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                            -N/    /MMy    .myyyyyhy                            
                           /yho.  .shhhs. `yhhhhhhh.

   LADY LUCK Dice Guide

     Started: Dec 20, 2011
Last Updated: Dec 22, 2011
      Author: Blankety Blank Man (Brian Shields)
     Contact: blanketyblankman@gmail.com
     Version: 1.0

Copyright 2011 Brian Shields

  Contents Of This Document

Search for the four-digit hex code next to each section in order to quickly
jump there.

[0000] Contents Of This Document
[50BF] Legal Information, Hosting Permissions
[EAB3] Revision History
[2F60] Introduction
[0B81] What Is Lady Luck? And Other Important Questions
[91AC] Reasons To Play Dice
[1D5C] How Chains Work
[D24E] Calculating Dice Damage, Comparing Dice
[DC95] Conclusion
[931F] Credits

  Legal Information
  Hosting Permissions

This document is written by and copyrighted to Brian Shields. This is intended
for private use, and may not be used in any form, in part or in whole, as part
of a commercial enterprise. It cannot be given away as a prize or bonus gift,
or for any public endeavor not mentioned herein. Failing to heed these
directions is in direct violation of copyright law, which may result in fines
and/or incarceration.

This document is protected by United States and internation law. Unauthorized
reproduction in part or in whole may result in civil and criminal penalties,
and will be prosecuted to the maximum extent of the law. All intellectual
property not owned by the author of this document is copyright of their
respective companies or individual owners.


I accept emails requesting permission to host my guides on alternate sites. Any
host is required to maintain the intengrity of this document without
modification, including file format.

I will not bear responsibility for maintaining up-to-date versions of this
document on alternate hosts. Alternates hosts must ensure their version of this
document is up-to-date on their own. I will only update this document on my
primay host(s), which are:

 - www.gamefaqs.com

  Revision History

Version 1.0
December 22, 2011
 - Completed filling out sections of the guide
 - Submitted to GameFAQs

Version 0.1
December 20, 2011
 - Project begun
 - Core information included


Welcome to my first Final Fantasy X-2 guide! I have authored other guides in
the past, for other games, for various platforms, but never before have I
worked on FFX-2. I figured the existing guides covered everything anyone needed
to know.

However, during my most recent playthrough of the game, I found myself curious
of exactly how good the two Dice powers were for the Lady Luck Dressphere. I
tried looking up the information in other guides, and on the GameFAQs board,
but I came up short. So I began compiling the information I did have, at the
time simply as a thought exercise, but now I'm fleshing it out into a
fully-fleged guide.

This guide will briefly touch on what the Lady Luck Dressphere can do besides
the Dice, as well as briefly touch on how to obtain the Dressphere. But those
things aren't what this guide is about. This guide is about those
ever-so-tempting chance cubes which turn fiends into pyreflies.

  What Is Lady Luck?
  And Other Important Questions

o) What is the Lady Luck Dressphere?

The short description given by the game for the Lady Luck Dressphere is "Try
your luck and take on foes with Dice and Reels". The longer description,
viewable from the Dresspheres menu, has this to say:
     Attack with luck. Watch foes
     quiver in suspense when you
     play Random Reels. Or, use
     Tantalize to mess with their
     heads! Well, if they have heads.

Lady Luck has low HP, and doesn't have particularly stellar stats to make up
for it. This Dressphere is mostly popular for the Random Reels' 7/7/7 prize,
"CONGRATS!", which will give you all the rewards of bribing a creature, without
paying any gil or losing out on Exp. Some players may also consider obtaining
the Dressphere to be a challenge to be beaten (take that, Shinra!), and some
who manage to obtain it may use it simply to justify the effort spent.

o) How do you obtain Lady Luck?

The easiest way to get Lady Luck it to win the Sphere Break tournament you get
thrust into if you visit Luca in Chapter 3. In order to win, you must beat
three opponents (without losing three times yourself), and then finally beat
Shinra in the finals. I say "easiest", but it's really no small feat for a
Sphere Break newbie. Shinra only gives you 15 turns, 45s per turn, and requires
a quota of FIFTY! On top of that, if you were using the Save Sphere between
games to ensure you don't lose 3 times, a reset after losing to Shinra means
you mean to win your third match again (you get pitted against Shinra 
immediately after winning your third game, so no chance to save).

If you fail to get Lady Luck in Chapter 3, you can try repeatedly during
Chapter 5, but the challenge is harder at that point.

One piece of advice for people having trouble with Sphere Break: before each
turn, you can see the entire board except for the core sphere. Take time to
analyze the board before tharting the clock. Plan your moves while the timer
isn't running. Have a piece of paper or a computer handy nearby. And try to use
up your high-numbered coins first (as unused 9s will disappear anyway). Aim
for 3-coin combinations to build up an Echo multiplier, and you should do OK.
Until Shinra throws a string of core spheres with a 1 on them and you curse at
your TV.

o) What are the 'Dice' abilities?

Lady Luck has four Reels abilities (Attack, Magic, Item, and Random), and two
Dice abilities (Two and Four). Your girls start off knowing Attack Reels, and
can learn each of the other three in order. You don't know either of the Dice
abilities at first, but Two Dice only requires 20 AP to learn, and then you can
start working on Four Dice, which requires 100 AP.

Both Dice abilities are attacks, plain and simple. When using Two Dice, your
character (predictably) summons two large six-sided dice (and I do mean LARGE -
about the height of a person's knee), and tosses them. When the dice stop
rolling, the results are displayed on-screen, and the targeted enemy is hit a
number of times equal to the sum of the two numbers. Four Dice works much the
same way, except that four dice are summoned, and instead of hitting a chosen
enemy that many times, the hits are spread randomly among all enemies in the

But wait! There's more! If all of the thrown dice come up the same number, you
get a bonus multiplier to the base damage of the attack. Two Dice grants a x2
multiplier, while Four Dice grants a x4 multiplier. But that's not all! If you
roll all 1s, you get an even BIGGER damage multiplier: x20 for Two Dice and
x100 for Four Dice. While the Dice never get quite as impressive as a Cat
Nip-powered Trigger Happy, they can put out some impressive damage (sometimes),
and they're available MUCH earlier than Cat Nip is.

  Reasons To Play Dice

Why go to the moon? Because it's made of cheese, that's why! You may not have
any control over Dice like you do with Reels, but that's part of the fun of it.
(Also, if you're trying to power through battles holding down the X button,
Dice works but Reels don't.)

As mentioned above, Dice can pull off some nice damage, especially against
enemies with high defensive stats. You see, Dice ignores ALL defenses. That
includes Defense, Magic Defense, Evasion, Luck, Protect, Shell, Reflect, and
ALL elemental affinities. The unfortunate flipside is that you can't do much
to raise the damage of your Dice, other than increasing your level.

So take the dice in hand, and pray for a chicken dinner! We're in for a ride!

  How Chains Work

Before we get further into figuring out Dice, we should investigate exactly how
Final Fantasy X-2's "chain" system works.

First: Whenever your girls score a hit against an enemy (of any type) soon
enough after it has been previously hit, you'll add +1 to your Chain score,
and you'll see "Chain +1!" or "Chain +2!" and so on over the damage dealt. The
game just tells you that chains result in higher damage, but it doesn't get
into any more detail than that.

This includes when the same girl scores multiple hits in succession, such as
the regular Thief attack, or, more relevant to this guide, the Dice ability.
(When reading this section, remember that chains work both ways - enemies can
build chains against you just like you build chains against them.)

If you go too long without adding to the chain, the chain count will reset, so
it's in your best interest to maintain the chain as long as you can, since it
will up your damage. Of course, that's not always possible. For example, due
to the way magic and certain special abilities are handled, you can't chain
them together. Enemies (and your girls) can get in each others' way as you run
around to make a melee attack, lengthening the time between chain links,
making it easier to break the chain. And of course, getting hit in the middle
of your attack can stall you long enough to break the chain as well.

Now, exactly how much benefit does a chain provide? The first chain link (the
second successive attack) geta a 45% damage bonus. Each attack after that gets
an additional 5% bonus on top of that (so, the third attack gets a 50% bonus,
the fourth attack gets a 55% bonus, etc.)

If you have a very long chain of attacks (say, a lucky Dice or a fast Trigger
Happy), this Chain bonus can end up adding a HUGE amount to your damage
output. Even just having all of your girls in their Thief outfit attacking at
once can add a substantial amount of damage.

  Calculating Dice Damage
  Comparing Dice

Caution! Numbers ahead!
In this section, I will be presenting some numbers as fractional damage. The
game will round these numbers. I present the fractions, as they're being used
in calculations where the fractional part matters.

So, we know how much damage the Chain mechanic will add to our Dice. But how
much damage does it start with? It's actually quite simple. The base damage
for Two Dice is twice the caster's level (so the base damage for a level 43
Lady Luck is 86). The base damage for Four Dice is the caster's level. Dice's
damage cannot be avoided, and the damage cannot be reduced. There is no means
to increase the Dice damage, and it cannot score a critical hit. This makes
calculating the damage you're going to do very easy.

     L := Caster Level
  C(N) := Function to calculate bonus damage multiplier on the Nth chain link
T(D,M) := Function to calculate the damage of the Two Dice ability, where the
          result of the roll was D, and the bonus damage multiplier is M
          (this should be 20 for rolling 1,1; 2 for rolling other pairs, and 1
          for all other rolls)
F(D,M) := function to calculate the damage of the Four Dice ability, where the
          result of the roll was D, and the bonus damage multiplier is M
          (this should be 100 for rolling 1,1,1,1; 4 for rolling other
          quadruples, and 1 for all other rolls)

  c(N) = 1.4 + 0.05 * N } N >= 1
         Undefined      } N <= 0

T(D,M) = 2 * L * M                     } D = 1
         2 * L * M * C(D-1) + T(D-1,M) } D > 1
         Undefined                     } D < 1

F(D,M) = L * M                     } D = 1
         L * M * C(D-1) + F(D-1,M) } D > 1
         Undefined                 } D < 1

This is a piecewise linear function (C), and two piecewise recursive linear
functions (T and F), together which can calculate any Dice damage. The function
T has a higher minimum value than F, but lower mean and maximum values. At a
glance, this means that Two Dice is more consistent than Four Dice, but Four
dice is capable of greater damage if you're lucky. The question is whether that
extra bit for getting lucky is worth the extra four mana.

In order to answer that question, we'll have to investigate both the
distribution of damage values to determine how likely you are to get higher
damage with each ability, as well as the absolute difference in damage between
the two.

For Four Dice, the mean (average over time) damage is 31.92 per level. However,
the mode (most common) is only 23.75 per level. That mode is about 4.3% of
the maximum possible damage when comparing to rolling 1,1,1,1, but that number
goes up to 14% when excluding the outlier of 1,1,1,1. If you drop 6,6,6,6 off
the table as well, then the mode is up to 53.4% of Four Dice's maximum
potential. Four Dice's mean damage is 6.5% of its true maximum, or 19% when
dropping 1,1,1,1 and 80.5% of the maximum if you also exclude 6,6,6,6.

By the same token, Two Dice's mean is 31.57 per level, and the mode is 20.9 per
level. The mode is a whole 21.3% of Two Dice's true maximum, compared to the
single-digits of Four Dice. when dropping the top two results, Two Dice's mode
reaches 26.5% and 58.8%, respecitvely. The percentages for the mean on Two
Dice are 23.6%, 29.3%, and 65%.

Already, we see that you're much more likely to reach the maximum damage on
Two Dice than on Four Dice. But is the lower probability of reaching maximum
damage worth the higher maximum?

Two Dice has a damage range of 7.9-98 per level, vs. Four Dice's 7.1-550. Yes,
Two Dice has a higher minimum than Four Dice. (Remember, the minimums are 1,2=3
and 1,1,1,2=5, but Two Dice's base damage is 2 * Level, while Four Dice's base
is just Level.) On the same total, Four Dice will never do the same amount of
damage. Specifically, Two Dice will deal twice the damage of Four Dice with the
same dice roll. However, Four Dice is guaranteed to deal more damage than Two
dice on a roll of 3,3,3,3, 4,4,4,4, 5,5,5,5, 6,6,6,6, or 1,1,1,1. Rolling
2,2,2,2 on Four Dice is the exact same damage as rolling 4,4 on Two Dice.
Barring doubles/quadruples, Four Dice beats Two Dice on rolls of 20 or more
(an 8.4% chance).

One more thing... Stopped enemies. Chains cannot be built against targets
suffering from the Stop status. This, of course, removes a portion of the
damage from both Dice abilities. Not much differs here, except for how close
to 'maximum damage' any given roll will be. Since a roll against a stopped
enemy doesn't include bonus damage from a Chain, the formula for Two Dice is,
for example, Roll * 2 * Level, multiplied by 2 or 20 if you rolled doubles.

This reduces the distance between damage values, meaning a roll of 1,5 is much
closer to the maximum damage against a stopped enemy than against an enemy not
suffering from stop (20.25% vs. 17.86%). Of course, since every damage point is
affected in the same way and you're rolling the same dice, the chances of
getting any particular result is the same.

Without further ado, here's the full listing of damage for any given roll.
Damage is 'per level' -- a roll of 1,1 is 98 damage at level 1, or 196 damage
at level 2 (98 * 2), or 9702 damage at level 99 (98 * 99). Damage vs. stopped
enemies is included for completeness. In the game, rolls may be in any order,
but here they are presented with each die in order from lowest to highest to
make reading easier.

  Four Dice                                 Two Dice
Roll      Hits   Damage   Stopped         Roll   Hits   Damage   Stopped
 1,1,1,1    4     550      495             1,1     2     98       80
 1,1,1,2    5       7.1      6.5           1,2     3      7.9      6.9
 1,1,1,3    6       8.75     8.1           1,3     4     11        9.9
 1,1,1,4    7      10.45     9.75          1,4     5     14.2     13
 1,1,1,5    8      12.2     11.45          1,5     6     17.5     16.2
 1,1,1,6    9      14       13.2           1,6     7     20.9     19.5
 1,1,2,2    6       8.75     8.1           2,2     4     22       19.8
 1,1,2,3    7      10.45     9.75          2,3     5     14.2     13
 1,1,2,4    8      12.2     11.45          2,4     6     17.5     16.2
 1,1,2,5    9      14       13.2           2,5     7     20.9     19.5
 1,1,2,6   10      15.85    15             2,6     8     24.4     22.9
 1,1,3,3    8      12.2     11.45          3,3     6     35       32.4
 1,1,3,4    9      14       13.2           3,4     7     20.9     19.5
 1,1,3,5   10      15.85    15             3,5     8     24.4     22.9
 1,1,3,6   11      17.75    16.85          3,6     9     28       26.4
 1,1,4,4   10      15.85    15             4,4     8     48.8     45.8
 1,1,4,5   11      17.75    16.85          4,5     9     28       26.4
 1,1,4,6   12      19.7     18.75          4,6    10     31.7     30
 1,1,5,5   12      19.7     18.75          5,5    10     63.4     60
 1,1,5,6   13      21.7     20.7           5,6    11     35.5     33.7
 1,1,6,6   14      23.75    22.7           6,6    12     78.8     75
 1,2,2,2    7      10.45     9.75
 1,2,2,3    8      12.2     11.45
 1,2,2,4    9      14       13.2
 1,2,2,5   10      15.85    15
 1,2,2,6   11      17.75    16.85
 1,2,3,3    9      14       13.2
 1,2,3,4   10      15.85    15
 1,2,3,5   11      17.75    16.85
 1,2,3,6   12      19.7     18.75
 1,2,4,4   11      17.75    16.85
 1,2,4,5   12      19.7     18.75
 1,2,4,6   13      21.7     20.7
 1,2,5,5   13      21.7     20.7
 1,2,5,6   14      23.75    22.7
 1,2,6,6   15      25.85    24.75
 1,3,3,3   10      15.85    15
 1,3,3,4   11      17.75    16.85
 1,3,3,5   12      19.7     18.75
 1,3,3,6   13      21.7     20.7
 1,3,4,4   12      19.7     18.75
 1,3,4,5   13      21.7     20.7
 1,3,4,6   14      23.75    22.7
 1,3,5,5   14      23.75    22.7
 1,3,5,6   15      25.85    24.75
 1,3,6,6   16      28       26.85
 1,4,4,4   13      21.7     20.7
 1,4,4,5   14      23.75    22.7
 1,4,4,6   15      25.85    24.75
 1,4,5,5   15      25.85    24.75
 1,4,5,6   16      28       26.85
 1,4,6,6   17      30.2     29
 1,5,5,5   16      28       26.85
 1,5,5,6   17      30.2     29
 1,5,6,6   18      32.45    31.2
 1,6,6,6   19      34.75    33.45
 2,2,2,2    8      48.8     45.8
 2,2,2,3    9      14       13.2
 2,2,2,4   10      15.85    15
 2,2,2,5   11      17.75    16.85
 2,2,2,6   12      19.7     18.75
 2,2,3,3   10      15.85    15
 2,2,3,4   11      17.75    16.85
 2,2,3,5   12      19.7     18.75
 2,2,3,6   13      21.7     20.7
 2,2,4,4   12      19.7     18.75
 2,2,4,5   13      21.7     20.7
 2,2,4,6   14      23.75    22.7
 2,2,5,5   14      23.75    22.7
 2,2,5,6   15      25.85    24.75
 2,2,6,6   16      28       26.85
 2,3,3,3   11      17.75    16.85
 2,3,3,4   12      19.7     18.75
 2,3,3,5   13      21.7     20.7
 2,3,3,6   14      23.75    22.7
 2,3,4,4   13      21.7     20.7
 2,3,4,5   14      23.75    22.7
 2,3,4,6   15      25.85    24.75
 2,3,5,5   15      25.85    24.75
 2,3,5,6   16      28       26.85
 2,3,6,6   17      30.2     29
 2,4,4,4   14      23.75    22.7
 2,4,4,5   15      25.85    24.75
 2,4,4,6   16      28       26.85
 2,4,5,5   16      28       26.85
 2,4,5,6   17      30.2     29
 2,4,6,6   18      32.45    31.2
 2,5,5,5   17      30.2     29
 2,5,5,6   18      32.45    31.2
 2,5,6,6   19      34.75    33.45
 2,6,6,6   20      37.1     35.75
 3,3,3,3   12      78.8     75
 3,3,3,4   13      21.7     20.7
 3,3,3,5   14      23.75    22.7
 3,3,3,6   15      25.85    24.75
 3,3,4,4   14      23.75    22.7
 3,3,4,5   15      25.85    24.75
 3,3,4,6   16      28       26.85
 3,3,5,5   16      28       26.85
 3,3,5,6   17      30.2     29
 3,3,6,6   18      32.45    31.2
 3,4,4,4   15      25.85    24.75
 3,4,4,5   16      28       26.85
 3,4,4,6   17      30.2     29
 3,4,5,5   17      30.2     29
 3,4,5,6   18      32.45    31.2
 3,4,6,6   19      34.75    33.45
 3,5,5,5   18      32.45    31.2
 3,5,5,6   19      34.75    33.45
 3,5,6,6   20      37.1     35.75
 3,6,6,6   21      39.5     38.1
 4,4,4,4   16     112      107.4
 4,4,4,5   17      30.2     29
 4,4,4,6   18      32.45    31.2
 4,4,5,5   18      32.45    31.2
 4,4,5,6   19      34.75    33.45
 4,4,6,6   20      37.1     35.75
 4,5,5,5   19      34.75    33.45
 4,5,5,6   20      37.1     35.75
 4,5,6,6   21      39.5     38.1
 4,6,6,6   22      41.95    40.5
 5,5,5,5   20     148.4    143
 5,5,5,6   21      39.5     38.1
 5,5,6,6   22      41.95    40.5
 5,6,6,6   23      44.45    42.95
 6,6,6,6   24     188      181.8


A few key points:
1) You are more likely to get closer to your maximum damage using Two Dice.

2) If you bomb the roll, Two Dice will do more damage. In fact, only half of
   the Four Dice rolls score more hits than Two Dice is capable of, and thanks
   to the bonus damage on doubles, those aren't necessarily enough to deal more
   damage than Two Dice.

3) Rolling all ones will net you more than five times the damage using Four
   Dice compared to Two Dice. Other quadruples will net you a little over twice
   the damage of the corresponding double. But you're five times more likely to
   make doubles on Two Dice than quadruples on Four Dice.

4) Four Dice costs twice as much mana as Two Dice. In order for that cost to be
   worthwhile, Four Dice would need to deal twice the damage at the same
   chance, or four time the damage at half the chance, etc. This is not the

Two Dice and Four Dice are on equal footing when it comes to rolling all ones.
Four Dice will deal five times the damage, at one fifth the chance to get the
roll. And, while you can get non-quadruple rolls on Four Dice that will beat
any non-double roll on Two Dice, the chances are slim. And all of the other
quadruple rolls are not worth it when compared to the other double rolls.
That's not even considering the effort required to obtain Four Dice (100 AP
*after* obtaining Two Dice, which requires 20 AP and no prerequisite).

   -=-   CONCLUSION: Use Two Dice over Four Dice   -=-

However, there's one subject I haven't really covered. Two Dice targets a
single enemy, while Four Dice spreads itself randomly over all of the enemys
in the battle. If you need an area attack for Lady Luck, that's quite useful.
The problem is that you can't control how the damage is spread. You would be
better off learning how to game the Reels attacks for offensive moves that hit
all enemies at once (the single-target Reels results are no better than Four
Dice at dividing the damage even if you get multiple lines on one Reel, and
often they're worse due to the wait times). However, for someone who's not
very good at the Reels abilities (and/or isn't willing to "cheat" by pausing
the game), Four Dice would be a decent replacement as an area attack. But Four
Dice is worse in most ways to Two dice when used against a single target.


Four Dice may still be useful for hitting multiple targets.


Right off the bat, I'm going to admit that I filched the calculation for the
Chain damage multipler from Split Infinity's general guide to the game (which
credits Zeruel for the information). This calculation would be easy but
extremely time-consuming to figure out, so I'm glad someone else went through
the trouble. It deserves accredation, even if I don't knock on their door
asking permission to use a basic fact about the game's battle system.

Beyond the Chain calculation and some sort of boilerplate thanks to Squeenix
for making the game, all content in this guide is original work, credited to
me, Brian Shields (Blankety Blank Man).

Thanks for reading!