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Reload this Page Splitting EXP
 
Final Fantasy XII Presumably the last "main" game to be released on the PS2, FF12 broke the tradition of Battle Screens. It was also the sixth game ever to receive a perfect 40/40 score from the Japanese gaming magazine Famitsu.

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Splitting EXP
Old August 15, 2007, 9:48 PM   #1
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Splitting EXP

Splitting EXP is how I describe it when you gain experience based on the number of characters you have in your party when you venture out to train, go on a hunt, or continue along the storyline.
The more members in your battle party, the less experience you'll gain after beating a monster.

Ex: 4 characters defeat a monster - 50 EXP
3 characters defeat a monster - 75 EXP

Why that difference?
I don't like it and maybe some of you don't.

Thoughts on it?
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Old August 15, 2007, 9:57 PM   #2
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Because of the guests. I think it is ok since you have another party member which equals more pwnage. It has been fixed in the newly released FF12 zodiac job system as well as many other stuff such as job/board systems, controllable command style espers and guests and many other things.
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Old August 15, 2007, 10:56 PM   #3
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I honestly liked it a lot. When a character was strong enough to handle a fight for themselves, I dropped two of the three main characters and just let one person kick ass and take names. I did that with all three of my main characters. It doesn't really speed up the leveling that quickly, I guess. But it does give one character a significant boost instead of leveling for hours with only mildly noticeable results.

I still like the idea of FFX, which is giving exp only to people who participated in the battle. In Final Fantasy XII, one character could walk up to a bat, slice him in two, and your other two party members benefited for doing just about as much work as the people off the field.

As I've said before, I hope in the future this doesn't even matter. I hope if you get a twelve member team then all twelve members will be on field at once. Whomever spots a monster in the distance can simply kill it while moving along with the group. No stopping to cast spells or attack anymore. That was lame.
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Old August 15, 2007, 11:01 PM   #4
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I honestly liked it a lot. When a character was strong enough to handle a fight for themselves, I dropped two of the three main characters and just let one person kick ass and take names. I did that with all three of my main characters. It doesn't really speed up the leveling that quickly, I guess. But it does give one character a significant boost instead of leveling for hours with only mildly noticeable results.
Any good spots for training that you would suggest for a Lvl 27 party? xD
For that idea with just one character fighting, I mean. I'm at Mt. Bur-Omisace, so I probably won't do that in the Paramina Rift, so I don't risked getting torn apart by those Wyrms.

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I still like the idea of FFX, which is giving exp only to people who participated in the battle. In Final Fantasy XII, one character could walk up to a bat, slice him in two, and your other two party members benefited for doing just about as much work as the people off the field.
I thought every Final Fantasy before XII and XI did that, what with who participated in the battle got the EXP.

EDIT: Oh, you mean if a character actually hits the enemy and not just a character being present in the battle. Got'cha.

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As I've said before, I hope in the future this doesn't even matter. I hope if you get a twelve member team then all twelve members will be on field at once. Whomever spots a monster in the distance can simply kill it while moving along with the group. No stopping to cast spells or attack anymore. That was lame.
I love that idea. xD
Grand battles and strategy would enhance the battle system a lot.
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Old August 15, 2007, 11:05 PM   #5
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Yea, I had like this vision of Final Fantasy XII where you would be running across vast open fields and while in full sprint, distance fighters would just draw back their ranged weapons and take out an enemy out of reach. The melee attackers would be leading the pack and just clearing everything out of their path. Larger enemies would be fought much like all the battles were fought in FFXII. But the smaller enemies would be taken out with little more than a nasty glance.
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Old August 15, 2007, 11:08 PM   #6
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I never realised that, actually. Although I've played games that've done that before, and The Legend of Dragoon springs to mind.
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Old August 15, 2007, 11:10 PM   #7
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That system springs up a lot.
I know a lot of games that have this same thing, but I keep forgetting which games those are. >=(

Maybe it was Xenogears that had it....
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Old August 16, 2007, 12:10 AM   #8
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For splitting EXP, I didn't get too picky with it. I just made sure I had 3 Ultra strong characters initially, then I leveled up my remaining 3 weaker ones, one at a time.

That way I could go into an area with 2 strong characters, one weak. The strong characters did all the dirty work, but the weak character leveled up fairly quickly.
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Old August 16, 2007, 6:12 AM   #9
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Quote:
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Yea, I had like this vision of Final Fantasy XII where you would be running across vast open fields and while in full sprint, distance fighters would just draw back their ranged weapons and take out an enemy out of reach. The melee attackers would be leading the pack and just clearing everything out of their path. Larger enemies would be fought much like all the battles were fought in FFXII. But the smaller enemies would be taken out with little more than a nasty glance.
That idea is pure win, Aztec. It really is quite annoying that your character comes to a complete stop to make ANY move, even to toss a frigging remedy at someone. It's like the Resident Evil series, you cant run and gun. XII is aiming to be very realistic with seeing enemies on the field and being able to fight/move in real time, so i dont know why they didnt let you attack and run at the same time. Perhaps it would be too taxing for the PS2?
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Old August 16, 2007, 9:11 AM   #10
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