Ff7 How Long Is the Wait to Mait Chocobos Again

Chocobo stables at the Chocobo Subcontract.

Chocobo breeding is a sidequest in Last Fantasy Vii involving Chocobos. It allows the player to breed several different Chocobo breeds which can cross different terrain on the world map and access Materia Caves, likewise every bit breed Chocobos with higher stats for utilise in Chocobo racing. Chocobo convenance consumes time and gil.

Chocobos tin can be caught across the Globe Map by following their tracks. Once defenseless later on a battle when all enemies merely the Chocobo are killed, they can be sent back to the stable and bred past feeding them nuts. The ultimate gain is to breed a Gold Chocobo to access every Materia Cave and gain Knights of Round, the game's best summon.

Contents

  • ane Convenance procedure
    • ane.one Catching
    • i.two Basics
    • 1.three Cooldown and stats
    • 1.4 Materia Caves
  • ii Strategies
    • 2.1 Standard
    • ii.2 Mating combinations
    • 2.3 RNG manipulation
      • 2.iii.1 Stat maxing
  • three Behind the scenes
  • iv Etymology
  • five References

Breeding procedure [ ]

Catching [ ]

Wild Chocobos can be encountered in areas on the earth map covered in chocobo tracks. Once captured, Chocobos tin be kept in stables in the Chocobo Farm; the pick to buy stables opens after the party has acquired the Highwind. The histrion must speak to the man inside the firm to hire the stables. The stables toll 10,000 gil and a total of six tin can be rented at one time. On the farm, the Chocobos can be bred to create new breeds that can access dissimilar areas on the world map, or to be used in the races at Gold Saucer. The take a chance of encountering a Chocobo on the tracks depends on the Chocobo Lure Materia'south level and the Chocobo's type.

Nuts [ ]

Zeio Nut.

Males and females are bred for stronger Chocobos with improve stats and sometimes new abilities by feeding them nuts. Virtually of the nuts in the game are useless, and the lower grade basics have a risk to produce Chocobos whose stats are lower than those of its parents. The only nuts worth using are Carob and Zeio Nuts: the Carob Nut is used to brood the first blue and dark-green Chocobos, and Zeio Basics are the all-time basics when information technology comes to stats. Carob Nuts can be stolen from Vlakoradoses or bought at Wonder Square for 500 GP, and Zeio Basics are obtained from Goblins.

The racing class and stats of the Chocobo beingness bred aid determine what type of Chocobo will be born. Developed Chocobos can brood again after 3-10 battles have been won (fleeing will non count), and newborn Chocobos can breed later on 3-18 wins. The higher the class, and the greater the stats, the more likely a strong Chocobo volition exist born. Special-colored Chocobos are needed to find the treasures in the Materia Caves. There are five colors of Chocobos and to get the ultimate Chocobo, a long sidequest of racing and item finding must be undertaken. The Chocobo Sage hints on how to go through the sidequest in his home on the Northern Continent.

While the party can begin breeding Chocobos whatsoever time later the Highwind is obtained, they will not exist able to race in Gold Saucer until Cloud returns to the party. Without promoting Chocobo classes via racing, the probability of getting a colored Chocobo is only 10%.

The only nut that will never produce a gold Chocobo offspring is the Carob Nut. Fifty-fifty when breeding two gilt Chocobos with a Carob Nut, the resulting offspring will never be golden.

Cooldown and stats [ ]

Regular chocobo.

Considering the game determines whether or not a Chocobo is ready to exist bred past the number of battles, when the role player reaches a very loftier number of battles, this organisation glitches. The game cannot use a key-number college than 32767, and and so uses numbers from -32768 to 32767; thus, if the thespian fights 32768 battles, the game considers, when it does calculations for Chocobos, that they have -32768 battles. 32769 battles will exist transformed to -32767 battles so on until 65535 battles volition overflow the counter and reset information technology. When the game considers the histrion to be at -32768 battles, the baby Chocobo would need a whopping 32766 battles to mate.

If the player comes about to the amount of battles where the game begins to consider the number every bit negative, they can observe themselves in a situation where they can mate Chocobos over and over once again without needing to fight any battles in-between. At 32767 battles the game will summate the actor will need some new battles, but it will always exceed 32768 battles (as that is actually -32768), meaning the player does not need to fight whatsoever battles to mate the Chocobos.

Beneath is how a newborn Chocobo'southward stats are determined when the parents have been mated with a Zeio Nut:[one]

Stat How it is determined
Max Dash 55/256 chance that the baby's MDash is set to highest of parents' MDash, and increased by i/10th. (Max MDash is 6000.)
201/256 hazard that the baby'due south MDash is gear up to boilerplate of parents' MDash.
Dash Average of parents' Dash.
Max Run 80/256 chance that the babe's MRun is fix to highest of parents' MRun, and increased by 1/8th. (Max MRun is 6000.)
fifteen/256 run a risk that the baby's MRun set to highest of parent'south MRun, and decreased by one/20th.
161/256 chance the baby'south MRun ready to average of parents' MDash.
Run Average of parents' Run.
Stamina 175/256 risk that the baby's Stamina is set to highest of parents' Stamina, and increased past 1/20th. (Max Stamina is 9999.)
81/256 chance that the infant's Stamina set to average of parents' Stamina.
Accel & Int Boilerplate of parents' Accel & parents' Int.
Co-Op Always zero when newborn.

If the player breeds a aureate Chocobo that would ordinarily have below 5000 maximum Dash, it will get a bonus to its MDash in the following manner:[1]

  • 7/sixteen chance → MDash = 5000
  • ii/16 chance → MDash = 5100
  • 2/sixteen chance → MDash = 5200
  • 1/sixteen chance → MDash = 5300
  • 1/sixteen chance → MDash = 5400
  • ii/16 gamble → MDash = 5500
  • 1/16 chance → MDash = 5950

Dash refers to the sprint speed, not the regular run speed.

These values will become increased/decreased past a number betwixt 0 and 25.

Through convenance, the player can gain access to each of the Chocobo breeds, start with the blueish/green, and finishing with the gold.

Materia Caves [ ]

To admission the Materia Caves, which contain the Mime, Quadra Magic, HP↔MP and Knights of the Round Materia, the player needs to obtain Chocobos that can access each. This tin be done i of 2 ways, either breeding Chocobos to gain access to each of the Chocobo breeds, or by defeating Ruby-red Weapon to be awarded a gold Chocobo from the Kalm traveler, which is easier said than washed.

Strategies [ ]

Standard [ ]

A elementary visual guide for breeding a gold chocobo.

After purchasing some stables from the farm afterward the party has acquired the Highwind, the player can start communicable Chocobos from battles and sending them to the farm. To breed the green and blue variants the player needs a combination of 2 of the following: "proficient", "great", and "wonderful" Chocobos; when moving the birds into the stables from the fenced area, Choco Billy volition annotate on their quality. The Chocobo's gender is decided when moving information technology in, so if the gender is undesired, i can reset the game and try over again. "Corking" Chocobos are defenseless in Mideel Area with Spirals, and "good" Chocobos are caught at the Gold Saucer Surface area with two Spencers or with ii Flapbeats that are in the back row with the Chocobo in the front.

The player tin can brood ii "skilful" Chocobos, 2 "great" Chocobos or a "good" and a "great" Chocobo together to get the first colored Chocobo by using a Carob Nut (obtained from Vlakorados or from Wonder Square shop). The histrion tin race the Chocobos to greatly improve the risk of them producing colored offspring. Gilt Saucer reopens later on Cloud rejoins the party. Chocobos gain a rank after iii wins at the races, but the rank itself is not what determines breeding success, rather, information technology is the number of wins. The wins are shared between every Chocobo breeding pair, then the player would only need to race one of them. To get a bluish/green Chocobo the thespian needs iv wins between the two for 100% risk.

The player can save the game before mating the birds and try once again if they do not become the desired Chocobo.

Later on getting the outset colored Chocobo the actor can mate it with another Carob Nut with their parent of the opposite gender to go the other colour: the result volition be either yellow, green or blue. The actor must win some battles kickoff earlier the Chocobos become fix to mate, so ane can do random encounters until the Chocobos are ready. The thespian can save their game earlier mating the birds and endeavor over again till they become the desired color and gender. Winning 4 races betwixt this breeding pair again increases the chance of producing colored offspring. It should exist easier to race the colored Chocobo for its higher stats compared to the yellowish wild-caught ones, and the colored Chocobos get perks on the tracks in not existence hindered past some of the parts on the track that unremarkably slow down racers.

Once the player has one blueish and i green Chocobo of each gender they can be mated with another Carob Nut to produce a blackness Chocobo. To get a blackness chocobo the breeding pair needs nine race wins betwixt them for a 100% chance.

A gold Chocobo is built-in.

The actor can now release the yellow Chocobos to brand room at the stables. The actor must now capture a "wonderful" Chocobo that appears at the Icicle Area tracks with Jumpings. They are tricky to catch and tend to run away as their get-go move. The player tin can apply the Sneak Attack Materia to go first in battles, and linking it with an Get out Materia that has learned Remove will capture the chocobo, every bit the other enemies are removed.

When moving the wonderful Chocobo into the stables the player should ensure information technology is the opposite gender to the black Chocobo. Mating the ii has a chance of birthing a gold Chocobo when a Zeio Nut (obtained from Goblins at Goblin Island) is used. The "wonderful" and blackness Chocobos can besides be raced at the Foursquare for amend odds; to go a gold Chocobo, the player needs twelve race wins betwixt them for a 100% hazard. The black Chocobo should climb the ranks easily, being bred from captive-bred Chocobos and being unhindered by the tedious parts of the track.

Mating combinations [ ]

Ii "corking" yellow Chocobos with a Carob Nut: at least 4 race wins betwixt the parents will guarantee a green or bluish Chocobo.

One green and one blue chocobo with a Carob Nut: at least ix race wins between the parents will guarantee a black Chocobo.

One black and i wonderful yellowish Chocobo with a Zeio Nut: at least 12 race wins between the parents will guarantee a golden Chocobo, but but if the player selects the black Chocobo first when mating with the wonderful Chocobo.

One great yellowish Chocobo and one wonderful yellow Chocobo with a Carob Nut: this has a 25% adventure of giving a green or blue Chocobo with higher stats than only mating 2 nifty yellow Chocobos, only this is unnecessary, as a gold Chocobo will be able to easily outrace every Chocobo at Southward rank except for Teioh, and Teioh'south stats are e'er higher than the player'due south Chocobo's.

RNG manipulation [ ]

There is a fashion to brood a golden Chocobo without needing to race at Gold Saucer. This means the primeval the player can go the Aureate Chocobo is afterwards obtaining the Highwind, before fifty-fifty reuniting with Cloud.

With the right Chocobos existence bred there is e'er a small-scale gamble the player will get the desired Chocobo, simply it relies on the game's random number generator. Random number generation progresses in a predictable way, and therefore information technology is possible to manipulate this to get a Gold Chocobo chop-chop (under an hour). Information technology relies on resetting the game to reset the random number generation, minimizing the tasks that generate new numbers (such as when traveling on the earth map), and orchestrating tasks that generate new numbers in a anticipated way to ensure getting the right colour and gender.

The party needs 62 Krakka Greens and 1 Saraha Nut (can be bought from the farm), 2 Carob Nuts (stolen from Vlakorados) and i Zeio Nut (obtained from Goblins), and to buy half-dozen stables at Chocobo Farm. After communicable a "wonderful Chocobo" from Icicle Area (appears with i or two Jumpings) and a "neat Chocobo" from Mideel Expanse (appears with 1 or two Spirals), the actor must send them to the stables. The player should save their game next to Chocobo Farm and hard reset the game (not using soft reset).

After reloading the role player must immediately enter the Chocobo Farm, run in to talk to Choco Billy and inquire to move Chocobos. The player should move the "bully Chocobo" into the stable. If done correctly, information technology will be female. The histrion should immediately move the "wonderful Chocobo" into the stable also, and it should be male. If the genders were not correct, the player must reload their game and try do the sequence faster; the aim is to movement in immediately equally the game loads. After getting the correct Chocobo genders the actor must caput outside to save and hard reset again.

Upon reloading the game the player must rush back in and feed i Krakka Dark-green to whatever Chocobo, then immediately mate the "wonderful" and "great" Chocobos with a Carob Nut while selecting the female showtime. The upshot should exist a blue female. Next the player must head outside and win vi random battles, and then save next to the farm and hard reset. When the game reloads the histrion must rush inside and talk to Choco Billy. The player must now feed 50 Krakka Greens to a Chocobo, then mate the "wonderful" and "great" Chocobos once more using a Carob Nut while choosing the female beginning. The result will be a green male. The player must now head outside to win eight random battles, and then save next to the farm again and hard reset the game.

After speeding in and speaking to Billy the thespian must feed 5 Krakka Greens to whatsoever Chocobo, then mate the blue and greenish Chocobos with a Saraha Nut (not Carob Nut) while choosing the blue 1 showtime. The result is a black female. The role player should win 3 random battles, save adjacent to the farm and difficult reset. If the three battles were not enough to make the black Chocobo ready to mate, the actor should win farther 7 battles and this should do it. As the game loads the player must run within and talk to Baton and feed 6 Krakka Greens to a Chocobo, then mate the black female with the "wonderful" male with a Zeio Nut choosing the black one offset to breed a gold female Chocobo.[ane]

Stat maxing [ ]

There is a mode to max out all stats for all 5 colors of Chocobos without needing to race at Aureate Saucer via RNG mechanics to breed chocobos precisely 12 times, and by the end have a set of Chocobos that all share the following stats:[2]

Gilt chocobo with 176 km and 999 stamina

MDash = 6000 (Top Sprint = 176 KPH) (MDash / 34 = KPH)
MRun = 5900 (Normal Running Speed = 173 KPH) (MRun / 34 = KPH)
Stamina = 9999 (Stamina = 999) (Stamina / 10 = Stamina)
Intelligence = 100
Coop = 100
Acceleration = 80
Blazon = Wonderful
Personality = 2 (Dashing while in the anteroom screen at the races).

Behind the scenes [ ]

The Chocobo convenance tutorial in Concluding Fantasy VII is incomplete compared to the original Japanese version. For example, Choco Billy will only mention the necessity of nuts if the player picks the "Mating Chocobos" pick while non having any basics in the inventory. In the Japanese version, Choco Billy also explains that newborn Chocobos and Chocobos caught from the wild start on rank C, but can better by racing. Players of the English version had to discover this game mechanic by themselves.[commendation needed]

Unused text from the game information indicates that Choco Baton was originally intended to guess newborn Chocobos' stats. In the final game, only Chole judges the Chocobos' stats when asked.

Talking to Chole and choosing "Let me jot this down" will requite the dialogue the was originally spoken by Choco Billy in the Japanese version. This includes how to obtain all types of Chocobos and how to increase their rank.

Etymology [ ]

The proper name "chocobo" derives from a Japanese make of chocolate malt ball past Morinaga, ChocoBall (チョコボール, Chokobōru ?). The mascot for this product is Kyoro-chan (キョロちゃん ?), a bird who says "kweh".

食う / くう / kuu is a rough manner to say "eat", whose volitional casual form is 食え / くえ / kue ("let'southward scoff 'em downward!"), leading to Kweh!

References [ ]

  1. 1.0 1.1 ane.ii ''Final Fantasy Vii'' Chocobo Breeding Guide past gmo7897 (Accessed: September 24, 2018) at GameFAQs
  2. ''Final Fantasy 7'' Guide to Breeding A Stable of Maxed Out Chocobos by DynamixDJ (Accessed: June 29, 2020) at The Lifestream

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Source: https://finalfantasy.fandom.com/wiki/Chocobo_breeding_(Final_Fantasy_VII)

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