Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Rawkking
Sep 4, 2011
Support characters!

Nadia, Colette, Rheine

Adbot
ADBOT LOVES YOU

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
Tyler, Milly and Realga.

Supremezero
Apr 28, 2013

hay gurl
Freyja, Ursa, Sophie

Blaze Dragon
Aug 28, 2013
LOWTAX'S SPINE FUND

Zack needs to get rid of that anger, and there's a Chimaera right there to do it. Ursa can use the other weapon you got. Finally, might as well have Realga there to help Ursa live.

Argent Cinereus
Feb 25, 2013
Sophie, Tyler, Jackie

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.
Zack, Phoebe, Sophie

Endorph
Jul 22, 2009

Realga, Stardust, Tyler

AweStriker
Oct 6, 2014

Tyler, Jackie, Ursa

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Ursa, Stardust, Realga

Anecdotal, but on my Gunner SCC, Supreme Bolt never failed to stun anything that wasn't actually immune to stun.

Rea
Apr 5, 2011

Komi-san won.
And 3 hours later, the poll results are currently:

quote:

Tyler: 7
Sophie: 6
Jackie: 6
Realga: 6
Ursa: 5
Stardust: 5

Zack: 3
Milly: 2
Nadia: 1
Phoebe: 1
Freyja: 1
Colette: 1
Rheine: 1
Asriel: 0

A sudden surge of interest in Tyler. Hey, I'm not complaining.

Because the acutal Chimaera update probably won't be for a while (I've got two final projects due and two exams this week), I'll be posting a class overview of Landsknechts later tonight. Until then, enjoy the intro image based on a friend's suggestion:

Rea fucked around with this message at 03:50 on Nov 29, 2015

Arcade Rabbit
Nov 11, 2013

Tyler, Stardust, Asriel

Rea
Apr 5, 2011

Komi-san won.




Landsknechts were introduced in EO1, and have been in three of the four main EO games (including their complete rework in EO4, and not including the Untold games) since. In EO1, they were the only reliable physical damage class you had unlocked from the start (Ronin were only unlocked after reaching the 3rd Stratum), and were really good at doing that job. Swords gave access to Allslash, the best skill for clearing out random encounters, and axes provided high single-target damage. While Ronin could technically get higher numbers than Landsknechts in EO1, they had to deal with being an unlockable class in a game where fast grinding is simply not possible, meaning that Landsknechts remained the best option for physical damage throughout the entirety of EO1.

Atlus didn't like that, and so they severely nerfed Landsknechts in EO2, to the point of near-uselessness. Not only did their damage numbers get reduced across all of their skills (while Ronin got their numbers increased quite a lot), their TP costs got severely increased, without an increase to their TP pools to compensate. In short, they not only dealt less damage, but couldn't go nearly as long in fights without having to chug several Amritas. After an absence in EO3 due to the entire class roster being redone, Landsknechts showed up again in EO4--albeit completely reworked to be elemental damage dealers that rely on the rest of the party, but that's another story for another LP.

When EOU came around, classic Landsknechts made a return, with some new skills and slightly buffed, but not enough to be relevant. Both the sword and axe skill trees each got new mid-level skills (both of which are of dubious use), and their damage numbers were slightly increased to compensate for the power creep that had occured since EO2. They were a viable choice in Classic parties, but I wouldn't say they were optimal.

And now we come to EO2U, where Landsknechts are useful again. The biggest changes that Landsknechts received are that cafe food now provides methods to either boost or sustain their small TP pools, and their damage numbers (for a few skills) got buffed up again. EO2U Landsknechts also gained new high-level damage skills for both swords and axes: Hurricane and Heavy Smash, respectively. Both of these allow Landsknechts to remain competitive with the other choices for damage dealers in the lategame and postgame, along with general changes to the game which encourage not just classes that output massive damage, but classes that can survive in big fights.

Stats:

Level 1
HP: 36
TP: 20
STR: 10
TEC: 4
VIT: 9
AGI: 6
LUC: 6

Level 50
HP: 244
TP: 186
STR: 36
TEC: 20
VIT: 33
AGI: 27
LUC: 22

Level 99
HP: 556
TP: 351
STR: 68
TEC: 39
VIT: 63
AGI: 52
LUC: 43

Innate weapon choices: Sword, Axe

Innate armor choices: Heavy armor, Light armor, Shield

Common skills: HP Up, TP Up, Phys ATK Up, Phys DEF Up, Mine

Landsknechts have the second-highest STR of any class at level 99, only 2 points behind Ronin at the same level. Their TEC is pretty bad, but none of their skills use it anyway. Among the classes I'd define as "front row damage dealers" (Landsknechts, Dark Hunters, Ronin, War Magi, Highlanders, and Fafnir), Landsknechts have the best VIT and armor choice (Highlanders can equip shields innately as well, but lack the ability to equip heavy armor), along with HP (beating out Highlanders very slightly at 556 compared to 547 at level 99). Their AGI is decent enough; it's considerably lower than that of Dark Hunters, Ronin, and Highlanders, but is higher than War Magi and Fafnir (not a very high bar, though, given that War Magi have the worst level 99 AGI at 30, and Fafnir only fares slightly better at 38); as a result, Landsknechts don't miss attacks that much, but they do miss more than the others. Landsknechts have trash LUC, though, which isn't great given that several of their skills try to inflict status ailments.

Landsknechts also have TP that, while comparable to most other front liners, is still lower than pretty much all of the other classes. The Max TP Up food and Recover TP Every Turn food help with this, but they may still need an Amrita or three in longer fights.


Sword/Axe Mastery
Requirements: None



Required to learn sword/axe skills. Passively increases damage dealt with swords/axes. Sword Mastery is identical to the Dark Hunter version, and additionally does not stack with Blade Mastery.

Note that for every mastery skill in the game, when you unlock a skill by investing in the mastery, whatever skill you unlock is automatically given one level upon unlock.


Raging Edge
Requirements: Sword Mastery level 1
Required equipment: Sword
Body parts used: Arms



Deals melee STR-based Cut damage to one target. Has no speed modifier.

I would not advise investing any skill points in Raging Edge. I've seen a select few people say that Raging Edge is worthwhile due to its damage-to-TP ratio, but the damage is still mediocre, and you get less burst damage potential out of your Landsknecht.


Tornado
Requirements: Sword Mastery level 3
Required equipment: Sword
Body parts used: Arms



Deals melee STR-based Cut damage to one enemy. Deals splash damage to adjacent enemies. Has an 80% speed modifier at all levels.

Tornado is very useful in the early game. Levels 1 to 4 give pretty nice main target damage for 7 TP, and the splash damage obviously helps with multiiple-enemy encounters. You're going to eventually need level 5 for the Sword Mastery tree's ultimate skill, but I'd advise putting that off as long as possible, because 12 TP will cut into a Landsknecht's TP pool quite badly for the first Stratum.


Blinding Slash
Requirements: Sword Mastery level 5
Required equipment: Sword
Body parts used: Arms



Deals melee STR-based Cut damage to one enemy. If Blinding Slash misses, it attempts to inflict blind on every enemy in the battle. Has a 50% speed modifier at all levels.

What Blinding Slash has going for it is that it deals quite significant damage relative to how many skill points you need to invest to unlock it. What it has going against it is that the base accuracy penalty is really significant. In my experience, at level 15-20, Blinding Slash tends to miss more than it hits. The blind effect isn't that great, either; the base infliction chance is meh, and the Landsknecht's sub-par LUC doesn't help.

Now, if you pair up Blinding Slash with Triple Charge, you can offset the accuracy penalty, and makes the blind chance slightly less awful if you miss. The downside with doing this is that Triple Charge introduces a considerable skill point investment on top of what you need for Blinding Slash; 5 points in TP Up, and then 10 into Triple Charge.

I overall wouldn't recommend Blinding Slash. It's supposed to be a damage option that doesn't require as much skill point investment as other skills, but even when you have a maxed Blinding Slash and Triple Charge, you still risk having your Landsknecht miss. I actually tried the Blinding Slash build in another EO2U Classic run, and was pretty thoroughly underwhelmed.


Falcon Slash
Requirements: Sword Mastery level 10
Required equipment: Sword
Body parts used: Legs



Deals melee STR-based Cut damage to random enemies. Can hit a given enemy only once. Has a 150% speed modifier at all levels.

Falcon Slash is, in a vacuum, one of the better random encounter-clearing skills in the game. It deals decently high damage as far as multi-target skills go, and tends to go before most enemies do.

Unfortunately, skills exist outside of a vacuum, and Falcon Slash's main downside is its TP cost. 16 from levels 1-4 is already a very deep cut into the Landsknecht's TP pool, and it only gets worse from there. Thankfully, EO2U offers a number of ways (mostly through cafe food) to increase the Landsknecht's TP pool a good amount, which helps Falcon Slash considerably. In addition, Falcon Slash is a prerequisite to the Sword Mastery tree's ultimate skill, so you're probably going to be leveling it up to at least 5 anyway.

Finally, note that Falcon Slash uses the Landsknecht's legs, not their arms. This is a very niche use of the skill, but if your Landsknecht gets their arms bound, they can still contribute some level of damage outside of just using basic attacks. Of course, you'll have to deal with the fact that arm binds reduce STR, but hey.


Hurricane
Requirements: Tornado level 5, Falcon Slash level 5
Required equipment: Sword
Body parts used: Arms



Deals six instances of melee STR-based Cut damage to random targets. Can hit the same target multiple times Has a 150% speed modifier and no accuracy modifier at all levels. Disables all of the Landsknecht's skills for one turn after use.

The Sword Mastery tree's ultimate skill, and its hardest-hitting one. As you can see on the table, it deals 540% damage at level 10, and 690% damage at level 20 (remember that Blinding Slash dealt 500% at level 20).

However, you might have noticed the bold note I put in the basic description; yes, Hurricane completely disables all of the Landsknecht's non-Force skills for one turn after using it. Quite a lot of EO2U skills actually have a "cooldown" component to them, but Hurricane takes it a step further by completely locking you out of any skills, instead of just itself.

Even with the skill-disabling part in mind, Hurricane is still by far the best damage option for sword Landsknechts if you're not using the Chasers. It deals less damage over the course of 1-4 turns than most other skills, but for turn 5 and beyond it tends to deal more damage (or, in the case of Heavy Smash, slightly less damage for a lot less TP), especially if you use Triple Charge in combination with it. Charge skills in EO2U generally decrease a character's overall DPS if you spam them, but will increase your DPS with skills that have cooldowns. (For those of you too lazy to open calc.exe, a level 20 Triple Charge will boost a level 20 Hurricane's damage to 1242%--and that's before any buffs or Full Charge are taken into account).


Boomerang Axe
Requirements: Axe Mastery level 1
Required equipment: Axe
Body parts used: Arms



Deals ranged STR-based Bash damage to one enemy.

I don't know why you would ever want to use a back row Landsknecht, frankly. It doesn't help that Boomerang Axe's damage is abject garbage. Don't put any points into it.


Head Bash
Requirements: Axe Mastery level 3
Required equipment: Axe
Body parts used: Arms



Deals melee STR-based Bash damage to one enemy. Attempts to bind the target's head. Has an 80% speed modifier at all levels.

See my comments about Blinding Slash for how viable the Landsknecht is at inflicting status ailments. On top of that, Head Bash has damage comparable to Boomerang Axe. A completely trash skill. Unfortunately, it's a requirement for Heavy Smash.


Stunning Smash
Requirements: Axe Mastery level 5
Required equipment: Axe
Body parts used: Arms



Deals melee STR-based Bash damage to one enemy. Attempts to stun the target. Has no accuracy modifier at all levels.

See my comments on Head Bash. Stunning Smash is worse than that, actually, because stuns don't carry over to the next turn if they are inflicted after an enemy has acted. It has a speed modifier, yes, but it's still garbage. It's not even a prerequisite to a better skill.


Charge Smash
Requirements: Axe Mastery level 10
Required equipment: Axe
Body parts used: Arms



Deals melee STR-based Bash damage to one enemy. Has a 25% speed modifier and no accuracy modifier at all levels.

Well, Charge Smash is...an option for damage until you get Heavy Smash. The speed modifier's pretty bad. It's a prerequisite to Heavy Smash.

There really isn't a lot to say about Charge Smash. It doesn't even have the (formerly dubious) honor of being the Landsknecht's best damage skill like in EO2 and EOU.


Heavy Smash
Requirements: Head Bash level 5, Charge Smash level 5
Required equipment: Axe
Body parts used: Arms



Deals melee STR-based Bash damage to one enemy. Increases the TP cost and damage after every cast; each cast increases the damage and TP cost by 25% of the base of each, capping out at 200% damage and TP cost. If the Landsknecht dies, the damage and TP cost are reset to 100%. Has an 80% speed modifier and no accuracy modifier at all levels.

The best damage skill for axe Landsknechts. Even given that, I'd say it's still really inferior to Hurricane; the damage takes 5 turns to actually get to good levels, and when it gets going, it costs a lot more TP than Hurricane does for slightly better damage on average; for contrast (assuming all of the following skills are level 20), Triple Charge -> Hurricane -> Attack (assuming no crits and no Double Attack procs) deals 1342% damage for 42 TP, while Charge Smash x3 (assuming it's at max power) deals 1680% damage for 120 TP. And getting to the third max-power Charge Smash would take 7 turns!


War Cry
Requirements: HP Up level 5
Body parts used: Head



Places a buff on the Landsknecht and anyone else in their row that increases their damage; however, it also increases the damage each character takes. Has an 80% speed modifier at all levels.

A fairly decent attack buff. The defense debuff sucks, though, and with more fragile characters like Ronin and Dark Hunters, it can very easily lead to otherwise-avoidable deaths, especially when you reach the lategame and postgame. Take it if you want, if your front line is fairly durable, and if you don't already have a Troubador or Sovereign, but I'd say skip it in all other cases.


Triple Charge
Requirements: TP Up level 5
Body parts used: Head



Raises the Landsknecht's damage, ailment infliction rate, and hit rate on the next turn. Has no speed modifier at all levels.

Those of you used to EO3 might be looking at the numbers on Triple Charge and wondering why the gently caress they're below 200%. The answer is that EO4 nerfed its Charge skill when not on the class that has it innately a decent amount, and Untold then further nerfed Charge skills really badly, which carried over to EO2U. Almost every single Charge skill in EO2U decreases your overall damage output if you just spam them EO3-style. The upside is they usually have riders that, like in Triple Charge's case, boost other stuff besides damage.

Charge skills were pretty much completely useless in EOU, but the addition of cooldown skills in EO2U gives them a certain use. With that in mind, there's two primary skills that Triple Charge combos well with in the Landsknecht's toolkit: Blinding Slash, and Hurricane. Hurricane will make you skip out on a turn of using skills anyway, so using Triple Charge is still getting more damage than you would've otherwise over the course of 5 turns or so. Blinding Slash will miss considerably less often with Triple Charge, and if it does miss, the affliction chance goes up.

If you're not using Hurricane or Blinding Slash, Triple Charge is bad.


Fire/Ice/Volt Chaser
Requirements: War Cry level 3, Triple Charge level 3
Required equipment: Sword or Axe
Body parts used: Legs



At the start of the turn, the Landsknecht will prepare the Chaser. After that, they will follow up on any attacks corresponding to the element of the Chaser they used, dealing melee STR-based (Element of weapon)+Element damage. Every time the Landsknecht chases, the chance to Chase the next elemental attack goes down. There is also a maximum number of times a Landsknecht can Chase in a turn.

The Chasers are the single best skills in the Landsknecht toolkit. Unlike previous games, where you'd need an entire party built around the Chasers, in EO2U, there are a lot of options for getting multiple procs from less characters--Action Boost, Double Action, Additional Palm, Accelerate, the list goes on. 775% damage (level 20, all 5 chases) is some serious hurt and, unlike Hurricane, it won't disable your skills!


Fencer
Requirements: Phys ATK Up level 5



Increases the Landsknecht's chance of dealing critical hits with normal attacks, and increases the damage critical hits deal.

I'd call Fencer a waste of skill points in any other EO game, but it's actually something you really want to invest in after you have all the actual attack skills you want. The reason for this? Fencer's increase to critical hit damage applies to Full Charge as well. At level 20, Fencer turns Full Charge into a 70% damage increase, one of the highest effective damage increases among all of the classes. And it stacks fully with buffs!

Also worth considering: if you're using Hurricane, and you have a level 20 Fencer, it's very much worth it to Attack during the turn where your skills are disabled, especially in combination with the next passive.


Double Attack
Requirements: Fencer level 5



Gives the Landsknecht a chance to attack twice when using the Attack command.

Double Attack's best application is in combination with a level 20 Fencer. With both of them at level 20, which is something you really should not be getting until the postgame, a Landsknecht's normal attacks basically deal 340% damage.

Like I said for Fencer, this combos really well with Hurricane's skills-disabled turn, as well.


Swordbreaker
Requirements: Phys DEF Up level 5
Required equipment: Sword or Axe
Body parts used: Arms



Deals melee STR-based Cut or Bash damage to one enemy. Lower's the target's physical damage for one turn. Has no speed modifier at all levels.

Swordbreaker's not entirely a garbage skill, but the problem is it means you have to dedicate one of your damage dealers to performing support duties. The prerequisite buildup is also...how you say, not ideal.


Full Charge
Force Boost

For 3 turns, all normal attacks, sword skills, and axe skills will become critical hits. Critial hits deal 150% damage without any levels in Fencer.

Kind of unique, as far as Force Boosts go, on the surface, but in the end just a way to increase damage for a few turns.


Full Gain
Force Break
Body parts used: Arms

Deals melee STR-based Cut damage to one enemy. Damage scales linearly from 800% to 2700% based on user level. Has a 70% speed modifier.

It's a big nuke. Wow!

Rea fucked around with this message at 03:19 on Oct 11, 2016

Kinu Nishimura
Apr 24, 2008

SICK LOOT!

Ragnar Homsar posted:

After an absence in EO3 due to the entire class roster being redone, Landsknechts showed up again in EO4--albeit completely reworked to be elemental damage dealers that rely on the rest of the party, but that's another story for another LP.

God, EO4 Landsknecht was so good. :allears:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Weapon masteries actually have their damage bonus applied to skills in this game. It's only in EO3 where they only applied to basic attacks. So they're not useless, it's just something to invest in when you have all your skills. And if you want to optimize your party, but there aren't any other Grimoires you want, you might as well slap that onto them.

There were two useful charge skills in EOU. Charge (which was an enemy skill) boosted damage by 210% at level 10, and there was Action Boost. Which was essentially a 300%+ damage boost (even higher if you Boosted the skill Action Boost was taking effect on) which got nerfed heavily in EO2U.

Gonna have to disagree on the Chasers being bad. They're actually a viable option, and it's far easier to build a party around them (without dropping their effectiveness) than in any of the other EO games, where your options for that were far more limited. A Gunner with Action Boost active has 2 chances to activate a chaser (and that's not even taking Double Action procs into account) and Palm Alchemists can also roll for 2 chances thanks to Additional Palm. And if Double Action procs when they use Palms, that's 4 chances to activate a chaser. In fact, I'd say Chasers are close to being dangerously overbuffed in this game. If Atlus buffs them even more if they pop up in EOV or EO3U, I would say they would pretty much become overpowered. (Again.)

Rea
Apr 5, 2011

Komi-san won.

Dr. Fetus posted:

Weapon masteries actually have their damage bonus applied to skills in this game. It's only in EO3 where they only applied to basic attacks. So they're not useless, it's just something to invest in when you have all your skills. And if you want to optimize your party, but there aren't any other Grimoires you want, you might as well slap that onto them.

There were two useful charge skills in EOU. Charge (which was an enemy skill) boosted damage by 210% at level 10, and there was Action Boost. Which was essentially a 300%+ damage boost (even higher if you Boosted the skill Action Boost was taking effect on) which got nerfed heavily in EO2U.

Gonna have to disagree on the Chasers being bad. They're actually a viable option, and it's far easier to build a party around them (without dropping their effectiveness) than in any of the other EO games, where your options for that were far more limited. A Gunner with Action Boost active has 2 chances to activate a chaser (and that's not even taking Double Action procs into account) and Palm Alchemists can also roll for 2 chances thanks to Additional Palm. And if Double Action procs when they use Palms, that's 4 chances to activate a chaser. In fact, I'd say Chasers are close to being dangerously overbuffed in this game. If Atlus buffs them even more if they pop up in EOV or EO3U, I would say they would pretty much become overpowered. (Again.)

Huh. Guess I never noticed the damage being applied. The Atwiki's Google Translate spew just says "Physical attack power is increased when equipped with sword / ax," which doesn't help there. Good to know!

I never really considered Action Boost as a charge skill. Just thought of it as its own thing. I didn't know about the Charge enemy Grimoire, though.

And again, I guess I just underestimate Chasers. I dunno, after using them a little in EOU and getting really unlucky with the chase chances I just ditched them, although to be fair I didn't build a party around them. The thought of using Action Boosted Gunners or Fafnir or Palmchemists didn't occur to me, though. Time to rewrite that!

e: I'm going to guess this is going to happen pretty much every time I write a class overview. :v: Maybe I should start a new Classic run and do it alongside the LP, trying out strategies I haven't yet considered (across all of my EO2U runs, I have never tried a single Palm skill. It's always about Compression).

Rea fucked around with this message at 08:02 on Nov 29, 2015

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.

Ragnar Homsar posted:

And again, I guess I just underestimate Chasers. I dunno, after using them a little in EOU and getting really unlucky with the chase chances I just ditched them, although to be fair I didn't build a party around them. The thought of using Action Boosted Gunners or Fafnir or Palmchemists didn't occur to me, though. Time to rewrite that!

there's a couple videos from one person fighting [THINGS] with a party built around chaser burst and they get some pretty good mileage out of it

Kemix
Dec 1, 2013

Because change
Asriel, Sophie, Ursa

jimmydalad
Sep 26, 2013

My face when others are unable to appreciate the :kazooieass:

AGDQ 2018 Awful Block Survivor
Tyler, Milly, Sophie

Junpei Hyde
Mar 15, 2013




alcharagia posted:

God, EO4 Landsknecht was so good. :allears:

Fun, too. Nothing quite like seeing the enemy's HP go down in multiple increments of about 400 or so.

Supremezero
Apr 28, 2013

hay gurl
Where do LPers even pull these numbers from, anyway. I hope it's not ridiculous amounts of testing.

Junpei Hyde
Mar 15, 2013




Supremezero posted:

Where do LPers even pull these numbers from, anyway. I hope it's not ridiculous amounts of testing.

Datamining.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!

alcharagia posted:

God, EO4 Landsknecht was so good. :allears:

EO4 Landy was my favorite class from that game, though really all the classes in that game were great.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.

Supremezero posted:

Where do LPers even pull these numbers from, anyway. I hope it's not ridiculous amounts of testing.

From the way they only have the values for certain levels, it's almost certainly testing.

RareAcumen
Dec 28, 2012




Sophie, Phoebe, Freyja

Rea
Apr 5, 2011

Komi-san won.

Supremezero posted:

Where do LPers even pull these numbers from, anyway. I hope it's not ridiculous amounts of testing.

For EO1-3, yeah, it's usually through datamining the games. For EO4 and beyond, it's usually a lot of testing due to how 3DS games are encrypted. EO4's not that difficult to get into internally, but EOU and EO2U handle their internals a lot differently from EO4, making them much harder to even get into, much less grab info from.

Rea fucked around with this message at 18:36 on Nov 29, 2015

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Supremezero posted:

Where do LPers even pull these numbers from, anyway. I hope it's not ridiculous amounts of testing.

For the DS games, the info was datamined. People had to test for the 3DS games, and they still don't have all the info. It was easier to test for stuff in EO4, because people found out that it shared the same formulas as EO3. (The only EO games where that actually happened. Most EO games just change everything up from game to game.) Unfortunately for stuff like ailment infliction rates, that's much harder to test for since those are probability skills, and don't exactly have visual results telling you exactly what happened. It also doesn't help that the only stats that the game actually tells you about are STR and VIT. So it's kind of hard to test things when you're missing vital info.

Mind you people have gotten into EO2U and started hacking it. They just haven't looked at the internal guts.

Araxxor fucked around with this message at 23:56 on Nov 29, 2015

Spielmeister
Mar 31, 2014
Tyler, Stardust, Realga

8_Escape
Dec 26, 2013
Tyler, Jackie and Stardust.

Rea
Apr 5, 2011

Komi-san won.
Seems like everyone who wanted to vote has (8_Escape there literally posted as I was consulting with a friend about trying to resolve the former three-way tie for the last two spots while preparing to post this), meaning that the final results are:

quote:

Tyler: 11
Sophie: 9
Realga: 8
Stardust: 8
Jackie: 8

Ursa: 7
Zack: 3
Milly: 3
Asriel: 2
Freyja: 2
Phoebe: 2
Nadia: 2
Colette: 1
Rheine: 1

Tyler, Sophie, Realga, Stardust, and Jackie! Or, in terms of rows, 1 front liner and 4 back liners.

Time to get creative, I guess! Realga's going to be working double-time.

Rea fucked around with this message at 23:43 on Nov 29, 2015

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Time to go Palmchemist?

Rea
Apr 5, 2011

Komi-san won.

W.T. Fits posted:

Time to go Palmchemist?

I mean, Stardust is just as easily killed in the back as she is in the front; couldn't hurt. :v: I'll do some test runs and see how much Palms compare to Compression at this level.

My initial plan was to put Tyler and Sophie in the front; Sophie's entire job is to poison Chimaera and maybe use Black Mist if I can miraculously get a bind to stick as well. After that, she doesn't do much.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Ragnar Homsar posted:

I mean, Stardust is just as easily killed in the back as she is in the front; couldn't hurt. :v: I'll do some test runs and see how much Palms compare to Compression at this level.

My initial plan was to put Tyler and Sophie in the front; Sophie's entire job is to poison Chimaera and maybe use Black Mist if I can miraculously get a bind to stick as well. After that, she doesn't do much.

Unless you're willing to farm up Grimoires, I don't think Palms would do that much for you unless you're expecting the fight to take 20+ turns. (Okay granted unless you cheese the bosses, that's pretty much how long most of them take.) The main thing Palms have over Compression is TP efficiency. Palms have the best TP to damage ratio out of all the Alchemist's skills, so they're great in long fights. But they need their palm skill and Additional Palm to really deal damage, which they won't have enough skill points for until the 2nd Stratum. But Compression builds deals the most damage in the shortest amount of time, so if you're looking to kill things quickly, that's the way to go.

Rea
Apr 5, 2011

Komi-san won.
Update 8: The King's Roar Sounds

Alright! We're taking out Chimaera and getting revenge today! Everyone ready?!
Aye, didn't ya start advertisin' Deer Steak for a quest? I feel like we've been trainin' long enough that it'd be finished.
Yes, let's go check the cafe!
We're only getting a small bit of food, and then we're going in. 'Kay?
...fine.



To start the update, I ended up grinding in the Labyrinth long enough to finish the Deer Steak ad campaign at FOEbucks.




Yes, food can run out after an ad campaign, if you only had 1 measure of one or more ingredients left.

When we leave FOEbucks:



SYSTEM: It was a request that asked you to advertise the Deer Steak to the people of the South Ward. Through your advertising efforts, you have fulfilled the request! Head to the bar and report your results!




I do exactly that, because most of the party is close enough to a level up, which I very much want before fighting Chimaera.

Ah, yeh're back! Good work! Yeh've done a great job! The moment I told 'em that I got the same Deer Steak FOEbucks does, they started sellin' like hotcakes! Hell, better than actual hotcakes! They're goin' so fast I'm gonna have to get some more ingredients! Good thing I asked yeh to help me with this request, eh? Thanks, yeh lot! This'll be yer reward! Quit starin' at me like that and take it. Haw haw haw!



Fortune Scarabs guarantee that you'll get a Grimoire during a Grimoire Chance. Meh. The big problem with the Fortune Scarab is that it's still up to the RNG what you'll actually get.



And we get a few level ups.



Sophie's build. I maxed out Venom Curse to make getting the Poison Wing from Chimaera less painful, and put her leftover points into Frailty Curse, which was...kind of a waste, for reasons you'll see later.



Tyler's build. I go all in on Spear Assist, as it's his best damage option for Chimaera.



I maxed out Heal Mastery on Realga, which unlocked Overheal. Overheal is an amazing goddamn skill. It's basically a charge skill, but for healing skills. When you use it, the next healing skill the user casts will not only heal more, but it can boost the max HP of whoever it heals for one turn if it'd heal more than their normal max HP, up to a certain percent of the target's normal max HP based on Overheal's level. It's too low a level to really be useful for Chimaera, but Realga will be getting plenty of use out of it when she gets more levels of it.



Stardust's build. Compression is an attack buff that makes any all-target skills single-target only, but it gives them a massive damage boost to compensate.



Jackie's build. Charged Ice got another level since we last saw her, boosting its damage quite a bit while increasing the TP cost to 20.



The Chimaera-slaying party's equipment.



And their Grimoires. I spent a little bit grinding up Grimoires for the party, as well as found a level 8 Warrior Song through Grimoire Trade. The most important ones are the Venom Curse level 6, boosting the level to 16, and Spear Assist level 8, bringing the level to 17.


Sophie... Did you seriously eat that Venomfly meal? What part of it looked appetizing?
Consuming the Venomfly gives me its power.
That's not how food works.

The Poison Damage 2x food will be very, very important in getting Chimaera's conditional.



Everyone ready? The beast's behind this door!
Are you sure you can't treat Wulfgar, Realga...?
I'm a field medic, Jackie, not a vet. Wulfgar's wounds are too grievous for me to do anything. Anything I'd do would just make him suffer longer.
...let's go. The least we can do for Wulfgar is bring him peace before he passes on.
Let's begin, then.


Gods! Yeh weren't kiddin' about Chimaera's size, Jackie.
What have I gotten myself into?
It looks...scrumptious.

There's two Vampire Bats that each patrol a straight line above the rubble piles, but I cleared them out before coming in. I didn't want to have to deal with them during the Chimaera fight. The fights were nothing interesting, not worth documenting.

Also ignore the really badly incomplete map, I didn't fully map out the room before going in.



Hm. It's very swift for such a large monster.
It's even worse than the deer and dinosaurs...
Wait, is that a pit to our left?


Is Chimaera dumb enough to...


How do yeh fall for a trap inside the room yeh spend all day and all night in?
Even the smartest of monsters we've come across are still pretty dumb.
There's more pits. Can we lure it in again?




Good gods, this beast's thick.
Lucky for us.

:siren:VIDEO: Boss Fight: Chimaera:siren:


YOU'RE GONNA PAY, CHIMAERA!
Ready, Real?
As ready as I'll ever be. Let's go!
At last...!
With me, Sophie! CHARRRRRRGE!

I very much recommend you watch the video instead of reading the screenshot version of the fight. If you don't want to, though, then:

:siren::siren:

At least listen to the music. Scarlet Rain was a pretty okay track in its DS and PC-88 versions, but the Untold arranged version is really, really good.

And, copy-pasting from my pre-fight overview:


quote:


Chimaera
HP: 8220 (can be reduced to 5500), STR: 21, TEC: 16, VIT: 17, AGI: 14, LUC: 17
Skills:
  • Snake Pile: Uses the legs. Deals 100% melee STR-based Stab damage to one target, with line-piercing affect. Attempts to inflict poison on hit targets, with a 60% base chance and 40 base poison damage (around 46 adjusted for level). Has no speed modifier and 99 base accuracy.
  • Great Blaze: Uses the head. Deals 160% ranged TEC-based Fire damage to one target, with 50% splash damage to adjacent targets. Has a 60% speed modifier and 120 base accuracy.
  • Double Strike: Uses the arms. Deals two instances of 90% melee STR-based Cut damage to random targets. Can hit the same target twice. Has a 90% speed modifier and 90 base accuracy.
  • Menacing Roar: Uses the head. Reduces the party's physical defense by 50% for 4 turns. Has a 120% speed modifier.
Drops:
  • Normal: Brute Tail. 100% chance. Sells for 208 en. 1 needed to make Kagenui (+43 ATK, +10 TP, +2 VIT).
    "Chimaera tail that resembles a serpent. Still full of life and wrath, writhing still."
  • Conditional: Poison Wing (Kill with poison damage). 100% chance. Sells for 780 en. 1 needed to make Zamiel Bow (+194 ATK, +40 TP, +5 LUC).
    "Wing of a Chimaera that died while poisoned."
Damage resistances:
100% 100% 100% 100% 125% 100%
Ailment and bind resistances:
50% 25% 50% 50% 100% 50% 50%
0% 0% 10%
50% 50% 75%

A horror born from the fusion of various creatures. It leads the charge in combat.



Much like the Raptors, you can start the fight with Chimaera while it's in a pit, and you can get a (pointless) preemptive if you approach it from the back. Starting the fight this way also automatically binds Chimaera's legs.



Sophie'll start by both using her Force Boost to make inflicting stuff easier, and trying to bind Chimaera's arms. If Chimaera's arms and legs are bound, its only option for attacking is Great Blaze, which I can very easily handle.



Tyler will start by using his Force Boost to give himself a 50% damage boost (I don't really care about the heal right now), and using Spear Assist. Spear Assist pretty much always goes last, and deals Stab+Element damage based on the last elemental attack used. We want to take advantage of Chimaera's Ice weakness as much as possible.



No-one needs healing, and I'm deliberately waiting on casting Warrior Song, so Realga'll just help deal a little damage by tossing jars at Chimaera. Chimaera doesn't resist Fire, so these Fire Jars have a use here.



Stardust will use Compression.



Jackie starts off with her Force Boost and Charged Ice. It's not as much as Stardust deals, but it's still good damage. We'll also need Supreme Bolt in a few turns, anyway.


Is...is that actually helping?


Its arms...have no fat on them...they're just meat...!
Ha! Simple, yet effective. I like yer style, Sophie!
Sh-she just bit Chimaera's arms...

Genuinely wasn't expecting that to work. Abdomen Curse is only level 2, and Creeping Curse only helps so much.


That wasn't even the good ammo!


Focus...


HEEEARRGH! How's a freezin' spear feel?!

Hero Battle heals the entire party for 25% of whatever damage the Highlander deals with spears.



Sophie'll switch over to trying to inflict Venom Curse on Chimaera. Chimaera resists poison, but hopefully Creeping Curse will help offset that.



Tyler's using Spear Assist again, so I didn't screen that. Realga will cast Warrior Song now that Stardust has cast Compression; the reason for this lies with how buffs of the same type stack. I'll explain in greater detail in a later mechanics post.



Now that Compression is active, Stardust activates Analysis (boosts damage that an enemy is weak to by 65%) and starts spamming Cocytus Formula. Jackie does the same thing as last turn.


Hold still! Your ribs are tantalizing...

Feh. Figured that'd happen.


Uh, erm... M-Mass destruction, yeah...?
Ha! Stick ta healin' us!



Chimaera'll get out of the hole on the 2nd turn, although it won't actually do anything.


I've only made snow before, but ice is just as easy.





While Sophie tries to poison Chimaera again, I have Tyler use Gae Bolg; I don't think the fight will run long enough that his Force will be able to regenerate, and he doesn't have enough TP to use Spear Assist.



Realga will try to fix that. Amritas heal 50 TP, so Tyler'll be brought back up to full TP.



Stardust does the same thing, while Jackie'll use Supreme Bolt since her Force Boost is on its last turn. Unless I get supremely unlucky, it'll stun Chimaera and buy myself a free turn.


HERE'S the good ammo!


All of yeh, lend me yer aid!



It's not as much damage as Spear Assist would've been, but it didn't cost any TP. Gae Bolg consumes the party's HP for an all-target untyped attack. Yes, untyped, not Stab. It's bugged.


Tyler, catch!


Aye, thanks! That's good medicine.


The Venomfly's knowledge flows through me, into you!
Sh-she poisoned the thing just by eating it...

And now the battle's basically over.


Chimaera seems like it's in great pain.
As I intended.

The power of a high-level Venom Curse plus the poison 2x food.



Yeah, this isn't going to take long. The only thing Chimaera can do is use Menacing Roar or Great Blaze, neither of which I'm that worried about.



Sophie's job is basically done. I had her cast Frailty Curse to give a little more damage to everyone.



Realga goes back to chucking jars.



Eschaton will deal more damage than anything else Stardust can do, and I'm reasonably confident the battle'll end soon.


Soon, you will fall...


Haha! It can't even lift its arms! How's it feel, Chimaera?!

If an enemy tries to use a skill that requires a bound body part, it'll just do nothing.


Behold, my ultimate light show!


Seems like the beast's almost dead! Let's finish this!



I love Venom Curse.



I have Sophie start tossing jars along with Realga. Her TEC's high enough that she'll deal about the same damage as Realga.



Chimaera's not long for life, anyway. It can use Double Strike now, but that's not going to save it.



Or it could waste the only turn it could've done something.


G'night, yeh ungodly horror!


Revenge!



Conditional drop get! Don't expect this for the later bosses, though.



SYSTEM: Well done! You have defeated the loathsome Chimaera! A sense of accomplishment wells up within you, as a beast's howl reaches you from far away. The howl nags at you... It seems familiar somehow. If you can remember what it is, you can try returning to the place where it emanated.
...you guys map out this room. I'm gonna go see Wulfgar.
Was this Hrothgar really that great a man?
He and Wulfgar helped us not die to the dinosaurs on 2F and 3F. Marion said that Beowulf was known for helping younger guilds.
Hm. A hero in his own way, eh. Shame he had t' die in the Labyrinth, without anyone who knew him.
That's the Labyrinth, I guess. It takes heroes and villains alike.


SYSTEM: There was a lonely beast with pleading eyes here before...
Wulfgar?


SYSTEM: He seems to sense that his longtime enemy has been defeated, and wears a peaceful expression.
You heard us fighting Chimaera, huh? Well, we avenged Hrothgar.
SYSTEM: Wulfgar barks quietly in thanks, and paws his collar as if offering it as a gift.


Your collar...? Wulfgar, are you sure? ...Wulfgar...?


SYSTEM: And with that, Wulfgar breathes his last. The peace on Wulfgar's face makes you want to believe that you were able to satisfy him.
Did his wounds finally get him?
...yeah. Should we at least give him and Hrothgar proper burials?
I'll go ask the others to look for Hrothgar in the other room.
SYSTEM: You offer a silent prayer. You spend some time burning into your hearts the fact that the guild called Beowulf truly left their mark on this world.


Well, no sense in grieving forever. Let's go see what the Labyrinth's got in store for us.



And we are done with the 1st Stratum. We'll be coming back for some other stuff later on, but as far as the story is concerned, we're finished with it.




My gods, that's a pretty sight.
Hmm. Different strata have different climates. Feels like fall now.

Auburn Thicket might not have the most interesting of environment designs, but I really like the choice of colors in it, especially with regards to how far-away elements fade into fog.


SYSTEM: A violet light rises from the center of the room, surrounded by poles. As you wonder what it might be, you sense a presence behind you and turn to face it.


SYSTEM: You find a woman with flowing black hair standing behind you. Her large eyes, which are reminiscent of a mischevious animal, gaze upon you.
Our guild is almost a month old...but, yes, for all intents and purposes, we are new.
Let me guess... You're standing there wondering what that thing is.
Kinda, yeah.
SYSTEM: The woman, who must have been observing you, switches her gaze to the pillar of light.


You can use these to go back to High Lagaard in a flash. Isn't that amazing?
Yeh bet it's amazin'! Saves us a lot of footwork goin' to and from the start.
It works the other way, too. You can come back to Geomagnetic Poles instantly from the city. Just don't ask me how it works. The Labyrinth has tons of mysteries, and no one knows everything about it. The point is, this Geomagnetic Pole is useful, so don't be afraid of it.
SYSTEM: Having said that, the woman walks closer to the Geomagnetic Pole and raises her hand to the light.
That's all for my special lesson to you. This was your first one, so it's on the house. Feel free to say hi if you ever see me around. Well then, bye!
Wait, we didn't get your--


--name.
SYSTEM: She must have used the Geomagnetic Pole to return to town. You may try using the Geomagnetic Pole as she did, or continue your journey deeper into the Labyrinth.
The Duchy will want to know about Hrothgar and Chimaera's deaths. We should go back.
Yeah. I'm tired, anyway...
What time is it? How long until dinner?



As the woman said, Geomagnetic Poles are very useful. They're basically checkpoints that show up at the start of every stratum, and allow you to jump to and from town, as well as save. I personally haven't used the save function much, but it's there.



In any case, we head back to town to turn in the mission.



I've heard that Chimaera is no more. Allow this old man to thank you with all his heart for your exquisite work! Well done, well done! On the Grand Duchy's behalf, I present you with this reward.



A tidy sum.



And level ups across the board...which I forgot to actually use for the rest of the update. Oh well.

Since we reached a new floor, Dubois has new Talk dialogue:


Ah, so you have defeated the king of beasts, and are proceeding to the next floor! Very well done! A forest of crimson leaves...
Yeh've been there before?
Yes, I know of it. Soon after the Labyrinth's entrance was first found, we entered as well. I led a legion of guards...and so many fell victim to the monsters there... The very memory makes a chill run through me. After losing half our men, we realized that it was too dangerous to proceed any further, and stopped our expedition.
Half a garrison of soldiers wiped out. Yikes. So yeh stopped at the Auburn Thicket?
The very place that we turned back, among the crimson leaves, is where you have just reached. With just the five of you...you reached the point where our journey ended. I expect no less from such experienced explorers. Ah, forgive me. I ought not to dwell on the past. I look forward to your safe return.




Marion's 6F dialogue:
Hm...? Oh, it's you. I heard that you've moved on from the first stratum--good work. What do you think of the new stratum? The sea of scarlet leaves is a beautiful sight, isn't it...?
It's certainly a nice change of scenery.
Don't get too distracted, though. In new environments, you'll also encounter new monsters. They'll be a lot more dangerous than the enemies you're used to. Well, that's all I have to say for now. Try to avoid any unnecessary risks.




I don't check up on the bar patrons or the new quests yet. I do Talk to Cass, though.

Oh, it's yeh lot. Yeh got to the second Stratum, eh? Well, drat! I owe someone 500 ental!
Oh, that's just mean. You should've at least bet 2,000 ental on us!
Is it really made of burnin' trees? I mean, wouldn't the animals livin' there get fried?
C-Cass...that's not even close. The forest just seems like it's in eternal fall.
What's goin' on? Eh? That ain't it? They're red, but they're not burning...? Oh. Meh. That ain't as interestin'. Anyways, the Lumen Guild is getting to be pretty famous now. But don't get too full of yerself and let yer guard down. I'm expectin' great things from yeh lot!
We're gettin' famous?! Heh-ha! Are people talkin' about me and my spear yet?!




Onto Regina.

I heard that you guys made it to a new stratum... That's very good news. I'm excited to think that there might be new ingredients there... Well, what are you doing standing around here? Hurry up and go get me some new ingredients--
I want to eat new food as much as you want to make it, but we can only go so fast.
Oh, sorry. Didn't mean to rush you... ...It's just... I'm kind of anxious to get to work on new recipes.




And over to Sitoth Trading to offload Chimaera's drops and Talk to Abigail.

I heard you've reached the second forest. You're all so incredible... Congratulations! A lot of people ask me about you these days. Everyone wants to know what kind of weapons and armor you're all using! Hee hee, but I have to be honest with them--I tell them it's not the equipment that makes you so amazing!
Aw, thanks, Abigail. That's the kindest compliment I've gotten all day.
...It's nice that the store's getting more popular, but it just wouldn't be right to take advantage of them! My dad agrees with me. He says it's best to be honest with your customers! So I'm going to keep working hard! Oh, please take your time and look around!



Kagenui is unlocked by selling the Brute Tail. It's a really nice upgrade from the last bow we got, a few floors ago.



Zamiel Bow is unlocked by selling the Poison Wing. I feel obligated to note that all boss conditionals in the original EO2 sold for 30,000en. Here, it only sold for 780 en. Not only was the Poison Wing much harder to get than it was in EO2, it's worth a measly 2.6% of what it was.

Oh man, that's a nice bow. Nadia'd probably like that. How much is it--


Ye gods.
A-Abigail, did you write down the right price for that bow?

The Zamiel Bow is basically the ultimate bow. It's intended to be bought in the postgame. As such, it costs an amount appropriate for when you can grind several tens of thousands of ental easily. Basically, Atlus nerfed conditional boss drops in almost every single possible way. This is why I said it wasn't really worth getting the Poison Wing aside from not having to do it later.



The Kagenui is obviously a much smaller upgrade compared to the Zamiel Bow, but it's still nice. I'll buy it for Nadia if she gets put in the party.




And to close out the update, we check in on Hanna and Quona.

I heard that the forest's leaves go red after the 6th floor... Is that true?
Not just any kind of red, but a beautiful shade of red!
...So it is true! Must be quite a sight. The color changes depending on the floor... But they all grow from the same roots, don't they? Very mysterious, if you ask me. I see the Labyrinth every day, but I suppose you don't see anything if you just look from here. You lovelies really are something else!


...You beat a scary monster called the Chimaera, right? Were you okay? Weren't you scared...?
Nah! It's all in a day's work, haha.
Oh... I-I guess you're pretty used to the Labyrinth by now, and it's always dangerous... ...Even though the Labyrinth is so scary, you keep going in, no matter what... You really are amazing...

Rea fucked around with this message at 03:31 on Jun 13, 2016

Kinu Nishimura
Apr 24, 2008

SICK LOOT!
Now that's a proper dunking.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
If you don't start jamming out to Reach Out for the Truth at some point I shall be very disappointed :colbert:

Kinu Nishimura
Apr 24, 2008

SICK LOOT!

theshim posted:

If you don't start jamming out to Reach Out for the Truth at some point I shall be very disappointed :colbert:

Well, obviously that's Insight Melody, no?

Rea
Apr 5, 2011

Komi-san won.
And now that we've reached a new Stratum, it's also time for a new party!

3 votes per person, much like the last few votes.

TVIR ZR CBJRE
Enatre: -C- Ersreerq gb nf n svther bs yrtraq, erirerq ol znal sbe uvf inybebhf nqiragherf, srnerq ol gur qnfgneqyl naq gur jvpxrq, Enatre vf...jryy, abg jung lbh'q rkcrpg. Arvgure zbqrfg abe obnfgshy, arvgure pbjneqyl abe pbhentrbhf, Enatre'f nqiragherf ner orfg qrfpevorq ol svefg-unaq jvgarffrf -A- nf "nppvqragny". Gnyrf bs uvf urebvpf bsgra sbyybj n cnggrea: ur nccrnef frrzvatyl bhg bs abjurer, fnirf gur qnl jvgubhg fb zhpu nf npxabjyrqtvat jub ur'f svtugvat be fnivat, naq qvfnccrnef jvgubhg n genpr. Gehgushyyl, vg vf abg orpnhfr ur cersref gb jbex -E- guvf jnl. Engure, uvf qvfgnag qrzrnabe vf qhr gb uvz orvat ybfg va uvf bja gubhtugf naq qvfgenpgvbaf nyzbfg nyy bs gur gvzr. Ur vf hfhnyyl fb cerbpphcvrq ba fbzr bgure gubhtug gung vg vf bsgra qvssvphyg gb trg uvz gb erfcbaq gb lbh. Tbbq yhpx gelvat gb gnyx gb uvz. Vg vf fnvq gung haqre rkgerzr pvephzfgnaprf, -S- Enatre jvyy unir uvf zbzragf bs pynevgl naq enj rzbgvba. Vg vf nyfb fnvq gung gurfr pvephzfgnaprf -A- ner rabhtu gb njnxra na njshy cbjre jvguva uvz. Jurgure be abg guvf ehzbe vf gehr, Enatre vf fgvyy n sbepr gb or erpxbarq jvgu--rira -R- vs ur'f hanjner bs vg uvzfrys. AB ZBER -13- TNZRF!

Damage dealers
Zack: Zack's sturdiness isn't as big a factor in his viability as it was in the 1st Stratum, but he's still less fragile than everyone else and can help clear encounters reasonably quickly with Tornado, with Falcon Slash for emergencies.

Freyja: Freyja will be able to finally get Ecstasy in the 2nd Stratum, which we can use to maybe kill some FOEs. A couple of the encounters have threatening abilities that can be shut down with binds.

Stardust: Stardust has enough TP to cast her all-target Formulas a few times, and even outside of that deals very nice damage with just her single target Formulas.

Asriel: Flame Grater can help with a lot of encounters in the 2nd Stratum, and Asriel's not as fragile as he was in the 1st Stratum. Issen is as useful as a panic button as it always was.

Jackie: Jackie's basically already specced for the 2nd Stratum boss. Charged Ice still easily deals with encounters that have back rows.

Colette: Colette does a lot of the same stuff she did last Stratum. She can finally get Vampire access soon, which provides very nice sustain against enemies that can be disabled. She still needs Nadia or Sophie to really do anything damage-wise, though.

Tyler: Draining Thrust and Legion Thrust both really help with random encounters, and Tyler can start investing in Delayed Charge and Cross Charge, both of which deal some serious burst damage against bigger enemies.

Defense
Phoebe: Front Guard takes a lot of the sting out of what I'd say are a majority of the encounters in the Auburn Thicket and quite a few of the FOEs we'll see in the 2nd Stratum. Phoebe doesn't do much beyond that, though.

Ursa: Ursa's as good at tanking as she was the last time we saw her. She keeps the party out of harm (contrast with Phoebe's damage reduction), but could possibly die if I get careless or end up against tougher encounters.

Supports
Nadia: Blind is still useful for defanging a lot of the more threatening encounters. With Chain Dance, Nadia can start trying to dogdge-tank in bigger encounters and FOEs.

Realga: Realga saves us from having to buy tons of healing consumables if we don't have Colette or Rheine in the party. Overheal can help cheese a couple of FOEs if it's a high enough level.

Milly: Milly's getting close to having enough skill points to be an effective Troubador, to the point where she can be in a party and not be dead weight.

Sophie: You thought Venom Curse made Chimaera an absolute joke? It can make almost every encounter in the 2nd Stratum completely trivial, too. Sophie can't spam it infinitely, but she can do it often enough that she'll run out of TP by the time we'd probably go back to town anyway.

Rheine: Rheine does much of the same thing she did last stratum: quick row-based buffs with pretty nice healing attached. Proof of Nobility can extend really long Labyrinth trips, on the off-chance that one gets dragged out.

Logicblade
Aug 13, 2014

Festival with your real* little sister!
Let's get the rest of the party involved.

Colette, Milly, and I'll vote for Zack again.

Supremezero
Apr 28, 2013

hay gurl
... really.

Really?

:sigh:

Enatre, Freyja, Nadia.

Adbot
ADBOT LOVES YOU

Kinu Nishimura
Apr 24, 2008

SICK LOOT!

Supremezero posted:

... really.

Really?

Yes, and Wiping All Out is Barbaric March. What, not a fan of Persona battle themes?

Colette, Nadia, Sophie.

  • Locked thread