FFIX E2PG (my mod) - 7 - Chocographs & Limit Globe
This is a challenge of the PS1 game Final Fantasy IX, called "Excalibur II Perfect Game (E2PG)". The conditions of the challenge (I've taken some liberties; details below) are contained in the guide in the link below:
https://gamefaqs.gamespot.com/ps/197338-final-fantasy-ix/faqs/41181
However, the challenge was completed on my own mod of the game instead of the original version, and while playing on a PS1 while watching the FMVs, instead of playing on a PS2 while skipping the FMVs as advised in the guide. Also, my mod is characterized by the mechanism of the mod "Comprehensive ATB Enhancement v1.00" by RoSoDude (details in the video of the link below), which freezes the ATB during animations, which the challenge harder. So, to counterbalance these additional constraints, I decided to not trigger all treasure events as instructed by the guide (only the ones necessary to obtain the S Rank Medal), and I changed the time condition to obtain Excalibur II (that I wanted to keep) from 12 hours to 13.
Link of the ATB mod by RoSoDude:
• Fixing "Active Time Battle" in Final Fanta...
Apart from RoSoDude's ATB mod and Tirlititi's "The Collector" patch that were used as a basis, my mod is characterized by numerous changes made to different sections of the game using the Hades Workshop tool made by Tirlititi. Here is a summary of some changes:
Characters stats/abilities :
Base stats change. Example: Garnet is now less agile than Freya, but way stronger than Eiko.
Every enemy magic ability is now available to the main characters: Vivi can use Light Flare and Meteorite, and Quina can use Waterga, Aero and Aera.
Amarant's abilities has been reworked so that they are not completely useless/redundant.
Few abilites name change. Examples: Limit Globe instead of Limit Glove, or Heat instead of Mustard Bomb.
Beatrix has acces to Cura and Esuna only as White Magic.
Many replacement in the specificities of spells like the power, the MP cost, the target type and so on.
Zidane and Steiner's physical attacks nerfed.
Items:
Curative items cannot be used on enemies.
Items cost indexed more or less on their efficiency.
Icons color/type changed for consistency or esthetical variation.
Many stats changes. For example, weapons power nerfed to balance the fact that they have many damage buffs, and the physical defense of the mage robes nerfed while their magical defense is buffed.
Status alterations are more efficient (more weapons have an Add Status property and the accuracy % of status alterations have been raised).
Many changes to elemental defense, so that only special items (Pumice Piece and tropical gear) provide elemental immunity or absorption.
Many change to synthesis recipes and shops contents to make more items unique, and to above all make none of the items "missable".
Descriptions changed mainly to correspond to the changes made to elemental properties, and to give gamelplay hints (Excalibur's description contains the info about the Excalibur II time limit for example).
Availability changes: almost all the "vests" can only be used by Zidane and Amarant, and staffs and rods can be used by both Vivi and Garnet.
Enemies:
The stealable/dropable items were changed so that almost each boss in Discs 3/4 carry a unique items, and so that Ethers and Tents and scarcer in general.
Enemies no longer use the strategy of levitating characters and then following up with wind magic for more damage (the mechanism doesn't work).
Many abilities power/nature and IA script change, mainly to make the end game bosses stronger.
The MP of almost all enemies have been divided by 10 (so that Freya's Lancer damage to MP can be of use for example).
Attack changes to correspond to the changes made to the characters' ablities (MP costs for example).
Disc 4 regular enemies were buffed and I made Yans and Tonberries "super enemies" with more HP, better stats, different attacks, and valuable drops. Also, up to four Yans and up to two Crystal monsters can be encountered.
Tetra Master:
Several cards has been nerfed/buffed to correspond to the level/power/specificities of monsters/magics/weapons.
Cards decks that follow a certain pattern of cards usage depending on their stats total has been changed consequently to the changes made to the stats of cards. And some decks have been changed for consistency or practicity (for example: the Rare Phantom uses Namingway).
Card Collector titles tiers sorted differently.
Few changes regarding the IA strategies assigned to some NPCs.
Text and miscellaneous changes:
Few treasure replacements in field chests/icons, and many treasure replacements in Chocographs/Dead Pepper chests.
Replacement of dialogue texts here and there for consistency or lore. For example, Daguerero is a temple settled via Lindblum's air expeditions, Eiko is 10 instead of 6, and the usage of the texts provided by Vagrant Chocobo's videos in order to make Beatrix seem less sociopathic.
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