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Endorph
Jul 22, 2009

Realga, Stardust, Rheine, Ranger

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Rea
Apr 5, 2011

Komi-san won.
I'll leave votes open for a while instead of closing them after a day like normal, due to the fact that my semester's coming to a close and I've got a lot of projects + finals coming up.

quote:

My vote: 15
Rheine: 6
Phoebe: 4
Realga: 4
Tyler: 4
Stadust: 4

Milly: 3
Zack: 3
Colette: 3
Asriel: 2
Ranger: 2
Jackie: 2
Ursa: 1
Freyja: 1
Sophie: 1
Nadia: 1

What the hell am I gonna do with all those votes of my own? Who knows!

FriskyBoat
Apr 23, 2011
x3 LPer's Choice, Tyler.

Rea
Apr 5, 2011

Komi-san won.




Gunners are ranged AGI-based attackers with access to both physical and elemental damage. They were, pretty obviously, in the original EO2, where they functioned both as excellent damage dealers, with access to elemental damage that didn't create TP black holes, unlike Alchemists. They also, bizarrely, had access to a version of the Medic's Refresh, called Medishot, that was better than Refresh itself. Go figure.

After being absent from EO3 and EO4 (Arbalists and Snipers focused on physical damage entirely), the Gunner class showed up again in EOU, as a Story mode-exclusive class for Frederica. The Gunner class was obscenely broken in that game, thanks almost entirely to one particular skill called Action Boost, which let Frederica perform the same action multiple times on the next turn. If you're thinking "that sounds like a spammable Accelerate, and thus obscenely broken," you'd be entirely right! There were other parts about Frederica that made her broken, too, like Recharge, which was a 30% chance at level 10 to refund all the TP Frederica used on any given skill.

Unsurprisingly, Gunners in EO2U ate quite a few nerfs compared to Frederica. Action Boost has been reworked into the Gunner Force Boost, and it works considerably differently compared to EOU--it's now just 2 activations of any given gun skill, and the second activation deals less damage. Guns also now have lower base accuracy compared to both other weapons in EO2U, and to guns in EOU--they had 98 base accuracy in EOU, and have 92 in EO2U, meaning Gunners are now very prone to missing. This isn't helped by most gun skills now also imposing their own base accuracy penalties. Gunners are still plenty usable, mind, you just have to build them the right way, and prepare for them missing at inopportune moments.

It's also worth noting that guns, much like bows, use the AGI stat for calculating damage in EO2U.


Stats:

Level 1:
HP: 26
TP: 30
STR: 5
TEC: 7
VIT: 5
AGI: 10
LUC: 7

Level 50:
HP: 188
TP: 250
STR: 19
TEC: 30
VIT: 22
AGI: 39
LUC: 27

Level 99:
HP: 457
TP: 474
STR: 37
TEC: 58
VIT: 43
AGI: 74
LUC: 52

Innate weapon choices: Gun

Innate armor choices: Clothes

Common passives: HP Up, TP Up, Phys ATK Up, Take

Gunners have the highest AGI stat out of any class, even Survivalists, but a lot of the non-damage benefits of it are offset by the low speed modifiers and accuracy penalties on gun skills, as well as guns innately having speed penalties and lower-than-average base accuracy. Their HP, TP, and LUC are middling, and their STR and VIT are bad (although their VIT isn't much worse than Ronin).


Gun Mastery
Requirements: None



Required to learn gun skills. Passively increases damage dealt with guns.


Medic Bullet
Requirements: Gun Mastery level 1
Required equipment: Gun
Body parts used: Arms



Restores one ally's HP. Heals the target of status ailments.

On an actual Gunner, Medic Bullet's kind of trash, since they have bad TEC and VIT. There's an argument to be made for giving a Medic a Medic Bullet Grimoire, and then giving them a gun. You'll lose out on 100% healing power compared to a level 20 Cure, as well as a lower speed modifier (although 120% is still a lot), but you can purge someone's status ailment while you heal them.


Fire/Ice/Volt Rounds
Requirements: Gun Mastery level 3
Required equipment: Gun
Body parts used: Arms



Deals ranged AGI-based Stab+Fire/Ice/Volt damage to one enemy. Has a 70% speed modifier and -2 base accuracy at all levels.

The most basic of gun skills. Kind of trash on their own, and they scale badly too. You'll still need to level them up, since the good gun skills require points in them.


Charged Fire/Ice/Volt
Requirements: Fire/Ice/Volt Rounds level 5
Required equipment: Gun
Body parts used: Arms



Deals ranged AGI-based Stab+Fire/Ice/Volt damage to one enemy, with line-piercing effect. Until activation, the user takes 50% extra damage from all sources. Has a 30% speed modifier and -5 base accuracy at all levels.

These are actual key gun skills, and what you'll be using most of the time. They eat up a lot of TP, so maxing them out early isn't that great idea (unless you're like me and have the ability and patience to rest and rapidly get back up to level), but you should have at least one of these maxed out once the main story's over (probably Charged Volt). They unfortunately miss quite a lot, since guns having 92 base accuracy and the Charged shots having -5 base accuracy equals, well, terrible base accuracy.


Burst Shot
Requirements: Charged Fire level 3, Charged Ice level 3, Charged Volt level 3
Required equipment: Gun
Body parts used: Arms



Deals ranged AGI-based Stab+Fire+Ice+Volt damage to one enemy, with line-piercing effect. Until activation, the user takes 50% extra damage from all sources. Once Burst Shot has been used, it goes on cooldown for 3 turns. Has a 30% speed modifier and -5 base accuracy at all levels.

For all intents and purposes, the ultimate gun skill. Basically an elemental Charged shot that's multi-elemental and deals more damage. The cooldown means you can't spam it, but it also means that combining it with a level 20 Point Blank is a very good idea.


Head/Arm/Leg Snipe
Requirements: Gun Mastery level 5
Required equipment: Gun
Body parts used: Arms



Deals ranged AGI-based Stab damage to one enemy. Attempts to bind the target's head/arms/legs. Has a 70% speed modifier and +35 base accuracy at all levels.

These skills made more sense in EOU, where the Story party had no way to inflict binds naturally (aside from Head Pierce and Shield Smite, both of which were incredibly unreliable). In EO2U, though, where you most likely have another way to inflict binds, like a Dark Hunter or Hexer, the Snipes end up being kind of redundant. The base accuracy bonus means they're basically guaranteed to hit, but that's a pretty small bonus for dealing pitiful damage.


Charged Shot
Requirements: Gun Mastery level 7
Required equipment: Gun
Body parts used: Arms



Deals ranged AGI-based Stab damage to one enemy, with line-piercing effect. Until activation, the user takes 50% extra damage from all sources. Has a 30% speed modifier and -5 base accuracy at all levels.

Charged Shot is utterly redundant, since while it deals more surface than the elemental Charged shots on the surface, consider that you're probably going to be hitting an elemental weakness with those, which is usually 125% or more. For that scenario, compare Charged Shot's 375% damage at level 10, to an elemental Charged shot at 10, which would be (310 * 1.25) = 387% (technically 387.5%, but EO rounds down fractions).


Ricochet
Requirements: Gun Mastery level 10
Required equipment: Gun
Body parts used: Arms



Deals multiple instances of ranged AGI-based Stab damage to random targets. Can hit the same target multiple times. Has an 80% speed modifier and -15 base accuracy at all levels.

Ricochet is absolute trash. While it might seem like it deals more damage than the rest of the gun skills, that -15 base accuracy penalty plus guns having naturally low accuracy means it'll miss, and it'll miss a LOT. Skip it.


Cover Fire
Requirements: HP Up level 1



When the user is in the back row and uses the Defend command, any party members in the front row will recover a static amount of HP, plus a percentage of their maximum HP.

A really situational passive. I guess it's free healing, kinda? You'll need a lot of skill points for the real gun skills, though, so this thing is a pretty bad use of your levels.


Shell Shock
Requirements: HP Up level 10
Body parts used: Arms



When used on the enemy back row, reduces the enemy back row's attack, defense, non-base accuracy, and non-base evasion. Also attempts to stun. When used on the enemy front row, does nothing.

A really trash skill that does nothing in boss fights. It also got nerfed really badly from EOU, where it reduced attack by 36% at 10, and defense by 76% at 10, as well as having a 200% base stun chance. Also, it requires maxing out HP Up, which does little for a Gunner.


Preemptive Shell
Requirements: Shell Shock level 5



If the user knows Shell Shock, gives them a chance to use it automatically at the start of the fight.

Shell Shock is trash, so that makes this skill extra trash!


Penetrator
Requirements: Phys ATK Up level 5



All normal attacks and single-target skills become line-piercing. If the line-piercing effect activates, the damage to the enemy in the back row is reduced. If only attacking an enemy in the back row, or if the skill was already piercing, increases damage to the back row enemy instead.

If you've run out of skills to invest in, there's worse things to invest in than a skill that helps your Gunner contribute a little more to random encounters without consuming as much TP as a Charged Shot. I guess. Kinda. Maybe.


Point Blank
Requirements: Phys ATK Up level 10
Body parts used: Head



On the next turn, all ranged attacks become melee instead, in exchange for increasing damage and having increased non-based accuracy. Has an 80% speed modifier at all levels.

The best charge skill in the game, solely because the level 20 version doesn't cost you damage output, and because the accuracy bonus is incredibly appreciated with how inaccurate guns innately are, plus how inaccurate most gun skills are.


Act Quick
Requirements: TP Up level 5
Body parts used: Head



On the next turn, reduces the TP cost of the skill used, and increases its speed.

The worst charge skill in the game. It costs you a lot of damage, and while conserving TP and having more speed isn't exactly bad, it becomes bad when you lose out on a lot of damage for it.


Double Action
Requirements: TP Up level 10



Passively gives attack skills a chance to activate twice. Does not stack with Action Boost.

One of the best passives in the game, especially if it activates on a charged skill. You get double the damage from something for no extra TP! It unfortunately costs a lot to max out, but it's worth it.


Action Boost
Force Boost

For 3 turns, all gun skills will activate twice. The second activation deals 60% of the damage of the first. Overrides Double Action.

Compared to Action Boost in EOU, this is an incredibly massive nerf. On its own merits, however, it's basically a damage-increasing Force Boost that has a chance to miss. Still good, mind you, but less good compared to something like Full Charge or Analysis.


Supreme Bolt
Force Break
Body parts used: Arms

Deals ranged AGI-based Stab damage to one enemy. If the enemy is not immune to stun (0% resistance), they will be stunned. Damage scales linearly from 600% to 2100% based on user level. Has a 200% speed modifier.

Pretty decent Force Break. The damage is nice, and a guaranteed stun is useful in a lot of boss fights. Not a lot else to say about it.

Rea fucked around with this message at 08:22 on Apr 26, 2016

OgretailFood
Oct 9, 2012

Recommended by 10 out of 10 Aragami

Nadia, and three of your choice

Ragnar Homsar posted:

What the hell am I gonna do with all those votes of my own? Who knows!
Use them on people who never went to the labyrinth. Like Nadia.

Argent Cinereus
Feb 25, 2013
Nadia, Rheine, Zack, Colette

Rea
Apr 5, 2011

Komi-san won.
After some brief discussion, I have come up with a preliminary party for the next stratum, using my absurd abundance of votes:

Ranger, Realga, Nadia, Stardust, Rheine.

You might be wondering "wait, hold on, you only have one front liner that way." And you'd be right, except for the fact that with this party, I plan to reskill Realga into a combat Medic. :getin:

(I would've put Jackie or Tyler in Realga's spot but certain unnamed parties insisted I put another "support" in.)

This party's still up for being shifted around since I've got projects and studying galore coming up, but that's the plan for now. Hell, I'll put up an extra vote: should Realga be given a rest for once, should she keep her current skillset, or is it Vital Hit time?

(Fun fact: Realga's been in 5 different parties so far: the initial party, the Chimaera party, the second 2nd Stratum party, the first 3rd Stratum party, and the first 4th Stratum party.)

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Combat Medic is surprisingly viable in this game, unlike the original EO2. It's nowhere near as strong as EO1 Medic, but it's certainly not to be underestimated. That party is ridiculously fragile. (You're welcome. :unsmigghh:) You'll need all the help you can get.

BlackPersona
Oct 21, 2012


I dunno, I think it's pretty vital that you hit as hard as you can.

AweStriker
Oct 6, 2014

Realga should mumble to herself a lot and carry a very large stick.

Talow
Dec 26, 2012


Realga is absolutely Vital to the party.

Rea
Apr 5, 2011

Komi-san won.





Sovereigns were introduced in EO3, under the name Prince/Princess (the class name changed based on the sex of the portrait you chose), as a replacement for Troubadours. Their unique class skill was pretty garbage, but the rest of their toolkit included several useful buffs and utility skills. Unfortunately, the nature of buffs and utility skills means that they were mostly stat-independent, and with EO3's subclassing system, that meant most people opted to just stick a Prince/Princess subclass on their Monk (EO3's Medic equivalent) and call it a day, instead of actually using a Prince/Princess main class.

And now they're back in EO2U, thanks to Arianna in Story mode. Sovereigns still retain their useful buffs from EO3, but are now also something of a god class, in that they can do quite a lot of things--HP restoration, Force restoration, TP restoration, damage-dealing (with support), although as far as buffs go, they're a little outclassed by Troubadours in the "enabling insane murder" department.


Stats:

Level 1:
HP: 32
TP: 33
STR: 7
TEC: 9
VIT: 6
AGI: 7
LUC: 6

Level 50:
HP: 201
TP: 278
STR: 30
TEC: 36
VIT: 25
AGI: 28
LUC: 24

Level 99:
HP: 477
TP: 522
STR: 56
TEC: 68
VIT: 48
AGI: 52
LUC: 46

Innate weapon choices: Sword, Whip, Staff

Innate armor choices: Heavy armor, Light armor

Compared to EO3, Sovereigns took an incredibly massive hit to their VIT stat--using them on the front line isn't really an option any more, since they'll die very quickly, even though they can equip heavy armor. This also affects the amount of HP restored by Protect Order, since VIT is used in the healing formula now. As for the rest of their stats, their HP's kind of on the low end, their AGI is middling, and their LUC's also on the low end. On the other hand, their TP pools are quite large, and their TEC stat's very high.


Order Mastery
Requirements: None



Required to learn Order skills. Adds an HP restoration effect to Order skills, based on a static number plus a percentage of the target's maximum HP.


Attack Order
Requirements: Order Mastery level 1
Body parts used: Head



Increases one row's physical/elemental attack for a set amount of turns. Has a 150% speed modifier at all levels.

One of the more basic, yet still important skills in the Sovereign toolkit. Like a lot of buffs, the scaling's kind of poor, but you'll still want it maxed out before long. It's worth holding off on the jump from levels 4 to 5 and 9 to 10, though, since all they do is double the TP cost and add an extra turn of duration.


Guard Order
Requirements: Order Mastery level 1
Body parts used: Head



Increases one row's physical/elemental defense for a set amount of turns. Has a 150% speed modifier at all levels.

Less important than Attack Order, but still reasonably useful. A Protector or Beast, of which you should have one, usually mitigate/tank damage enough that Guard Order doesn't do a ton, so I wouldn't prioritize it over other Orders.


Dauntless Order
Requirements: Attack Order level 3, Guard Order level 3
Body parts used: Head



Places a buff on one row that gives them a chance to survive mortal damage at 1 HP for a set amount of turns. If Dauntless Order activates, it heals the buff owner for a fixed amount, and then dispel itself. Has a 150% speed modifier at all levels.

One of the best Sovereign skills, in the postgame at least. During the main story, bosses and FOEs don't really hit hard enough that Dauntless Order will be terribly useful, but in the postgame, where you start staring down very high-damage nukes and kill moves, Dauntless Order can be the difference between success and a game over.


Holy Crown
Requirements: Order Mastery level 3
Body parts used: Head



Increases the amount of HP restored by non-fixed sources to one party member for a set amount of turns. Has a 150% speed modifier at all levels.

Holy Crown's pretty much only use is when you have a Beast and Sovereign in the same party, in which case you can cast both Holy Crown and Protect Order on the Beast, which'll make your Beast very self-reliant. Otherwise, it's kind of a pointless skill.


Protect Order
Requirements: Holy Crown level 3
Body parts used: Head



Restores one row's HP at the end of the turn for a set amount of turns. Has a 150% speed modifier at all levels.

Oh, how the mighty have fallen. From one of the best skills in EO3 to pretty terrible trash. Sovereigns in EO2U have decent TEC but bad VIT, and the low healing power just makes it worse. It does last for a hell of a long time compared to EO3, I guess.


Ad Nihilo
Requirements: Order Mastery level 5
Body parts used: Arms



Purges all buffs and debuffs from one enemy, and deals ranged TEC-based Almighty damage. Does nothing if the target has no buffs or debuffs. Has a 150% speed modifier, and does not check for accuracy.

A very useful utility skill. While purging debuffs might sound crappy, consider that the amount of instances where an enemy will have both buffs and debuffs on them is kind of unlikely. It's not worth leveling up beyond 1, though, unless you find yourself with a lot of leftover skill points.


Negotiation
Requirements: Order Mastery level 5
Body parts used: Head



Purges the oldest buff and debuff from one party member. Restores a static amount of HP, plus 20% of the target's maximum HP, and restores Force as well. The HP and Force restoration are doubled if both a buff and debuff are cancelled. Has an 80% speed modifier at all levels.

Much like Ad Nihilo, a pretty good utility skill. Purging buffs from your party is, obviously, going to happen a lot more than purging debuffs from an enemy, but you do get Force in exchange. That obviously benefits classes that rely on Force to deal good damage (Dark Hunters and Fafnir, mainly) a lot more than others, obviously, but still.


White Noble
Requirements: Negotiation level 3
Body parts used: Head



Purges the oldest buff and debuff from all party members. Restores a static amount of HP, plus 20% of the target's maximum HP, and restores Force as well. The HP and Force restoration are doubled if both a buff and debuff are cancelled. Has an 80% speed modifier at all levels.

An all-party version of Negotiation. Kinda hard to say no to that, honestly.


Clearance
Requirements: Ad Nihilo level 2, White Noble level 2
Body parts used: Head



Purges all buffs and debuffs from the party and enemies. Restores TP to the user. Multiplies TP restored by the number of buff and debuff types cancelled, with a maximum of a 4x multiplier. For example, if a level 1 Clearance removes a buff on a player and a buff on an enemy, it will restore 20 TP. Has an 80% speed modifier at all levels.

Clearance is a really weird and unnecessary skill. Sovereigns don't have TP issues, really, and the skill itself doesn't offer a ton of utility--basically just a Unihorn and Metopon rolled into one skill, and the situations where you'd need that are basically non-existent.


Prevent Order
Requirements: Order Mastery level 7
Body parts used: Head



Places a buff on one row that will nullify one status ailment on a character per cast. The buff is dispelled after it blocks an ailment. Has a 150% speed modifier at all levels.

One of the best Sovereign skills. Prevent Order lets you block both ailments you know are coming, and give yourself some insurance in case a boss throws around skills with ailment riders on them. It, unfortunately, does nothing against binds, but oh well.


Morale Boost
Requirements: Order Mastery level 10



Adds +3 and an additional percentage-based boost to all party members' non-fixed Force gain while the user is alive.

An incredibly good passive in parties that have classes that rely on Force in them, such as Dark Hunters and Fafnir, and still fairly good in parties that don't.


Link Order
Requirements: TP Up level 1
Body parts used: Arms



Targets one enemy. When that enemy fist takes Fire/Ice/Volt damage on that turn, the user will follow up with a ranged TEC-based attack of the same element on the target. Adds a percentage of the damage that activated Link Order onto its own damage. Does not check for accuracy.

Link Order enables Sovereigns to contribute extra damage when they don't need to be using regular Order skills. In Story mode, it's incredibly key to giving the party as much damage as possible throughout the entire game, while in Classic, you can generally leave it be until later. In both cases, it's a skill you'll want maxed out at some point.


Link Order II
Requirements: Link Order level 5
Body parts used: Arms



Targets one enemy. When that enemy fist takes Fire/Ice/Volt damage on that turn, the user will follow up with a ranged TEC-based attack of the same element on all enemies. Adds a percentage of the damage that activated Link Order onto its own damage. Does not check for accuracy.

A version of Link Order that targets every enemy, letting your Sovereign contribute to clearing out random encounters. In Classic mode, one of an Alchemist's all-target Formulas plus Link Order II is capable of either wiping out or taking care of most of any given random encounter.


Fire/Freeze/Shock Circle
Requirements: TP Up level 5
Body parts used: Arms



Reduces all Fire/Ice/Volt damage to the party, and increases all Fire/Ice/Volt damage to all enemies for one turn. Directly modifies resistances, so it stacks fully with buffs such as Warrior Song. The Circles are basically states, so they also stack fully with Fantasias.

The Circles' primary use is in burst strategies, where people just try to nuke down a boss in one turn using a lot of setup and a combination of various buffs and debuffs. In normal parties, you'll usually get more out of using Link Order for dealing damage.


Cheer
Requirements: TP Up level 10
Body parts used: Head



Only usable if the user cancelled a buff or debuff on a party member last turn. Restores TP to the user's row (excluding the user). Has a 200% speed modifier at all levels.

Cheer is incredibly situational and pretty bad, since party members in the back row usually won't have TP issues.


Royal Veil
Requirements: HP Up level 5



Restores a static amount of HP to each party member, plus a percentage of each member's maximum HP, if the user is at full HP.

I'm not the biggest fan of Royal Veil, mostly because it requires quite a lot of skill points to max out, and Sovereigns have quite a lot of other skills they'll want to max out over this.


Triumphant Cry
Requirements: HP Up level 10



Restores a static amount of HP to each party member, plus a percentage of each member's maximum HP, at the end of every battle.

Triumphant Cry was better in EO3, where you could get it much earlier in the game. Otherwise, it has the same skill point problem that Royal Veil does.


Monarch March
Requirements: Royal Veil level 3, Triumphant Cry level 3



Restores a static amount of HP to each party member after taking 3 steps in the Labyrinth.

Not only does Monarch March take a fuckload more skill points to max out in EO2U compared to EO3, it also restores less total HP per step (before level 17) than it did in EO3. Pass.


Victory Vow
Force Boost

Changes row-target skills in the Order Mastery tree to be all-party instead. Reduces the TP cost of Order Mastery skills by 50%.

Victory Vow mostly helps your Sovereign conserve TP--it effectively cuts the TP cost of having to apply an Order to the party by 75%. That's...about it, honestly.


Proof of Nobility
Force Break
Body parts used: Head

Restores 60% of each party member's maximum HP, and 30% of each party member's maximum TP. Has no speed modifier.

Proof of Nobility is pretty trash in Classic, where the name of the game is ending boss fights quickly, before you can consume a lot of TP. In Story, though, fights go on for so long that Proof of Nobility practically becomes a requirement, especially with regards to Fafnir due to his low TP pool.

Efe
Feb 2, 2016

I make alive things dead and sometimes the other way around.
I always saw that "First, Do No Harm" thing as a suggestion, anyway. Time we pull out the big... staves, I guess.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Something interesting to note, the Circle skills were glitched in the Japanese version. In that version of the game, circles of the same element actually stacked with each other multiplicatively, so you could get some crazy damage with a few Circle grimoires. This was fixed in the international versions so that circles of the same element don't stack with each other. Only the strongest circle will have an effect.

Kemix
Dec 1, 2013

Because change

Dr. Fetus posted:

Something interesting to note, the Circle skills were glitched in the Japanese version. In that version of the game, circles of the same element actually stacked with each other multiplicatively, so you could get some crazy damage with a few Circle grimoires. This was fixed in the international versions so that circles of the same element don't stack with each other. Only the strongest circle will have an effect.

Laaaaaaame. Then again I guess in EOU1 we had the item duplication glitch that the EU managed to have patched out. So I suppose it balances out.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Huh. An old EO1 reference that's just there for codex purposes? Unless it means something in plot mode.

Rea
Apr 5, 2011

Komi-san won.

Glazius posted:

Huh. An old EO1 reference that's just there for codex purposes? Unless it means something in plot mode.

Nope, the story mode encounter plays out pretty much the same. It really is just there for the sake of being an EOU reference--and catching cowardly players off guard, since backing away causes a blindside. :v:

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

Ragnar Homsar posted:

Nope, the story mode encounter plays out pretty much the same. It really is just there for the sake of being an EOU reference--and catching cowardly players off guard, since backing away causes a blindside. :v:

Edit: Nevermind, spoilers.

Junpei fucked around with this message at 22:34 on Apr 28, 2016

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Junpei posted:

spoilers

This seems like something that should not be said this early. Especially since Ragnar isn't even close to that point yet. Edit that out.

Rea
Apr 5, 2011

Komi-san won.
Game Mechanics: Grimoire Stones

Grimoires were introduced in Etrian Odyssey Untold as a (weird, unwieldy) replacement for subclassing. On paper, Grimoires are basically an extended form of subclassing, allowing the player to mix and match skills on whatever classes and characters they want.

In practice, however, the Grimoire system is an RNG-reliant mess that leads to a considerable amount of frustration and time wasted on waiting for the game's RNG to feel in the mood to give you something usable. The core idea behind Grimoires, both in EOU and EO2U, is the player randomly getting Grimoire Chances, which give Grimoires with random skills on them, if the player rolls for the random chance successfully. Yes, there's a lot of randomness in the Grimoire system--in fact, the entire system is basically just several RNG rolls strung together, and that's why a considerable amount of EO players detest it. There's things you can do to influence the Grimoire system to make it potentially take less time to get what you want, but you're still at the whim of the RNG in the end.

EO2U made several changes to the system from EOU, some of which were good, some of which were...less good. In EOU, each character could only equip one Grimoire at a time, which could have anywhere from 1 to 7 slots of skills, and could also posess equipment bonuses, which let the user equip weapons and armor they normally couldn't. Unlike EO2U, Grimoires of overlapping levels did nothing in EOU, bugs with regards to passives aside. In battle, characters could generate new Grimoires, which could have any combination of one to seven of the generator's skills and Grimoire-enabled skills from enemies at varying levels. Bear in mind, however, the game would only tell you something like "Tyler found a Dark Grimoire SD!" after the end of a battle. The only things you could infer from this were that:
  • Tyler generated the Grimoire, so it could have any skills he has on it
  • It's a Dark Grimoire, so it has at least one enemy skill in it
  • The Grimoire is Slightly Damaged, meaning at least one skill is between levels 6 and 9
You'd have to go back to the guild house to find out what was actually in the Grimoire, and until then, the drat things took up space in your inventory. Once you actually found out what was in the drat thing, you could then Synthesize multiple Grimoires into a new one, a process that I won't go into detail about here because we're not playing EOU. Suffice to say, though, Grimoires in EOU were a massive pain in the rear end, and trying to utilize the system to optimize your characters would mean spending a LOT of time grinding for the things.

As for EO2U, the primary change is that characters no longer equip one Grimoire with multiple slots, but instead can equip multiple individual Grimoires, each containing one skill, with potentially an added effect. A character starts with one Grimoire slot, and gains a new one at levels 10, 20, 30, 40, and 50, giving each character a maximum of 6 slots. In addition to this, Grimoires of skills that characters already have now increase the level of the skill on that character--for example, a character that has a level 5 skill and equips a level 10 Grimoire of that same skill will have access to the level 15 version of that skill. On paper, this sounds like a neat way to encourage some class rigidity--make sure some classes can't just eclipse another in effectiveness with the same skills. In practice, however, what this means it that you're going to spend a lot of time grinding for level 10 versions of each character's best skills, because skipping out on the level 20 versions of skills is asking for trouble even on Standard, and will make your life an absolute hell in the late and postgames on Expert.

Before we discuss added effects, it's also important to go over Grimoire Chances, since they're, y'know, how you get Grimoires. During a battle, characters have a random chance (what the chance is, exactly, I don't know) to get a Grimoire Chance. During a Grimoire Chance, when that character takes their action, they have a chance to get a Grimoire, which could be any random skill they know, or any random Grimoire-enabled skill from an enemy. This is unchanged from EOU--however, this time, Grimoires do not take up any space in your inventory, and you're told exactly what skill you got during the battle, and what level it is at the Result screen. New to EO2U are special Grimoire Chances, of which there are:
  • Grimoire Chance Active: The Grimoire generated by that character will be picked from that character's known active skills.
  • Grimoire Chance Passive: The Grimoire generated by that character will be picked from that character's known passive skills.
  • Grimoire Chance Enemy: The Grimoire generated by that character will be picked from the Grimoire-enabled skills on enemies. Cannot generate anything if no enemies know Grimoire-enabled skills.
  • Grimoire Chance Premium: If the character uses a skill on that turn, the Grimoire will, guaranteed, be the skill that the character used. Premiums also seem to increase the level of generated Grimoires.
In addition to this, EO2U also introduces Grimoire Fevers, which force all characters to get Grimoire Chances of varying types for that turn. These can happen multiple times in a row--in fact, on the third Grimoire Fever in a row, all the chances will be forced to Grimoire Chance Premiums.

Moving on, let's discuss added effects. The way these are generated is slightly complicated. For every Stratum, and for the DLC floor, there are multiple "blocks," let's call them, which each have three added effects defined. The game has an unknown chance of starting a check for added effects--and I do mean "unknown." It could vary by stratum, or it could be consistent, we don't know. If that chance is rolled for, then the game starts looking at the blocks for the floor. Each block has a base chance to be rolled for--if that roll fails, the game moves onto the next block for that floor, or stops if that was the last one. If a block is rolled for successfully, its first effect is rolled for, then the second one, and if the second one fails, the default effect is applied. As for what each block contains:

quote:

Effect Chances
==============

1st Stratum, Ginnungagap B1F
-----------

First block:
Base chance: 45%
First effect: Cut Up 1, 60%
Second effect: Cut Up 2, 20%
Third effect: Grimoire Chance Up 1, 20%

Second block:
Base chance: 80%
First effect: Volt Up 1, 60%
Second effect: Volt Up 2, 20%
Third effect: Rare Enemy Up 1, 20%

Fallback: Drop Amount Up 1


2nd Stratum, Ginnungagap B2F
-----------

First block:
Base chance: 45%
First effect: Stab Up 1, 60%
Second effect: Stab Up 2, 20%
Third effect: Ailment Up 1, 20%

Second block:
Base chance: 80%
First effect: Ice Up 1, 60%
Second effect: Ice Up 2, 20%
Third effect: Bind Up 1, 20%

Fallback: Victory HP 1


3rd Stratum, Ginnungagap B3F
-----------

First block:
Base chance: 45%
First effect: Bash Up 1, 60%
Second effect: Bash Up 2, 20%
Third effect: Rare Enemy Up 1, 20%

Second block:
Base chance: 80%
First effect: Fire Up 1, 60%
Second effect: Fire Up 2, 20%
Third effect: Ail Rec Up 1, 20%

Fallback: Victory TP 1


4th Stratum, Ginnungagap B4F
-----------

First block:
Base chance: 14%
First effect: Cut Up 1, 40%
Second effect: Cut Up 2, 45%
Third effect: Cut Up 3, 5%

Second block:
Base chance: 16%
First effect: Volt Up 1, 40%
Second effect: Volt Up 2, 45%
Third effect: Volt Up 3, 5%

Third block:
Base chance: 20%
First effect: Stab Up 1, 40%
Second effect: Stab Up 2, 45%
Third effect: Stab Up 3, 5%

Fourth block:
Base chance: 25%
First effect: Grimoire Chance Up 1, 60%
Second effect: Grimoire Chance Up 2, 35%
Third effect: Victory TP 1, 5%

Fifth block:
Base chance: 33%
First chance: Rare Enemy Up 1, 60%
Second effect: Rare Enemy Up 2, 35%
Third effect: Victory TP 1, 5%

Sixth block:
Base chance: 50%
First chance: Drop Amount Up 1, 60%
Second effect: Drop Amount Up 2, 35%
Third effect: Victory TP 1, 5%


5th Stratum, Ginnungagap B5F
-----------

First block:
Base chance: 14%
First effect: Bash Up 1, 40%
Second effect: Bash Up 2, 45%
Third effect: Bash Up 3, 15%

Second block:
Base chance: 16%
First effect: Fire Up 1, 40%
Second effect: Fire Up 2, 45%
Third effect: Fire Up 3, 15%

Third block:
Base chance: 20%
First effect: Ice Up 1, 40%
Second effect: Ice Up 2, 45%
Third effect: Ice Up 3, 15%

Fourth block:
Base chance: 25%
First effect: Ailment Up 1, 60%
Second effect: Ailment Up 2, 35%
Third effect: Victory TP 1, 5%

Fifth block:
Base chance: 33%
First effect: Bind Up 1, 60%
Second effect: Bind Up 2, 35%
Third effect: Victory TP 1, 5%

Sixth block:
Base chance: 50%
First effect: Ail Rec Up 1, 60%
Second effect: Ail Rec Up 2, 35%
Third effect: Victory TP 1, 5%


6th Stratum
-----------

First block:
Base chance: 6%
First effect: Cut Up 2, 65%
Second effect: Cut Up 3, 35%

Second block:
Base chance: 7%
First effect: Stab Up 2, 65%
Second effect: Stab Up 3, 35%

Third block:
Base chance: 7%
First effect: Bash Up 2, 65%
Second effect: Bash Up 3, 35%

Fourth block:
Base chance: 8%
First effect: Fire Up 2, 65%
Second effect: Fire Up 3, 35%

Fifth block:
Base chance: 9%
First effect: Ice Up 2, 65%
Second effect: Ice Up 3, 35%

Sixth block:
Base chance: 10%
First effect: Volt Up 2, 65%
Second effect: Volt Up 3, 35%

Seventh block:
Base chance: 11%
First effect: Ailment Up 1, 40%
Second effect: Ailment Up 2, 45%
Third effect: Ailment Up 3, 15%

Eighth block:
Base chance: 12%
First effect: Bind Up 1, 40%
Second effect: Bind Up 2, 45%
Third effect: Bind Up 3, 15%

Ninth block:
Base chance: 14%
First effect: Grimoire Chance Up 1, 40%
Second effect: Grimoire Chance Up 2, 45%
Third effect: Grimoire Chance Up 3, 15%

Tenth block:
Base chance: 16%
First effect: Rare Enemy Up 1, 40%
Second effect: Rare Enemy Up 2, 45%
Third effect: Rare Enemy Up 3, 15%

Eleventh block:
Base chance: 20%
First effect: Ail Rec Up 1, 40%
Second effect: Ail Rec Up 2, 45%
Third effect: Ail Rec Up 3, 15%

Twelfth block:
Base chance: 25%
First effect: Bind Rec Up 1, 40%
Second effect: Bind Rec Up 2, 45%
Third effect: Bind Rec Up 3, 15%

Thirteenth block:
Base chance: 33%
First effect: Drop Amount Up 1, 40%
Second effect: Drop Amount Up 2, 45%
Third effect: Drop Amount Up 3, 15%

Fourteenth block:
Base chance: 50%
First effect: Victory HP 1, 40%
Second effect: Victory HP 2, 45%
Third effect: Victory HP 3, 15%

Fifteenth block:
Base chance: 100%
First effect: Victory TP 1, 40%
Second effect: Victory TP 2, 45%
Third effect: Victory TP 3, 15%


DLC
---

First block:
Base chance: 20%
First effect: Cut Up 3, 33%
Second effect: Stab Up 3, 33%
Third effect: Bash Up 3, 33%

Second block:
Base chance: 25%
First effect: Fire Up 3, 33%
Second effect: Ice Up 3, 33%
Third effect: Volt Up 3, 33%

Third block:
Base chance: 33%
First effect: Ailment Up 3, 33%
Second effect: Bind Up 3, 33%
Third effect: Grimoire Chance Up 3

Fourth block:
Base chance: 50%
First effect: Rare Enemy Up 3, 33%
Second effect: Ail Rec Up 3, 33%
Third effect: Bind Rec Up 3, 33%

Fifth block:
Base chance: 100%
First effect: Drop Amount Up 3, 33%
Second effect: Victory HP 3, 33%
Third effect: Victory TP 3, 33%

All of that is well and good, but what do these effects actually do? Glad you asked!


Cut Up


Stab Up


Bash Up


Fire Up


Ice Up


Volt Up

Effects:
  • Level 1: +2% damage
  • Level 2: +4% damage
  • Level 3: +6% damage
Aside from Legendary effects, the most desirable added effects. Stack 6 of the level 3 versions of one elmeent on someone, and they'll get a 36% boost to that damage type, which is pretty drat good. Unfortunately, the damage effects, especially Cut and Fire Up, are the hardest to farm for, do to how the block system works--they're rolled for first, in terms of all the blocks and inside their own block, making them have kind of low chances.



Ailment Up


Bind Up

Effects:
  • Level 1: +2% of the skill's base chance
  • Level 2: +4% of the skill's base chance
  • Level 3: +6% of the skill's base chance
On Dark Hunters, I'd rather stack Cut Up effects, and on Hexers, by the time you can farm up a ton of these effects, they'll already be able to consistently land the disables you want.



Grimoire Chance Up

Effects:
  • Level 1: +5% chance for Grimoire Chance
  • Level 2: +10% chance for Grimoire Chance
  • Level 3: +15% chance for Grimoire Chance
Decently useful for Grimoire grinding. Is there really anything else to say about it?



Rare Enemy Up

Effects:
  • Level 1: +1%
  • Level 2: +2%
  • Level 3: +3%
Look at those tiny, tiny bonuses. Even for grinding, Rare Enemy Up isn't that useful.



Ail Rec Up


Bind Rec Up

Effects:
  • Level 1: -2% recovery time
  • Level 2: -4% recovery time
  • Level 3: -6% recovery time
Stack these on a Medic or Beast, I guess, but they still won't amount to a ton.



Drop Amount Up

Effects:
  • Level 1: 2% chance to get extra drop
  • Level 2: 4% chance to get extra drop
  • Level 3: 6% chance to get extra drop
This effect's wholly outclassed by the Yggdrasil Bud Tea. Oh well.



Victory HP


Victory TP

Effects:
  • Level 1: 3% HP/1% TP restored at the end of battle
  • Level 2: 7% HP/2% TP restored at the end of battle
  • Level 3: 15% HP/3% TP restored at the end of battle
The level 3 versions of both of these are actually fairly decent for free after-battle healing, but the problem is you'll first be able to get them towards the end of the game, when they're not as useful.


You might've seen me mention Legendary Grimoires up above, and you might now be wondering "what the hell are Legendary Grimoire effects?" Again, very glad you asked. Legendary Grimoires are neat effects on pre-made Grimoire Trade Grimoires that you have to do incredibly tedious bullshit for.

Okay, in all seriousness, here's how Legendary Grimoires spawn: you have to run an ad campaign that will bring in at least 300 customers from 3 districts, and the ones digits of your step count and monsters hunted stats on your Grimoire Card must match up when the advertising campaign ends. After that, Legendary Explorers will show up in Grimoire Trade from the places you advertised to (for the purposes of Legendary Grimoires, Highlanders come from the South Ward, Beasts come from Uptown, and Fafnir comes from the slums). If none of them have skills you want, congratulations, you get to do that all over again.

Anyway, the Legendary effects:



Auto-Heal
Available from: Protector, Sovereign, Beast

Effect: 20% chance to restore 50% max HP when the user loses HP

A really fantastic effect for Beasts, meh on other classes.



Self-Heal Amp
Available from: Survivalist, Medic

Effect: Amplifies all non-fixed healing to the user by 50%

Yet again, another effect that's amazingly good on Beasts and meh on everyone else.



Force Up
Available from: Dark Hunter, Hexer, Fafnir

Effect: Restores 30 Force to the user at the start of battle

Complete and utter trash. You're going to be starting every fight that matters (boss fights) with full Force (or at least you should), so why bother with this junk?



Skill Level Up
Available from: Troubadour, Ronin

Effect: User's Grimoires have their levels increased by 3, up to the max of 10

You could just grind for max-level Grimoires instead, which will probably take less time than grinding for one of these on a skill you want. Could help with grinding for other added effects, I guess, since it means any level 7+ Grimoire will be level 10 instead.



Turn TP
Available from: Alchemist, War Magus

Effect: Restores 2% of the user's TP at the end of every turn

A paltry end of turn restore. Just stick with Amritas.



TP Cost Recovery
Available from: Landsknecht, Gunner, Highlander

Effect: When the user consumes TP, they have a 25% chance to refund the consumed TP

Now THIS is what I'm talking about. Remember Recharge from EOU? This is basically a version of it that's slightly nerfed in numbers (Recharge was a 30% chance at level 10), and massively nerfed in how much of a pain in the rear end it is to get.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
I always go into the Untold games grinding Grimoires and hoping to get something good.

And then every time (well, both times), I end up learning that the effects I think are good have a 3% or less chance of doing anything.

Why are Grimoires so rage inducingly tedious?! :argh:

Rea
Apr 5, 2011

Komi-san won.




War Magi were introduced in the original EO2 as a somewhat jack-of-all-trades class--in theory, capable of both dealing damage and healing the party. While they weren't very good at the first part, due to both how crappy the War Edge skills were in that game, along with how disable infliction worked in EO2 (basically a complete crapshoot in FOE and boss fights), and they lacked Salve 3 compared to Medics, they were able to equip swords, which gave 2.0x speed modifiers compared to staves, which had 0.1x--basically, they were better Medics than Medics because they outsped them massively.

There weren't any really close analogues of War Magi from EO3 to EOU, and now they're back again in EO2U, buffed all around and now one of the best support classes in the game, and arguably near the top of the list as far as damage dealers go (for most of the game, anyway--they fall off eventually). While they no longer have the fact of EO2's badly designed speed system on their side, their healing skills now function in manners that make that irrelevant, and their War Edge skills are no longer complete and utter garbage, thanks to the skills themselves no longer requiring specific ailments, the secondary effects of each skill now being much more worth it, and War Edge Power, which gives them an option if inflicting ailments isn't really an option at the moment. In fact, War Magi got buffed enough that they're now arguably a requirement for certain postgame bosses for various reasons.


Stats:

Level 1:
HP: 30
TP; 31
STR: 8
TEC: 8
VIT: 7
AGI: 4
LUC: 8

Level 50:
HP: 208
TP: 261
STR: 32
TEC: 33
VIT: 30
AGI: 16
LUC: 32

Level 99:
HP: 495
TP: 492
STR: 59
TEC: 63
VIT: 58
AGI: 30
LUC: 60

Innate weapon choices: Sword, Staff

Innate armor choices: Light armor, Clothes

War Magi have the absolute lowest AGI out of any class, which doesn't matter due to how War Heal skills work, and none of the rest of their skills really rely on them being quick. Their HP is a little below-average, while the rest of their stats are all above average. TEC is probably their most important stat, since it's factored into both how much they heal for, and how much damage War Edge skills do. Their above-average VIT is both factored into the healing formula, and helps offset their slightly below-average HP.


War Lore Mastery
Requirements: None



Required to learn War Lore skills. Increases the amount of healing provided by War Heal skills, Artery, and War Response, increases the success chances of Random Disease, Displace, Barrier, and War Revive's end of turn revive (as well as the base poison damage of Random Disease), and the effects of Warmight and Rockskin.


War Heal
Requirements: War Lore Mastery level 1
Body parts used: Head



Restores one party member's HP at the start of the turn, and at the end of the turn.

The most basic War Heal skill. It provides incredibly cheap healing for the amount of TP it costs, and is the best choice when using a War Magus and Beast together.


War Heal Line
Requirements: War Heal level 5
Body parts used: Head



Restores one row's HP at the start of the turn, and at the end of the turn.

I don't value War Heal Line as much as War Heal or War Heal All, since the situations where you'd need to heal a line instead of the entire party in EO2U are few and far between.


War Heal All
Requirements: War Heal Line level 5
Body parts used: Head



Restore the party's HP at the start of the turn, and at the end of the turn.

Best used in emergencies where your entire party got hit due to, I dunno, your Beast or Protector dying mid-attack. Covers a lot more situations that'll occur in EO2U than War Heal Line did.


Warmight
Requirements: War Lore Mastery level 3
Body parts used: Head



Increases one party member's physical/elemental attack for a set number of turns. Has an 80% speed modifier at all levels.

A mediocre attack buff. With a maxed out War Lore Mastery, it gives a technically higher bonus than most attack buffs...by around 5%. And it's only single-target. Even in Story mode, you have access to Attack Order, which is better than Warmight in basically every way.


Rockskin
Requirements: War Lore Mastery level 3
Body parts used: Head



Increases one party member's physical/elemental defense for a set number of turns. Has an 80% speed modifier at all levels.

See above.


Artery
Requirements: War Lore Mastery level 5
Body parts used: Head



Places a buff on all party members that heals them whenever they act. Has an 80% speed modifier at all levels.

Artery is a form of proactive healing, and is very useful on that merit alone. Unfortunately, its low healing power means it eventually falls off once enemy damage starts massively outpacing what it can heal, and if you're looking to sustain a Beast, High Regen or Holy Crown + Protect Order are (most of the time) better options.


War Response
Requirements: Artery level 5
Body parts used: Head



Places a debuff on an enemy that heals all party members when the debuffed enemy acts. Has an 80% speed modifier at all levels.

War Response's heal amount is absurdly small, but it's healing that you don't have to use a buff slot for. I'm not that big on it, but again, it's basically free healing that doesn't consume a buff slot.


Random Disease
Requirements: War Lore Mastery level 7
Body parts used: Head



Attempts to inflict blind, poison, paralysis, sleep, curse, and fear on one enemy. Has an 80% speed modifier at all levels.

Random Disease is a joke skill. It's basically never going to hit the ailment you want, and is hilariously unreliable. The only use it has is if you're running a War Magus without a Survivalist, Dark Hunter, or Hexer, and you need some kind of setup for War Edge skills.


Displace
Requirements: War Lore Mastery level 7
Body parts used: Head



Cures one party member of ailments/binds. Attempts to transfer said party member's status ailments and/or binds to one enemy. Has an 80% speed modifier at all levels.

Displace's main function is letting your War Magus have a non-item method of curing ailments and binds. The transfer is so situational it's almost funny.


Barrier
Requirements: Random Disease level 3, Displace level 3
Body parts used: Head



Attempts to block incoming status ailments, binds, and debuffs to all party members a set amount of times per turn. Also blocks self-inflicted ailments and binds, such as from Reincarnate and Stigmata.

Barrier is an incredible utility skill, and is a borderline necessity for certain boss fights later in the game on Expert. While it's not completely reliable on its own (even though 85% is nothing to sneeze at), it can be made 100% reliable through War Lore Mastery. Remember that one of the components of War Lore Mastery is that it boosts the success chances of skills like Barrier, and at level 15, that bonus is 18%. (.85 * 1.18) = 1.003, or 100.3%--completely guaranteed, up until it hits the max blocks limit.


War Revive
Requirements: War Lore Mastery level 10
Body parts used: Head



Revives a dead party member at the start of the turn with a fixed amount of HP. At the end of the turn, attempts to revive the same party member again at 1 HP.

War Revive's primary benefit is that the end of turn revive (sometimes) helps with situations where you revive someone, and then they get killed again on that same turn. There's a certain postgame boss where it's both incredibly useful in combination with a Beast, and also simoultaneously a huge liability.


War Edge Mastery
Requirements: None



Required to learn War Edge skills. Passively increases max TP if using a sword, or damage if using a staff. Allows the user to use any sword skill with a staff.


Strength/Guard Slash
Requirements: War Edge Mastery level 1
Required equipment: Sword or Staff
Body parts used: Arms

(Strength Slash)
(Guard Slash)

Deals melee Cut damage to one enemy. Ignores the target's resistance to Cut damage. Lowers the target's physical/elemental attack/defense for a set amount of turns if they have an ailment. Substitues the average of the user's STR and TEC as a replacement for STR in the damage formula. Has no speed modifier and +15 base accuracy at all levels.

Strength/Guard Slash are, unfortunately, kind of pointless in any party that has access to attack/defense buffs already, due to the diminishing returns system on buffs/debuffs of equivalent type. They do last for a hell of a long time, though, which is useful if you're not going for very quick boss kills--Story mode, for example.


Headcut/Armcut/Legcut
Requirements: War Edge Mastery level 5
Required equipment: Sword or Staff
Body parts used: Arms



Deals Cut damage to one enemy. Ignores the target's resistance to Cut damage. Attempts to bind the target's head/arms/legs if they are afflicted with an ailment. Substitues the average of the user's STR and TEC as a replacement for STR in the damage formula. Has no speed modifier and +15 base accuracy at all levels.

The Bindcuts actually have the highest base chances of any bind skill in the game, and are actually very useful in Story mode, where they're basically the only reliable methods that the Story party has to inflict binds.


Ailing Slash
Requirements: War Edge Mastery level 10
Required equipment: Sword or Staff
Body parts used: Arms



Deals melee Cut damage to one enemy. Ignores the target's resistance to Cut damage. Damage is increased if the target has an ailment. Substitues the average of the user's STR and TEC as a replacement for STR in the damage formula. Has no speed modifier and +15 base accuracy at all levels.

The best War Edge Skill, and what allows War Magi to function as amazingly good damage dealers. It does, of course, require that either the enemy have an ailment or you have War Edge Power turned on, but having a Hexer on your team takes care of the former problem quite nicely.


Vampire
Requirements: Ailing Slash level 5



Passively heals the user and anyone in their row for a percentage of damage dealt to enemies that are afflicted with status ailments. The healing is fixed, and cannot be boosted.

Vampire at level 1 will sustain you for most of the game, and once you get to the late and postgame, more points in it will basically mean that Ailing Slash on a target with an ailment will provide a (almost) free full heal to whatever row your War Magus is in (it should probably be the front).


War Edge Power
Force Boost

Enables the secondary effects of War Edge skills (Strength/Guard Slash debuffs, Bindcut binds, Ailing Slash bonus damage), even if the target doesn't have an ailment.

War Edge Power is best used when you've run out of ailments to inflict, most likely because of accumulative resistance, or because your War Magus is in a party that can't inflict ailments for some bizarre reason.


Fairy Robe
Force Break
Body parts used: Head

Restores the entire party's HP. Purges all current ailment, binds, and debuffs. Blocks all incoming ailments, binds, and debuffs for one turn. Healing power scales linearly from 300% to 900% based on user level.

Fairy Robe's mostly useful as a panic button for when you need to both heal up your party immediately and block ailments/binds for one turn. There's very few instances where this happens, honestly, and a level 20 Barrier + level 15 War Lore Mastery will cover you against most anything that a boss can throw at you as far as disables go.

Rea fucked around with this message at 03:35 on Oct 11, 2016

Rea
Apr 5, 2011

Komi-san won.
Update 37: One Hour of Footage for This

...So, uh, ahehe, I have something to explain. I kind of...forgot to start recording when I was doing some grinding before this update, meaning that I lost both the previous ad campaign and the fact that I finished The item trade III. I don't think anyone will really miss either of them, but better to be up front about it than just hide it.

For the record, the ad campaign went well, and attracted a Troubadour who had a Volt Prelude level 10 Grimoire. I traded a level 10 monster Grimoire for it, and (eventually) put it on Rheine.

Here's Abigail and Cass's ending dialogue for The item trade III.


quote:

Yes, that's everything! I think dad can get to work right away with the materials you just brought. Oh, he actually just came by to pick up the materials! Did you--Oh...? You didn't see him? Ugh! I want him to meet all of you already, but he just won't come out. I'll give you a proper introduction next time, so please be nice to him! You see, dad's never met you, but he keeps saying something... If he ever gets a son-in-law, he wants it to be someone like you! And he wants to hand this store down to my husband! ...Isn't that something he should work out with that person, instead of deciding it all on his own...? Oh, dad's calling! Maybe the new weapon is ready. I'll be right back! Thank you very much, everyone. I hope to work with you again soon!

quote:

Oh, yeh're back. Everything go okay...? Ah, dumb question. 'Course yeh handled it. The old craftsman never actually comes out to see his customers, right? Well, he actually came by for a drink the other day. Kept on asking about the people in Lumen. Seems kinda unusual for him, doesn't it? Well, if yeh want the truth, I think he likes yeh folks. Yeh're a weird bunch, ya know. Yeh just strode on in outta nowhere, and now yeh got everyone in town on yer side. Lagaardian folks usually don't play favorites with any guild in particular, yeh know. But I'm in the same boat, so I ain't really one to talk. Haw haw haw! 'Course, that doesn't mean I'm givin' yeh any handouts! Yeh folks are nice, but business is business. Take this--see yeh!

We got a Pattisa (+114 ATK) (trash) and some EXP for it.




Hah... Hah... I knew getting back into the swing of things after months would be tough, but...
A couple of hours walking around the Geomagnetic Pole is nothing compared to normal exploration.
A couple of hours? We were there for a full day! Twenty-four hours!
Ranger? Where are you going?
Lunch.



The Duchy's really missing out by just letting us keep all the profits from these.



From one of the guests from this ad campaign, I trade this duplicate level 10 Ecstasy for a level 10 TP Up.


Man, this Princess Tea Party's got a lot of picky eaters in it. I don't think any of the food from the 3rd Stratum will please them...
Sovereigns will only settle for the finest foods. Not that...fish head...
That giant Blue Gel in a bowl doesn't seem very appetizing, either, I will admit.

I'm not just making that up for the sake of jokes, by the way, the Princess Tea Party literally will not eat any foods from the 3rd Stratum.




And the other ones.



And the only 4th Stratum food we can make at the moment. It makes it so that Grimoire Chances have a 40% chance to be forced to Grimoire Chance Passives. Completely worthless for me.



...This is seriously the best we could muster? This? Four back rows and a Ranger?
Blame Jackie. It was her turn to decide on the party, and she was insistent on giving everyone their "fair share of time."
That was my idea. I'm finally caught up on my grocery shopping, so I figured it was time to fight again.
Well, that explains a lot, I guess...
Are you quite sure you'll be fine alongside Ranger, Realga? I could take your place, if you want--I had to do that back in the 2nd Stratum alongside Tyler.
Eh, I'll be fine. How hard can swinging a staff around and not dying be?

Well, this is certainly...a party. I had a whopping 21 votes of my own from the last voting session, and certain parties who shall remain unnamed insisted I stack my party with supports, so I compromised and just put Realga on the front.


Who said "First, Do No Harm" applied to monsters? Probably not the guy who came up with that oath from one of Colette's books.

Meet Combat Realga. She's been reskilled quite heavily, and now has both Staff Mastery and Vital Hit maxed out. Her actual healing skillset's taken a pretty huge hit as a result, though--I opted to invest a lot in Revive because I predict this party's going to suffer a lot of deaths before we reach the end of the stratum.


Alright, itinerary stuff, hm... "Explore," and "Talk to Jackie about next part of plan." Pretty full day.

Ranger's mostly the same as last time. I'm building for Shock Sabre/Thunder Wave on him, since that's the element that the stratum boss is weak to.


You'd think a Survivalist would be called on more for explorations like this. Oh well.

Nadia's building towards Hazy Arrow now, which involved investing in some Speed Up skills. I maxed out Multi-Shot since she needs a better damage source for now than just spamming one of the ailment skills.


I wonder if I could create ice matches so that I could mash them together like I do regular ones... Oh well, this unstable ice core'll do for now.

Stardust is also pretty much the same. She has all of the all-target Formulas maxed out now. I could go for the Palms, but I'd rather get as much damage as possible before that, so I opted for some points in Formula Mastery.



I ran out of actives I really want on Rheine for now, so I maxed out Order Mastery and am putting points in Morale Boost for now. Ranger would greatly appreciate the extra Force if this party's entire thing wasn't "killing things before everyone dies to a stiff breeze."

...So, uh, what should we do for now? We're not actually on active duty until tomorrow.
I've got a certain FOE that needs to die in mind...





Yeah, we're ready for you this time!
If I could tame this monster as a pet, I'd have a mobile oven...


Lava Beast
HP: 12047, STR: 51, TEC: 48, VIT: 41, AGI: 28, LUC: 40
Skills:
  • Lava Boulder: Uses the head. Deals 4-6 instances of 90% ranged TEC-based Fire damage to random targets. Can hit the same target multiple times. Has an 80% speed modifier and 99 base accuracy.
  • Waterproof Fire: Used in response to receiving Ice damage. Uses the head. Heals the Lava Beast for ~9637 HP, and increases its elemental damage by 100% for 4 turns. Has a 120% speed modifier.
Drops:
  • Normal: Cinder Stone. 100% chance. Sells for 1840 en. 1 needed to make Flame Greaves (+20 DEF, +10% Fire resistance, can be equipped by Beasts).
    "Red stone too hot to handle with bare hands. Its heat even makes it hard to craft with."
  • Conditional: Sizzling Lava (Kill with Fire damage). 100% chance. Sells for 3770 en. 1 needed to make Amianthus Mail (Fafnir ultimate armor; +100 DEF, +3 all stats).
    "Rock formed when a Lava Beast burns to death. Won't burn, regardless of temperature."
Damage resistances:
50% 50% 50% 0% 200% 100%
Disable resistances:
50% 50% 25% 25% 50% 50% 25%
10% 10% 10%
25% 50% 50%

A foul beast from deep within the earth, fire courses throughout its body.

So this is going to be interesting. In theory, Ranger and Stardust are capable of killing the Lava Beast really quickly, but Waterproof Fire poses a massive obstacle to that, since it'll undo all my work and turn Lava Boulder into a one-hit kill if I do. Normally, I'd just bring along a Hexer, but oops, we don't have one with this party. All I can do is have Nadia try to paralyze the thing (which is agonizing with 25% resistance and no Creeping Curse) and then hope the paralysis procs on Waterproof Fire.

In addition to that, I also have to make sure that Ranger gets the killing blow on the Lava Beast--specifically, with Akashic Nova, which will qualify me for the conditional. I could use Flame Sabre if the thing isn't killed, but I'm playing with Waterproof Fire at that point, and it deals around 300 damage per use.




I'm probably not going to be using Medical Rod that often outside this fight, but Realga has nothing to do given that the Lava Beast has 50% Bash resistance.



Ranger'll do Ranger things.



My entire strategy for getting the conditional hinges on Nadia paralyzing the Lava Beast.



Yep.



I don't normally prioritize defense buffs over attack buffs, but Realga and Ranger need this in order to be less susceptible to an unlucky Lava Boulder one-shotting them.


How am I supposed to paralyze a giant, molten lump?!


Ha! I'm alive! Everything hurts, but I'm alive! I can survive on the front!
Congratulations, I guess.



Strangely, Medical Rod's debuff portion doesn't play the normal debuff animation.


The only way to fight fire...



IS TO FREEZE AND SHATTER IT!



The only thing Stardust will do until the end of the fight is spam Cocytus Formula.



Infinitely repeating "bah"s.


Never got that whole "physician, heal thyself" thing--I can heal myself just fine.


What're you trying to pull?
I thought a searing rock would hurt more.



Yowza.



YOWZA.



I'm really banking on things going perfectly.



Let's put Rheine's new favorite Grimoire to use.


...I don't know how that worked, but I'll take it!

And we're good. Got really lucky on the timing there.


Press the attack!



I'd normally opt for Blade Recoil on the second action, but the physical hit would be reduced to pitiful amounts.



This is gonna cut it close, so I have Rheine use Link Order to help.



YOU THOUGHT THAT WAS GOOD?


BEHOLD!


Where'd my new oven go?

Well, that paralysis could not have gone off at a better time. I would've normally waited until, like, the end of the stratum to do this, but I wanted to take the new fragile-but-powerful party for a spin.





Amianthus Mail (Fafnir ultimate armor; +100 DEF, +3 all stats) is unlocked by selling 1 Sizzling Lava. I am 100% buying this for Ranger once it's not ludicrously out of our price range.




...Are you serious? You're using my valuable time off for this?
I know it sounds dumb, but trust me, it'll work! Hat guy said so!
You're really trusting a guild that advertises themselves as "professional idiots."



All we have to do is just kill Flame Demon before she can do anything!
...Why?



Maybe it'll let us take her tiny wings and fly.



There really is no strategy to getting Flame Demon's conditional drop unless you're doing some really weird early cheese stuff. Just unload everything you have on her on the first turn. Jackie's really important here, since Supreme Bolt will stop Madness Roar.



Another boss conditional out of the way.





Crimson Eater (+209 ATK, +40 TP, +5 VIT) is unlocked by selling 1 Glinting Claw. I...really have no idea who this thing is intended for. Sovereigns would want a staff for the TEC bonus, and Dark Hunters would want more attack than TP or VIT.

And that's that for this very short update. Next time: actual exploration.

Rea fucked around with this message at 21:37 on May 4, 2016

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
I was wondering what you were going to do to the lava beast, and then I realized you had a triple-element attack. That must be pretty handy for conditional drops... well, if it wasn't a Force Break, anyway.

RareAcumen
Dec 28, 2012




Ragnar Homsar posted:

Man, I didn't even get to taste it...
What was even happening in your head during that panic?
I dunno, it felt like I was a different person.
I'd believe it. You sounded eerily like Charlotte there...

Who's Charlotte?

Rea
Apr 5, 2011

Komi-san won.

RareAcumen posted:

Who's Charlotte?

The Charlotte from the EO3 LP.

If you'll just refer to my gigantic timeline that doesn't actually exist which explains how Ranger and Faye are actually distant cousins you'll see that it all makes perfect sense

(in reality it's a kind of stupid joke relating to the person Charlotte's based on)

RareAcumen
Dec 28, 2012




Ragnar Homsar posted:

The Charlotte from the EO3 LP.

If you'll just refer to my gigantic timeline that doesn't actually exist which explains how Ranger and Faye are actually distant cousins you'll see that it all makes perfect sense

(in reality it's a kind of stupid joke relating to the person Charlotte's based on)

Oh okay, now it makes sense. I thought it was just a mistaken name that got mixed up in there.

Rea
Apr 5, 2011

Komi-san won.
Update 38: Flimsy



It's carmageddon, byeah.
A-Alright, Byeahs, go to...h-here. We need Arc Branches for this quest.

Yeah, Arianna, Flavio, Bertrand, and Chloe are just kinda sitting at the end of the Lumen guild roster, unused. They're consequences of using New Game+ to import Ranger--I can't dismiss them, so they're just kind of stuck there.



After some short gathering, we have Before the festivities ready to turn in.



Awright, that's the lot! We can finally get this show on the road!
Someone seems happy.
Hmm? What, I look happier'n usual? Well, sure! Nothin' wrong with havin' fun at a festival, but that's not all. Yeh rake in tons of cash!
I'm liiiiistening!
Folks like me who run bars or restaurants gotta seize the opportunity, yeh see. Some times of year are a lot more profitable! Yeh should remember that, too! Ain't yeh managin' FOEbucks? Then make sure yeh take advantage of the festival! Though yeh ain't gonna make as much as I will, that's for sure! Haw haw haw haw!
Oh, is that a challenge?
Is that a--dammit, beaten to it.
Here, take yer reward. And go get ready for the festival!



The EXP is a nice reward, but more importantly, like Cass hinted, this ties into a new feature at FOEbucks--festivals. We'll see them in just a bit.



Revive now brings party members back at 130 HP.



Shock Sabre, not accounting for Grimoires, hits for 203% damage, while Thunder Wave deals 560% total.



Lastly, Morale Boost increases Force gain on buffed party members by 8% while Rheine's alive.



A surprisingly big amount of unlocks from gathering.

Rose Quartz Staff (+90 ATK, +4 TEC, +4 AGI) is made from 1 Rose Quartz. Upon reflection, I should've bought this for Realga, since she'd like +4 TEC more than the +10 ATK her Madness Staff gives.

Juzumaru (+123 ATK) is unlocked by selling 5 Malachites and 2 Azure Beaks.

Iron Saker (+96 ATK) is unlocked by selling 1 Prehnite.

Gauntlet (+20 DEF, +1 STR) is unlocked by selling 3 Malachites.

Grand Axe (+119 ATK) is unlocked by selling 3 Scent Woods.

Aquael (+96 ATK) is unlocked by selling 1 Arc Branch.

Scented Whip (+117 ATK, +10 TP, +3 TEC) is made from 1 Bloom Wood. I buy one for Rheine since I'd like her to be a bit quicker with non-Order actions, and she only loses 10 TP from it.

Pelta (+37 DEF) is unlocked by selling 1 Scent Wood and 4 Plum Quills.




I did not miss these damaging floors--I actually preferred the ice...
Maybe if we just made boots out of these floors, we'd be immune to them.
Hey, wait a minute, Ranger, why are you pushing--


OUCH!
Is the floor acidic?!
Hmm... Boots made out of the floor would just hurt all the time.


Well, this is trash, but at least I get to charge you all for patching up your feet!
Could you at least make it seem like you're not in this solely for the money?



Chop point. Once we go back to town, we can tell the Huntsman one of each type of gather point.



A monster with weapons for arms? That seems...unwieldy.


Wind Cutter
HP: 703, STR: 36, TEC: 26, VIT: 26, AGI: 37, LUC: 27
Skills:
  • Air Slash: Uses the arms. Deals 80% melee STR-based Cut damage to one row. Reduces hit targets' resistance to ailments/binds by 50% for 4 turns. Has an 80% speed modifier and 99 base accuracy.
Drops:
  • Normal: Razor Edge. 50% chance. Sells for 309 en. 1 needed to make Gale Whip (+112 ATK). 3 needed to make Wind Armguard (+22 DEF, +2 AGI, can be equipped by Beasts). 5 Scent Woods and 2 Razor Edges needed to make Oomiyari (+109 ATK). 5 Razor Edges and 2 Glinting Beaks needed to make Wind Claw (+121 ATK).
    "Wind Cutter arm that resembles a scythe. It cuts anything, but it's brittle as-is."
Damage resistances:
100% 100% 100% 50% 100% 100%
Disable resistances:
0% 0% 0% 0% 0% 0% 0%
50% 50% 0%
200% 200% 200%

A flying weasel with blade-like arms and an impressive degree of agility.

Wind Cutters are the bane of my existence. They're incredibly fast, and can both heavily hurt a row and make them very susceptible to disables. This encounter's an example of where they can be really annoying, since Stardust or Rheine getting their heads bound would make encounters very annoying--and this is one of the less annoying encounter formations with Wind Cutters in them.

Also, notice how Nadia is basically helpless against these things, since they nullify both blind and paralysis.



Okay, those claws...aren't just for show...


...My arrow just broke in half after hitting the eye. So much for that plan.


Nothing...to it!
Maybe try it again when you're not bleeding from being gashed.

Vital Hit's only level 10, and Realga and Ranger are both missing over half their HP, so Realga's not really doing a ton of damage. That's Vital Hit's biggest weakness, it's going to lose quite a lot of damage against enemies that can act before your Medic--and a lot of enemies fall under that category. At least it doesn't cost a ton of TP relative to Realga's max TP.


Zap. Kinda.


Rrrgh!
Mmmph rrghrn...


Who'd have thought penguins would die to ice?




If I didn't have Realga on the team, I'd be burning through a lot of consumables after every battle.



Oh look, the cousin of that scorpion the thief summoned.


Deathstalker
HP: 721, STR: 39, TEC: 30, VIT: 29, AGI: 25, LUC: 27
Skills:
  • Terror Sting: Uses the legs. Deals 200% melee STR-based Stab damage to one target, with line-piercing effect. Attempts to inflict fear on hit targets, with a 50% base chance. Has a 110% speed modifier and 99 base accuracy.
Drops:
  • Normal: Meteoric Spike. 65% chance. Sells for 358 en. 1 needed to make Scorpion Plume (Immunity to fear). 3 needed to make Scorpion Maul (+106 ATK, +3 VIT, +3 AGI). 8 needed to make Divine Plate (+52 DEF). 3 Arc Branches and 2 Meteoric Spikes needed to make Heaven Bow (+101 ATK). 10 Bee Needles and 5 Meteoric Spikes needed to make Spiked Collar (+53 DEF). 6 Meteoric Spikes and 2 Lilac Vines needed to make Arquebus (+107 ATK).
    "Undamaged needle from a scorpion's tail. Used for weapons and accessories."
  • Ingredient: Scorpion Claw. 1 given. 1 needed to make Scorpion Green Pasta (Western Food 4; Increases escape rate by 10%).
    "A pair of deathly claws."
Damage resistances:
50% 50% 125% 100% 100% 150%
Disable resistances:
100% 150% 100% 100% 100% 50% 50%
100% 100% 50%
50% 50% 50%

A giant scorpion with a vicious stinger. Few see one and survive...

Much like hat guy's guild said back at the bar, Deathstalkers have slightly special AI. They won't do anything while they're in the back row, but once they move to the front, they'll start spamming Terror String, which both seriously hurts and inflicts fear. Taking them out before they get to the front is fairly easy with Stardust and Rheine, but without them, I'd be having a hell of a time.


Their eyes being so small and beady makes it even easier to blind them!
How?
I dunno!


There! Now that I'm not bleeding out, I can hit harder!


That wasn't an invitation to hit me again!


Alright, the shock function of my palms still works. Good to know.


Nothing...some bandages can't fix...

Aegis just saved Realga from a death by overkill there.


I-I suggest we retreat, and n-never look back! Why should we fight something with a stinger t-that big?


Killing them takes less time.



There we go, one giant hole, patched right up. Near-death-experiences are extra.
And I thought your surcharges at the start were ridiculous.



That's, thankfully, the extent of damage tiles for this floor.


More frogs. Greaaat.
"More" frogs?
You don't want to know.


They jump as far as their annoying cousins do, I see.

Great Frogs will hop towards us on every other step we take.


Are they as dumb as the rhinos from last floor is the question...
Rhinoes. The Labyrinth's ecology sure is varied...and bizarre.


Yep. They are.

Great Frogs are just as susceptible to falling down holes as the rhinoes were.



Bah.



This is another simple frog puzzle.



Just walk over to this hole, and then sidestep.


Mind the drop.
Eh, too obvious.
Hmm... Rib-bye? ...Like the steak?
That's just a pun--even worse.
"Things Realga does not like: puns."



This Take point is incredibly important due to its ingredient--we'll be coming back here a lot.




This is a formation I seriously despise, and which has cost me quite a few game overs in the past. The Wind Cutter makes whoever it hits with Air Slash easy prey for Confusing Scales, and then the Great Moth and Wind Cutter can easily kill everyone with more Wind Cutters in combination with Slice and Dice.



I AM NO EASY PREY! TURN YOUR SCYTHES AND SCALES ELSEWHERE!
Don't look directly at him and he won't hurt you...

This is me panicking due to bad memories. It is completely unnecessary, since Transform makes Ranger slow enough that he won't get to act before either the Cutter or the Moth.


You two may be quick, but I'm... Uh, what's a synonym for quicker that won't make me sound like a cliché?
Faster?
Swifter?
Like the wind?
FEETIER?
Not synonym-y enough. Bah, oh well.


...That's your cue, Rheine.
Hm? Oh, right!

https://zippy.gfycat.com/AppropriateArtisticKid.webm (GIF version)


That bug must've been really scared to just vanish like that.
Vanish. Sure.



Why are we collecting all of these very-poisonous ingredients, again?
Something about a wife making dinner for her husband. I'm gonna have Cass make sure these are what the requester actually needed once we get back...



An extra percent bonus damage for Stardust.



I have a kind of unconvential way of solving this two-frog puzzle.




Get that frog to jump to its death...



Leave the room so the other frog will reset its position...



Then run for the door. Easy.


Well, that was enjoyably short and not-annoying. Should've known that hat guy was exaggerating.


SYSTEM: Suddenly, an overpowering voice echoes from above!


Who said that?! C'mon, show yourself!
SYSTEM: A winged demihuman appears before you, blocking your path.


SYSTEM: The winged one looks at you as if in judgement.
I have erred... You are not fit in the eyes of the Star to use the Grail of Kings. The path to the heavens will remain closed. Leave this place until the proper time comes!
Nope. We hiked all the way here, and we're not gonna just turn back at the words of some bird man.
SYSTEM: The winged one's voice is firm, and he remains resolute in barring you from passing here. You think back to the phrase you learned at the Duke's Palace... Perhaps the winged one before you may relent if you speak it now.
Hmm... How did it go again...? Oh, right.



This is the only time in any EO game (excluding EOU/EO2U Story modes) that your party explicitly speaks, rather than implicitly.

SYSTEM: You repeat the words the Duke's daughter taught to you before the winged one. Their meaning remains murky, but the effect they have on the winged one is striking. He gazes at you with momentary surprise before spreading his wings and rising into the air.
You bear the ancient pact! Shall those who descended to earth return to the heavens?
Uh... Sure? What does that mean?
Mayhaps it has to do with that ancient legend? The one that began with "When civilization sunk beneath--" Oh.
SYSTEM: The question does not seem addressed to anyone, and the winged one disappears. You no longer feel anyone else watching you... Their presences have vanished along with his. You are unsure whether to continue investigating or return to High Lagaard for now.
Let's please go back, I don't want to carry this heavy pack up those stairs.



Oh, thanks for the goods. The client was actually waitin' in the back, so I passed off the ingredients already. So, how was it? At least a bit exciting? Not like yeh were expectin' any big life-changin' encounters, eh?
Cass, please, I dunno, check a book and make sure those ingredients aren't unfixably poisonous.
We'd rather not become accessories to murder.
Hmm? Yeh worried about the ingredients? Relax! It'll be fine. She went runnin' home saying she wanted to get started cookin'.
Cass.
Fine, fine. If yeh insist that much, well, this is a bar, y'know. We might have a cookbook around the place. Let's see...which one was it...ah, here we go. This oughta help set yer mind at...uh?
That doesn't sound like a good "uh."
Oh, crap! Ingredients that need special care!? Hey, I don't like the looks of this! All'a these...! "Poison causes immediate paralysis, convulsions, vomiting"...and there's no way to make it edible!? Th-This is bad! Hold on, yeh guys stay here!


That lady's messed up! She said she saw her husband walkin' 'round with another woman... So she was gonna cook her husband a meal with that stuff! She's scarier than the monsters!
Good gods...
I managed to talk her down somehow, so things oughta at least be alright now. But I gotta wonder how long it'll last...
A week. Maybe even three days. At least we won't be involved again.
...Well, I said it was gonna be a boring request, but it ended up way too excitin' for even my tastes! I tell yeh, married life might be even more dangerous than anythin' the Labyrinth can throw at yeh.
Sarcastic quips are fun and all, but, uh, aren't you forgetting something?
Oops, almost forgot. Here's yer reward. See yeh next time, alright?



I've been knocking the attack items up until now, but the all-target ones are incredibly useful for reasons we'll see shortly.



Hazy Arrow deals 527% damage now, up from 516%.


Yep, exactly.
That'll be a big help! So, where are they?


There, there, and there.
That's a taking, chopping, and mining spot! Alright, this should be enough to get us back on our feet! The reward is with Cass, so go get it from him! See you--thanks a lot!


Good work, yeh lot! Yeh didn't run into any trouble then?
It was just pointing out stuff we run into during normal exploration. I'd be very worried if we did run into trouble.
Guess I'll never have to worry about yeh lot! Haw haw haw haw haw! Here, this is the piece yeh've been waiting for!


Three down, two to go.
I can't wait to shove these things in that smug noble with the stupidly-long name's face.



And I figured I might as well offload our materials before going back to get the next floor.

Fluted Armor (+53 DEF, +8 TP) is unlocked by selling 3 Prehnites and 5 Azure Beaks.

Scorpion Plume (Immunity to fear) is unlocked by selling 1 Meteoric Spike. These will be very, very useful in the almost-immediate future.

Unihorns are unlocked by selling 1 Unseasonal Grass. I'd prefer to just have Rheine and use White Noble during the few situations where Unihorns would be theoretically useful.




Up we go...


And back we go.



You've all gotten rather famous, haven't you?
That'd explain why people either want my autograph or scream and sprint away from me.
They were already doing that before...
I think my daughter's so proud that you stay at our inn. She's telling everyone! Hahaha, even my husband wanted to meet the famous Lumen guild in person! ...But it feels so strange, now that you're big names around here. To me, you lovelies will always be cute little children! Bahaha!
Even Asriel?



Oh boy. Alright, Abigail, what's wrong?
Oh, I'm sorry. I didn't notice you. It's just... I made a really big mistake. ...A customer already told me earlier, but I put the wrong sale price on one of the pieces we're selling... I wrote down one too many zeroes on the price of a sword. If it was actually that expensive, it would be a huge problem...
I agree, that IS a big mistake. Making people part with more money than necess--
I'm just glad we caught it before anyone actually bought it, but... I really have to be more careful from now on...!
Oh.

This is a reference to one of Yuji Himukai's EO2 comics, which were about the then-new Gunner, War Magi, and Beast classes, and the various facilities in Lagaard.





...Do these winged people really exist?
We just saw one, so yes.
I suppose they eat food from the forest. Do they cook with fire...? If they're birds, then maybe they prefer grains... But I suppose there are carnivorous birds as well... Then again, they'd need to stay light in order to be able to fly, right...? Hmmm. Very interesting.
I doubt they'd visit the cafe if they live that high up in the tree.


I feel great power radiating from this...!
...It's just a strawbrery with honey on it. Might I ask how that radiates power?
It's the secret to amplifying all these jars I've been sticking matches, splits of the ice core, and raw electricity in!

The Strawberry Daifuku is one of the best foods in the game. What it does is it doubles (yes, doubles, not triples, the game's straight-up lying there) the attack power of all the Jar items we've been finding. While that might sound mediocre on its own (and it is), remember that the all-target Jars can be affected by Compression. With this food and a level 20 Compression, the all-target Jars get a 4x bonus to their damage--they deal 880% damage, quite a bit more than the 640% of a level 20 all-target Formula with level 20 Compression.



Judging them before formal discussions would be premature.
Look, I'm just sayin', everything livin' in the Labyrinth so far wants to kill or eat yeh. And yeh let yer guard down in the Labyrinth, even if it seems safe...? Bam! It's over! Pretty flower? Bam! Baby bunny? Bam! Dashin' swashbuckler? Bam! Sweet lil' girl? All kinds of bam!
Something tells me those last two aren't exactly natives of the Labyrinth.
Whassat? Those last two ain't creatures of the Labyrinth? Doesn't matter! Y'get my point! Look, just be on yer guard at all times! Remember, it's the Labyrinth!

No new bar patrons, so let's just go to Marion.



I hope you like steak with apple sauce on it. It's Ranger's month to decide the menu at FOEbucks, and he's made the menu nothing but that.
We also have apple sauce and steak to go with the apple sauce steak.
Now, jokes aside...
They're not joking.
I heard you encountered the winged ones. ...The palace is doing their best to cover it up, but the more you try to hide the truth, the clearer it becomes. Almost all of High Lagaard knows of the winged ones now...and everyone hopes that the floating castle is not far off.
I'd hope so, given that there's not much of the tree left.
You should know... a great many of them believe you will be the ones to discover it. And... I count myself among them. Well, that's all I have to say for now. I hope you find fortune on your travels.



Ah, there is something I wanted to tell you. It would seem that your names are now known even to the Duke himself. It seems Lady Gradriel personally told him all about you. Be sure to show her your gratitude when you next see her.
Uh... Where is Lady Gradriel, actually?
...Hm? Where Lady Gradriel is? Ho ho ho, that's quite the brush-off. Tired of being greeted by my old face?
Ah, uh, n-no, I was just curious.
Unfortunately, Lady Gradriel is currently meeting with an ambassador. I doubt that she will have time to come down today.
Oh.
...You seem rather disappointed. Are you not satisfied that you have an audience with the minister of the Grand Duchy?
Well, I don't find an audience with a government member particularly special.
...But I suppose the true glory for you lies within the Labyrinth. You are explorers through and through. You needn't worry. I am sure Lady Gradriel will gladly make time to hear the news of you reaching the floating castle. Will that be all, then? I look forward to your safe return.




Quest time.

Academic obsessions:


Oh, I've been waitin' for yeh. Accepted that quest, did yeh? Well, it's from Sitoth Trading, after all! So, there's this visitin' alchemist that hangs around the store, and apparently is workin' on some new experiment. As yeh explore more of the forest, yeh find more new materials and items. Apparently that's drat excitin' for the scholar-types. So, this alchemist is hopin' yeh can bring back a couple materials from the Labyrinth. Yeh know, for experiments. Ask for details at Sitoth Trading. The trader's little missy should have all the information yeh need. Well, be careful, awright?

Explorers! Heroes! Caterers!

Aha! That request, eh? Well, makes sense. Yeh're the reason that one's up there in the first place, after all. See, the person who put it up--well, they're practically in love with yeh lot! Yer guild's exploits left 'em dazzled. And they want yeh, specifically, to take this request! Seems yeh've gotten popular all over the city! Haw haw haw! But here's the thing. That person's...well, uh, actually a huge important noble.
Sounds like an easy--wait, huh?
And they're throwin' a huge banquet soon. Gonna be all kinds'a fancy foods there. So, for one of the special ingredients, they're gonna need Monster Steak. Don't know too much of the details myself, but I heard the Minister himself is runnin' it. Why don't yeh ask him at the palace? Right then. G'luck!



I see, I see... And you've some knowledge of the ingredients! Splendid, splendid.
N-no, we don't. That's why we came here. What's the point of all this, anyway?
The banquet isn't merely a celebration, you see. Rather, it serves as a symbolic gesture--an important show of Lagaardian power. By proving dominance over the monsters dwelling within the Labyrinth, we thereby prove dominance over the Labyrinth itself. And knowing that the Duchy still holds sway over the Labyrinth will go a long way towards easing the minds of our citizenry. Do you understand...?
Of course, it's simple logic.
Even if not, I hope I've made it clear that this isn't just about satisfying our appetites, ho ho. At any rate... it is said that the meat of the bovine monster in the 18th floor tastes unlike anything known to man. I humbly request that you fell the beast, and secure for me a suitable portion of its meat.
Seems easy enough... Okay, no, what's the catch?
However, the monster does have a curious quality. When gravely wounded, its body will flood itself with poisonous toxins. Some theorize it's an attempt to slow and incapacitate the creature's attackers, to keep them from getting to its young... I regret to say, but if you do not defeat it quickly, the toxins will render the meat quite inedible. Speed is of the essence.
We've commented several times on the curiousness of Labyrinth ecology, but that's nearing the top of the list of strange monsters.
I estimate around the time you end your third round of actions, the poison will have taken full effect. Act swiftly, hm? Now, regarding this monster's whereabouts... I've heard that it can be found in the northern area of the 18th floor. That is, unfortunately, the extent of my knowledge. Bring the meat to the Bar, and I'll have someone pick it up from there. You have my thanks in advance for your assistance.



Gods, not another bison.
SYSTEM: Do you remember the quest you accepted for the exotic meat requested by the nobility of the Duchy? This must be the monster in question. It doesn't seem to have noticed you... If you intend to attack it, now would be the time. But exercise caution! According to the Minister, the monster will infuse its body with toxins when injured. For the meat to remain edible, you must defeat it within three turns. With that in mind, if you feel adequately prepared, then strike at the beast and begin!





You think that Dubois will appreciate the meat being pre-cooked?


Dignified Bull
HP: 7358, STR: 40, TEC: 31, VIT: 33, AGI: 24, LUC: 27
Skills:
  • Stomp: Uses the legs. Deals 130% melee STR-based Bash damage to one row. Has an 80% speed modifier and 99 base accuracy.
Damage resistances:
100% 100% 100% 125% 100% 100%
Disable resistances:
150% 50% 100% 100% 100% 100% 100%
10% 10% 50%
100% 100% 50%

It produces high-quality meat, but unfortunately, it has a habit of poisoning itself...

It's just a War Bison with higher stats and more HP. Some parties might have trouble chewing through 7358 HP in 3 turns, but not this one.



SPEEDY MURDER? NO PROBLEM!

Mostly because of this guy.


Dying's easier when you can't see it coming!


Quickly, now! Chop-chop!


Hee-YAH! ...If only my staff hurt as much as everyone's swords and bows and ugh.



Nope.



Yep.


Have two arrows! ...If only I had three of them.



Without Transform, Ranger would've been killed pretty badly by that.



Upon reflection, I could've used this opportunity to demonstrate the Jars. Oh well, hindsight's 20/20.


Whenever you are ready, Ranger!


That bull's cooked to perfection.
The question is, did it poison itself?



SYSTEM: With the Minister's words in mind, you were able to slay the beast before the coursing poison contaminated its body! With the beast's panting fallen silent, your own frantic breaths seem loud in the still air. You exhale slowly, finding composure. After calming yourself, and letting the adrenaline fade, you carve out a careful portion of the monster's meat.


Guess not!
SYSTEM: Congratulations! You obtained the exotic meat. All that remains is to deliver it to the bar to complete the quest.



Let's go check that campaign first!
But-- Ugh.
I should take lessons from her about moving that quickly...




drat.


We shouldn't let this chance get away! Let's draw in customers excited by the festival and have them eat!
SYSTEM: Festivals will now occur in all of the wards! If you advertise in a ward that is having a festival, you can earn twice the profit of what you normally would. When a festival happens, make sure to start advertising!

That's really all you need to know about festivals.




I first set up these two campaigns, and then I developed the Slums a bit.


Woah-ho-ho, that is a LOT of potential customers!

Enough that this happened.



And the last ad campaign for now.



Hey! Welcome back. I was keepin' up with the news, and it sounded like a tricky job. Oh, so this is the monster meat, eh...? It doesn't look half bad... Whaddaya say? We oughta try some here. Taste-test, like.
Ye--
NO.
...What's with the glare? Awright, awright, I won't sneak any. But... I mean...look how much there is! Little bit won't go missin'.
Try it, Cass, and I'll give you such a whacking.
Okay, fine, fine! Kidding! It was a joke, I tell yeh! I'll make sure to bring it there, okay? Seriously, yeh don't have to be so stubborn... Here, this is yer reward. Awright, see yeh next time, then!



Alright, that's two of the three 4th Stratum recipe books.



Revive now brings someone back at 270 HP, at the cost of 25 TP.



Fights go by quickly enough that I don't have a ton of qualms about raising the TP costs of Shock Sabre and Thunder Wave.



And Morale Boost now boosts Force gain on buffed party members by 10%.



I cooked the one Chinese Food 4 food possible at the moment.

Fried Whole Spider gives the party a guaranteed chance to survive mortal damage once per battle, with the effect lasting 3 turns. It's situationally useful.




And to close out the update, here's Abigail's quest dialogue.

Did you accept my request again? Oh, thank you so very much! This time, the request is from an alchemist that works with this store sometimes. This alchemist has a real passion for experiments, and is always trying out new things with Labyrinth materials. A lot of things have come out of it! Like... Um, flat sponges... Cloth woven from metal thread... oh, and liquid that glows in the dark! Apparently, making weird things like that helps with developing new weapons and protection, so we're always learning more. So in return, we give the alchemist all we can spare for the experiments! Everyone helps each other!
That's all very interesting, but what do they want for the quest?
...O-Oh, uhm... I'm sorry! I have so much fun talking to you, so I ended up getting a little carried away. In any case, there's a new experiment the alchemist has in mind... And it's going to need some materials from the forest, so I thought maybe I could ask you to get some? Um... let me see the instructions... It says here... 1 Frozen Petal! You can get it from some monster called a Wrath Bloom, but it's kind of hard to get... The alchemist said the final blow should be an attack that could freeze the enemy. If you collect it, please sell it to the shop, and I'll make sure to deliver it! So, please do your best...! Ah, but p-please don't get yourself hurt! Promise?

Abigail said everything I could've.

That's all for now. Next time: 19F.

Rea fucked around with this message at 06:43 on Aug 10, 2016

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
There's something cathartic about sending FOEs falling to their demise.

Though I do have to wonder if random explorers on lower floors are just walking along when suddenly a frog or rhino comes falling from the sky.


https://www.youtube.com/watch?v=5IM8eqwk1ps

Rea
Apr 5, 2011

Komi-san won.

It's actually closer to "bee-yeh." :v:

https://www.youtube.com/watch?v=NgGOLvbknow

I name my gathering parties in every EO game "Byeah" because they all end up using the same portrait.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
FOEbucks is a surprisingly deep additional mechanic. I'm impressed!

Rea
Apr 5, 2011

Komi-san won.
As I enter finals period plus multiple project due dates coming up (today's my last day of normal lectures), I have a question I'd like to throw out:

How is the LP's narrative portions, quality-wise? I went into the LP with basically no forward planning (the time between me testing my 3DS capture card with EO2U and starting the LP was all of one day) and pretty much no experience in creative writing (as much as this stuff is "creative," anyway). Is there too much dialogue, do some characters' dialogue blend together, etc.

Also, for anyone who submitted characters: how well do you think I stuck to the description you submitted?

(I ask partially because I've been going back and editing a lot of older updates to add in specific numbers, and I've been doing some editing of dialogue along the way--either rewriting bits or cutting them out entirely.)

(also while I'm gonna be busy with projects and studying and crap, you can still probably expect some class updates, since those don't really take a while to write up)

Endorph
Jul 22, 2009

the narrative's funny without really getting in the way or feeling too fanficcy or anything, some of the characters feel a little eh but that's just because they got voted in like once, there's nothing specifically wrong with them, I did not mention anything about Realga liking kindred spirits on the roof but my avatar shows my approval

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
I like it. It's entertaining without feeling like gags go on for too long.

Rea
Apr 5, 2011

Komi-san won.

Endorph posted:

I did not mention anything about Realga liking kindred spirits on the roof but my avatar shows my approval

That was one of the things I was concerned about--I wasn't sure if I was maybe playing it a little too loose with the references, but evidently the idea of Colette having a giant anthology of everything about every video game from our time isn't that far out.

In other news, my final project for one of my computer science classes is writing a GUI application in Java (object-oriented + GUI + event-driven programming). We could choose anything we wanted to make, so I made something ridiculously niche in usefulness and gave it a strange name to boot

Kinu Nishimura
Apr 24, 2008

SICK LOOT!
any lp that allows me to increase my vice grip on the lagaardian alchemist market is a good one

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
You're doing fine. Even though you admitted to me that you had absolutely no idea on how to handle my character. :v:

Kemix
Dec 1, 2013

Because change
You're doing drat fine with the narrative. And I like how you've been utilizing Asriel, so I have no complaints. Hell, you get a genuine laugh out of me every once in a while. :v:

BlackPersona
Oct 21, 2012


All the thought I put into Sophie was thinking how to make the hexing process silly. In retrospect, I may have basically ended up with Chloe 2.0, so I'm actually incredibly glad that you fixed that. That, and her literally tasting everything is silly enough without being overbearing, so I'm happy. As for the narrative, it's always great to see everyone else's characters interact in the other Etrian Odyssey LPs, and this isn't an exception. I look forward to the updates here all the time :)

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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Now that you've seen the Story party in action for another Stratum, which Story mode character do you think Knight should spend more time with?

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