RChu1982: And this is why us "experts" know this in advance, and save before talking to Jan-Ette, knowing that she has around a 2% chance to drop a *Light Shield*. Funny enough, in my last party, I only had to talk to her 2 times to get a *Light Shield* for my Priest.
"What if they've already been defeated?" Sour grapes. If you've been around, you know, born before this game came out, you should have already known that, with the wealth of internet knowledge nowadays (we didn't have that luxury of the World Wide Web in the 80s and 90s, we just played our games), they are a once-in-a-game occurance. With the knowledge that we all have now, there is no excuse for not having *Light Swords* and *Light Shields* (that is, if you actually want them).
Thing is, when I'm theory crafting, there are some self-imposed rules that I apply, and one of them is that I don't count anything that's permanently missable. This means that, if an item isn't guaranteed to appear, and it's not dropped by any respawning enemy, and it's not sold by an NPC, then I consider it to not exist. (Remember: If you're playing ironman (or even what some call pseudo-ironman), you *can't* reload if you don't get the drop you want.) There's some other rules I follow, like not counting items dropped by friendly NPCs, unless there's another way to get them. I do make exceptions for the Cane of Corpus, but as I don't play stealth characters, I don't end up using a Fairy Ninja.
Also, I have an explicit self-imposed rule of not using the Light Shield, even if it does happen to drop, as it looks like it's too powerful. (I also, at the moment, have a rule against the Infinity Helm, though at some point I might modify it to remove the SP regen, which just feels wrong for an item that full casters can't equip.)
Speaking of self-imposed restrictions, I'm thinking that, for my next playthrough, I may disallow Element/Soul Shield. This means I'd have to think more carefully about resistances, the Iron Will skill becomes more meaningful, having contingencies (like multiple characters who can cure statuses) becomes more important, and will make many later fights harder. (Still aiming for Normal difficulty; this rule plus Expert would make certain enemy types extremely terrifying to most parties.)