat right before recording, and she meows like crazy after eating.
Stalves: judgement staff is good.
dragon lances are cool but I felt like giving up on getting one after like 1.5 hour of stealing attempts lol
I didn't even need it because I deleted shinryu with dual wield rapid fire chicken knife and some other weapon which destroyed his hp, just thought they were cool and wanted one.
I can say this for the Dragon Lance, dual wield rapidfiring them against Shinryu gave me a headache in the level 1 run.
Have axes ever been good in an FF?
In 2
Probably, there's so many games that it's bound to be good in at least some of them. They're fun in Stranger of Paradise.
@Suprapika really most ff games don't have axes
I had great success with them in FF2. Would I have been better switching Guy over to dual-wielding swords from the start instead of opting for weapon variety? Probably a little, but not a lot.
@RoninCatholic weapon variety prompts strength boosts
Another good thing about rods is that the Magus Rod casts Reset if used as an item, so it makes it viable to farm rare steals if you feel you need them.
Aegis shield is the best shield one because not only does it have that 30% chance of blocking any magic attack, but it also gives immunity to petrify. Depending on the version that might make the user immune to White Hole entirely. Even in the PR it saves a lot of time spent getting the character back to fighting shape.
I think the Wonder Rod is the Reset rod, but otherwise yeah it's a cool feature. The Aegis Shield preventing petrify I didn't know about, though.
ablilty teir list when?
Maybe, although it would probably be better formatted as "essential and really good abilities" since I wouldn't have the patience to rank every ability in the game.
Yay!
Is the knife agility stuff fixed in PR? Still feels weak outside of the chicken knife lol.
I don't think so. Similar to the Magus Rod not boosting water damage, it's just a feature now. They probably didn't fix the agility bug for ANY of the weapon types, if I had to guess.
It's not just for knives. Any weapon that uses Strength and Agility for the damage formula (whips and bows) suffer the same bug. So yeah, I guess this quirk is intentional since they didn't fix it all the way until PR.
@@sertiana2512 I have a feeling that they probably realized late in development that agility weapons were overpowered and changed it to use just 0 or 1 at the last minute as a balance fix. Especially if the damage from the chicken knife is any indication.
0:24 meow