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Gilgamesh: Enough expository banter!
This talk page is used for discussing improvements to the page "Fusion Ability". It is not the place for general discussion or sharing stories about the topic of this article.

So, judging from the description of how they work, it would appear these abilities are *puts on sunglasses * one-man Bands? Doreiku Kuroofangu 04:33, February 5, 2013 (UTC)

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Zing. Doreiku Kuroofangu 19:20, February 5, 2013 (UTC)

F-ability power[]

I've calculated the approximate power of F-abilities....

  • Attack power based abilities (damage relative to regular attack):
    • Gale Crescent - ~71% (Uses the same multi-target damage formula as Kick. 100% of single-target damage against 2 targets, 2/3 damage against 3 targets, 1/2 damage against 4 targets, 2/5 damage against 5 targets and so on....)
    • Nab Gil - ~100%
    • Boost Jump - ~200% (ignores row)
    • Final Heaven - ~200% (ignores row)
    • Life Divider - ~200% (heals for ~7/8 of damage dealt)
    • Valiant Blow - ~180% @ full health, ~225% @ critical health
    • Misty Charge - 155~165% (ignores row)
    • Smash - ~180%
    • Iai - ~185%
    • Id Break - ~175%
    • Midareyuki - ~255% (~85%*3)
    • Phantum Rush - 215~245% (35~40%*5 + 40~45%*1)
    • Sange - ~160% per hit
    • Sunder Earth - 265~270%
  • Intellect-based abilities (Damage relative to 1st level black magic spells. For comparison, Comet is about 11 times as powerful as 1st level spells.):
    • Deep Freeze - 615~620%
    • Grand Delta - ~560%
    • Magic Bomb - ~255%
    • Magic Bomb 2 - ~315%
    • Magic Bomb 3 - ~1200%
    • Magic Missile - 110~115%
    • Meltdown - ~580%
    • Piercing Blast - ~310%
    • Aqua Breath - 270~275%
    • Dark - ~410%
    • Dark Star - ~1530%
    • Gigaflare - 1700~1750%
    • Tempest - 670~675%
  • Hybrid abilities (Scale with both Attack Power and Intellect. It seems that the physical and magic portions are calculated separately then added together. It seems that War Cry affects the attack power portion of the damage calculation and Magic Font affects the intellect portion.)
    • Thunder Slash - 100% of regular attack damage + 100% of 1st level black magic damage.
    • Shock - ~100% of regular attack damage + ~1250% of 1st level black magic damage (hits about as hard as a regular attack + Magic Bomb 3 or Comet).
  • Healing / restorative abilities:
    • Lively Lied - ~215% of Cure's single-target healing.
    • White Draw - Amount of MP restored is ~23% of the caster's Mind stat.

All testing was done at level 99 against low level monsters in the Northern Cave. Light side and shared abilities were tested with jobless, Recollect, maxed out stats and the Ultima Weapon. Dark side abilities were tested with a maxed out Dark Knight or Magus. -- Gordon Ecker (talk) 08:56, April 26, 2013 (UTC)

I did a bit more testing and calculated some more relative power values of black and white magic spells for comparison:
  • Damaging spells (single target damage):
    • Fire / Blizzard / Thunder - 100%
    • Fira / Blizzara / Thundara - 285~290%
    • Firaga / Blizzaga / Thundaga - 650~655%
    • Comet - 1050~1100%
    • Flare - ~1250%
    • Meteor - ~2400% (~600%*4)
    • Ultima - ~1400%
    • Holy - ~1200% (damage calculation uses Mind instead of Intellect)
  • Healing spells (single-target healing):
    • Cure - 100%
    • Cura - ~300%
    • Curaja - ~635%
    • Curaga - 980~985%
-- Gordon Ecker (talk) 09:25, April 26, 2013 (UTC)
Whoops, I was half-asleep when I did yesterday's calculations, and forgot about row (that's why Misty Charge was way off). I've updated the values. -- Gordon Ecker (talk) 07:28, April 27, 2013 (UTC)

Layout[]

I think there's no point in having the "Fusion abilities by job" and its subsections as they only make it more difficult for the page to be helpful. I suggest the following layout:

Fusion Ability Required Abilities Usage MP Cost Image
Smash Lotus Strike (Monk) + Precise Shot (Ranger) Warriors of Darkness 10
FFD Smash
Deal STR-based damage; 180% damage of a regular Attack. Delay effect on enemy.
Deals heavy damage to a single enemy and causes their wait time to increase.

This way, it's clearer for the player and there's no need to jump all over the article.—Kaimi (999,999 CP/5 TP) 14:58, April 27, 2013 (UTC)

And those job tables don't fit on the page. JBed (talk) 15:02, April 27, 2013 (UTC)

Approve of this design, presuming all the Fusion abilities will fit in it. Doreiku Kuroofangu 15:23, April 27, 2013 (UTC)
I agree that the "F-abilities by job" tables are a hideous mess. I threw them together pretty quickly. But I think we should have some sort of quick reference table for players to check which job combinations provide which F-abilities. -- Gordon Ecker (talk) 07:19, April 28, 2013 (UTC)

F-abilities by job table[]

Job F-ability Ability 1 Ability 2
Summoner Gale Crescent Sylph (Summoner 0 / 1) Kick (Monk 0 / 1)
Dark Judgement Diabolos (Summoner 0 / 17) Vacuum Wave (Monk 15)
Meltdown Ifrit (Summoner 0 / 9) Berserk (White Mage 0 / 15; Seer 0 / 18)
Grand Delta Ramuh (Summoner 0 / 7) Thundaga (Black Mage 0 / 15; Magus 0 / 18)
Deep Freeze Shiva (Summoner 0 / 9) Stop (Black Mage 0 / 12; Magus 0 / 18)
Dispelga (Light exclusive) Alexander (Sumoner 0 / 17) Dispel (Seer 1 / 18)
Mega Raise (Light exclusive) Bahamut (Summoner 0 / 20) Araise (Seer 20)
Iai (Dark exclusive) Odin (Summoner 0 / 12) Final Thrust (Dark Knight 17)
Moogle Dance (Dark exclusive) Call (Summoner 18) Frailty Polka (Dancer 5)
Sunder Earth (Dark exclusive) Titan (Summoner 0 / 7) Tremor (Ninja 7)
Gigaflare (Dark exclusive) Bahamut (Summoner 0 / 20) Flare (Magus 1 / 18)

Here's an example of what a cleaner "F-abilities by job" table might look like. -- Gordon Ecker (talk) 07:53, April 28, 2013 (UTC)

Job F-ability Ability 1 Ability 2
Summoner Gale Crescent Sylph (Summoner 0 / 1) Kick (Monk 0 / 1)
Dark Judgement Diabolos (Summoner 0 / 17) Vacuum Wave (Monk 15)
Meltdown Ifrit (Summoner 0 / 9) Berserk (White Mage 0 / 15; Seer 0 / 18)
Grand Delta Ramuh (Summoner 0 / 7) Thundaga (Black Mage 0 / 15; Magus 0 / 18)
Deep Freeze Shiva (Summoner 0 / 9) Stop (Black Mage 0 / 12; Magus 0 / 18)
Dispelga Alexander (Sumoner 0 / 17) Dispel (Seer 1 / 18)
Mega Raise Bahamut (Summoner 0 / 20) Araise (Seer 20)
Iai Odin (Summoner 0 / 12) Final Thrust (Dark Knight 17)
Moogle Dance Call (Summoner 18) Frailty Polka (Dancer 5)
Sunder Earth Titan (Summoner 0 / 7) Tremor (Ninja 7)
Gigaflare Bahamut (Summoner 0 / 20) Flare (Magus 1 / 18)

Here's another one, with light / dark / shared colour coding. If no one objects, I'll put in the new table later this week. -- Gordon Ecker (talk) 09:39, April 30, 2013 (UTC)

Gordon, I don't want to sound rude, but I think that my proposition is prefered over yours actually. I'm not sure what is the last table (the one above) for; is it for indicating which Job Levels are required to acquire the F-Ability? This can be easily done by adding "LV ??" to the proposition I presented above:
Fusion Ability Required Abilities Usage MP Cost Image
Smash Lotus Strike (Monk LV 4) + Precise Shot (Ranger LV 0) Warriors of Darkness 10
FFD Smash
Deal STR-based damage; 180% damage of a regular Attack. Delay effect on enemy.
Deals heavy damage to a single enemy and causes their wait time to increase.

Kaimi (999,999 CP/5 TP) 10:30, April 30, 2013 (UTC)

Those Fusion Abilities by job tables would be better placed on job pages. JBed (talk) 12:02, April 30, 2013 (UTC)

I've forked this off into a separate section so it doesn't tie up the discussion on formatting the main, alphabetical F-ability table. -- Gordon Ecker (talk) 13:50, May 1, 2013 (UTC)
What I'm suggesting is that, in addition to your proposed cleanup / reformatting the the main table, which lists F-abilitise alphabetically, I think it would be useful to have a second, completely separate table just listing which job combinations give which F-Abilities at which job levels. IMO it would be very useful to be able to skim over a table to quickly see all sorts of tidbits of useful information (such as which job combinations have F-abilities, which don't, which high-level F-Abilities require levels in both jobs and which only require levels in one and so on).
For example, let's say I'm planning out a couple light side melee builds, I might start by comparing Warrior and Monk, and notice that there are no Warrior / Monk F-abilities, and that Mighty Guard and Final Heaven both require some deep investment (so it might be a better idea to make one Warrior and one Monk instead of mixing and matching). Then, skimming over, I might notice that White Wind requires 6 levels in Dragoon, while Boost Jump is available at level 0. Then I might decide that I should level my Warrior to 15 for War Cry, then go to into Paladin for Mighty Guard, then max it out for Double Grip (and because Paladin has good stats and equipment for a melee class, and Holy Blade's a good comand set), while my Monk should get to level 13 for Chakra, then level Dragoon to 6 for White Wind, then max out Monk for Final Heaven, then go into Bard for Hastega. Then I could do the same thing with dark side melee builds, and decide to go Monk 17 -> Dancer 20 -> Ninja 20 (picking up Smash, Phantom Rush and Dual Wield) and Monk 4 -> Ranger 20 -> Ninja 20 -> Dark Knight 20 (picking up Smash, Midareyuki and Dual Wield). While I'm doing all of this, I might notice a bunch of "freebies" which can be learned without spending any JP, such as Thunder Slash, Gale Crescent, Magic Bomb, Magic Bomb 2, Aqua Breath or dark. And with all of this information compressed in one table, I could do all of this without having to flip through a dozen different tabs. -- Gordon Ecker (talk) 15:48, May 1, 2013 (UTC)
Okay, I finally got around to redoing the "F-Abilities by Job" table. -- Gordon Ecker (talk) 07:36, September 1, 2013 (UTC)

Update[]

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