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![shining force exa final boss shining force exa final boss](https://static.wikia.nocookie.net/shining/images/2/21/Zeon_demon_breath.png)
When I did it, the bird at the top of tower, and the Spirit Temple (which is ghetto for its no exp). first time I killed the boss, or thought I did only for it to basically pull a "Aha! This is my real form!" Fudge. I actually completely forgot to look at the slime's levels. This explains so much about why those slimes hurt like crazy. I was grinding for SP and ores at one point from The Ridge, I think it was, and probably gained 4-5 levels (starting a little higher then the few enemies there) during that period but it was slow. The flock of birds in the lower Tower were 66, that's what I'm thinking of.Īt any rate, you are not going to reach lvl 100 before story end without serious hours of grinding. the slimes were probably 54, not 66, the other things in that cave system were mid-40's. Originally posted by CatPerson: where there are lvl 66 slimes or something like that, and lvl 42-54 others I think?Apologies, was in the shower and I think I'm mixing up monster levels. No modifiers there, just absurd inhuman levels of grind.
![shining force exa final boss shining force exa final boss](https://i.ytimg.com/vi/IuJR_T8aQKQ/hqdefault.jpg)
It actually had really good practical intentional application in its carnage paths and post game and side dungeons.īe glad this isn't like Legend of Legaia grind though.
#SHINING FORCE EXA FINAL BOSS FULL#
It had a very heavy exp scaling modifier and level ups = full HP restore so if you were skilled you could walk into level 70 areas at level 20 and kill even just one mob and gain obscene number of levels and then use that method to rofl stomp struggle through the area gaining additional levels granting additional healing to barely repeatedly skirt death until you quickly caught up to their level and then got like 2 exp lol. My favorite implementation of this is in Shining Force EXA. It also compels players to simply move forward and stay on track with the difficulty curve and playtime because, as you said, getting past that point results in explosive growth once again making staying in the prior area very inefficient. It helps them do an easier job of tweaking combat difficulty while making sure players don't fall behind if they skip a lot and others who grind don't get to go LOLOL too EZ because they grind too much as the heavily diminished exp returns will put them off from excessive over grinding. This is why that Gigantic boss at the start of the game is so absurdly powerful yet without much change in stats it becomes beatable after enough levels. In this particular game level is controlled by the system because it influences scaling of party dmg dealt and taken to modify difficulty of game. (Mage Farewell gives a ton at low level though if done early).
![shining force exa final boss shining force exa final boss](http://www.vgmuseum.com/end/ps2/b/sfexa-1.png)
Be warned, some of the post game bosses (that can be done before post game) do not give exp like Spirit Temple, or give very little exp. but there is post game content and supposedly you can finish reaching level 100 extremely fast by fighting some of the end game bosses (or final boss?) repeatedly. The final boss I believe I've seen said to be around level 60. It will prevent you from excessively leveling until near the end of the game. This level system isn't new and was actually really common with older JRPGs, and is still seen with some modern ones as well.