Board 8 > Asking for Quick Opinion

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Punnyz
10/04/23 11:14:51 PM
#1:


So a friend of mine had a basset hound, I bought him a lil ornament of a cute basset hound for christmas last year, but he sort of went into seclusion for several months and I wasn't able to give it to him

I found out Feb this year his dog passed away and thats why he went off the radar and eventually he got another dog and hes doing alot better now

so yea, back to the present

is it ever appropriate to give him something like this now? Do I just hang on to it? Is it okay to give it?

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BlueCrystalTear
10/04/23 11:17:31 PM
#2:


Is his new dog a basset hound as well? And is the original dog's name on the ornament?

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LeonhartFour
10/04/23 11:20:08 PM
#3:


I think it's okay to explain the situation and ask if he'd still want it

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Forceful_Dragon
10/04/23 11:57:06 PM
#4:


How long did he have the dog before it passed?

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Cavedweller2000
10/05/23 2:56:56 AM
#5:


LeonhartFour posted...
I think it's okay to explain the situation and ask if he'd still want it


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Punnyz
10/05/23 3:02:56 AM
#6:


his new dog is not a hound and the ornament is not customized

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Punnyz
10/05/23 3:03:09 AM
#7:


and the previous dog was around for like 13 years

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Aecioo
10/05/23 3:24:55 AM
#8:


If he cared enough about his dog that it's passing caused him that much trauma, I think he would love it as a gift. He might get emotional, but would probably use it for the rest of his life.

But yeah, just explain the situation and let him know that if he doesn't want it you take no offense and understand.

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Raka_Putra
10/05/23 4:13:24 AM
#9:


Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4
- Holy, Dark Holy
- Yin-Yang Magic except Pray Faith and Doubt Faith
- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor
- Bio, Bio 2, Bio 3
- Melt, Tornado, Quake
- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"

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Raka_Putra
10/05/23 4:14:03 AM
#10:


That aside, I agree with this take
LeonhartFour posted...
I think it's okay to explain the situation and ask if he'd still want it


---
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Aecioo
10/05/23 4:22:36 AM
#11:


Raka_Putra posted...
Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4
- Holy, Dark Holy
- Yin-Yang Magic except Pray Faith and Doubt Faith
- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor
- Bio, Bio 2, Bio 3
- Melt, Tornado, Quake
- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"

This is probably the best advice

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Punnyz
10/05/23 5:25:06 AM
#12:


My now annual FFT stream is next month so that info is relevant

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