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Charlotte, Rose, Sidney.
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# ? May 5, 2017 02:15 |
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# ? May 28, 2024 10:43 |
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That... looked like just an ordinary big ol' anemone. I mean, on the one hand, having a super end-game boss that's just a regular animal is a nice departure from elaborate dragons or whatever, but on the other, elaborate dragons are a lot more intimidating.
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# ? May 5, 2017 04:40 |
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Rose, Charlotte, MEGAQUEEN. I don't know if it actually is stated anywhere, but I like to imagine the theriacas for dispelling binds do so by making you really slippery. Probably kinda gross when you gotta pour the stuff on your head though.
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# ? May 5, 2017 08:48 |
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Alice, Charlotte, and Susan. Strong stat spreads and skill sets are overrated, and Alice will always find a way.
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# ? May 5, 2017 17:49 |
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Charlotte, Asteria, Sidney
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# ? May 5, 2017 22:51 |
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Dr. Fetus choice x3
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# ? May 6, 2017 00:37 |
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Votes so far: Charlotte: 8 Sidney: 7 Rose: 6 Susan: 5 Cassandra: 5 Alice: 2 Asteria: 1 Fang: 0 Scott: 0 Faye: 0 Akatsuki: 0 Smith: 0 My Choice: 3 I'm wondering if I should close the votes now, but hey, you never know if there will be a sudden rush for one of the underdogs or something. theshim posted:Why the heck are so many of the quest NPCs naked, anyway? Probably so they don't have too much armor so they don't carry the player to victory that easily. Or they just really like to go swimming. Glazius posted:That... looked like just an ordinary big ol' anemone. I mean, on the one hand, having a super end-game boss that's just a regular animal is a nice departure from elaborate dragons or whatever, but on the other, elaborate dragons are a lot more intimidating. Yeah, there wasn't even any real buildup to it either. The other 2 bosses are the end of a questline. Anemone just kind of suddenly appears. But I guess that's to ease the player into the post-game.
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# ? May 6, 2017 01:43 |
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Fetus' Choicex3 because I'm a lazy gently caress.
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# ? May 6, 2017 04:14 |
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Dr. Fetus posted:Probably so they don't have too much armor so they don't carry the player to victory that easily. Or they just really like to go swimming.
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# ? May 6, 2017 07:28 |
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Dr. Fetus posted:I'm wondering if I should close the votes now, but hey, you never know if there will be a sudden rush for one of the underdogs or something. Alice, Alice and Alice because someone tempted fate. (actual votes Scott, Smith and MEGAQUEEN)
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# ? May 6, 2017 10:33 |
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For once I'm not going to defer to the Good Doctor: Cassandra, Charlotte, MEGAQUEEN
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# ? May 6, 2017 11:17 |
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VOTING IS CLOSED! Final results: Charlotte: 9 Sidney: 7 Susan: 7 Rose: 6 Cassandra: 6 Alice: 2 Asteria: 1 Scott: 1 Smith: 1 Fang: 0 Faye: 0 Akatsuki: 0 My Choice: 6 Looks like the team will be Charlotte, Rose, Cassandra, Susan, and Sidney! Araxxor fucked around with this message at 07:49 on May 8, 2017 |
# ? May 8, 2017 00:39 |
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Not an update (ran into some spiteful RNG while trying to do the battles, but I'll have it up soon enough. Anyway...) I bring important news. EO5 is getting a western release in the fall! Link to the site.
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# ? Jun 7, 2017 04:54 |
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Oh, that's great. That's when my senior year starts, though. Why can't games I want to play ever release in the Summer?
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# ? Jun 7, 2017 04:57 |
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Dr. Fetus posted:Not an update (ran into some spiteful RNG while trying to do the battles, but I'll have it up soon enough. Anyway...) I bring important news. You rock Fetus. I was just talking with a buddy from college that I doubted EO5 would be localized.
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# ? Jun 7, 2017 05:04 |
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Now just bring back Mega Man Legends 3 and 3DS has a serious chance of being my favorite platform ever. Please, Capcom. Why can't you be like Atlus and fulfill all my wishes?
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# ? Jun 7, 2017 08:36 |
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Skyridge posted:Now just bring back Mega Man Legends 3 and 3DS has a serious chance of being my favorite platform ever. Desire sensor.
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# ? Jun 7, 2017 08:55 |
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They have a small product page for it now The site's technically up too, but it's just the splash screen.
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# ? Jun 7, 2017 21:10 |
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Update 90: Leviathan If that beast ever comes back from the dead, I’ll show it the true wrath of a QUEEN! Here we go, the last set of sea quests we can do for now. Here’s the team I’ll be using for this one. Gonna be going with a very defensive Limit setup for this one, since I don’t really trust Squire to do a good job. But you spot a gigantic shadow approaching your ship at tremendous speed! That’s no ordinary fish! Hoo hoo! Look at the size of that fish coming our- uhh, that’s way too big to be a Tanniyn! The figure that leaps from the water is none other than the sea dragon from Ugarit! It may not be a fish, but it’s a fine catch indeed! The client steps forward and levels his spear! He looks as though he’s been ready for this the whole time! Following his lead, you draw your weapons and dash toward the sea dragon at the bow of your ship! Video: Leviathan Leviathan Level: 68 HP: 17740 STR: 65 VIT: 61 AGI: 52 LUC: 51 TEC: 66 Attack Type: Pierce Exp: 68000 Item Drops: -Normal: Dragon Weave - 100% Drop Rate. 1 needed for Kurikara (Katana. Must be restocked.) --Special bone dense enough to withstand vehement attacks. -Gold: Tsunami Fang - Get lucky. 20% Drop Rate. Prevents normal drops. 1 needed for Trident (Ultimate Spear. Must be restocked.) --Emits a jet of water to blast away the prey it traps. Description: A sea dragon first seen after the Calamity. Ugarit’s sailors fear it more than pirates. Damage Resistances: Slash: 150% Strike: 50% Pierce: 50% Fire: 50% Ice: 150% Volt: 50% Ailment Resistances: Sleep: 10% Confusion: 30% Plague: 10% Poison: 10% Blind: 10% Curse: 30% Paralysis: 10% Bind Resistances: Head: 30% Arm: 30% Leg: 30% Other Resistances: Death: LR - 12% Petrification: LR - 12% Stun: 30% Skills: Fuming Snort: Uses the Head. Lowers the party’s accuracy by 70 for 4 turns and has a 30% chance to inflict Plague. Has an action speed of +3. Fumes: Uses the Head. Deals 150% TEC-based Fire damage to one row. Has an accuracy of 100. Has an action speed of -10. Tie Up: Uses the Legs. Deals 50% STR-based Strike damage to the entire party. Attempts to bind the targets’ head, arms, and legs, with a 20% success rate. Has an accuracy of 90. Has an action speed of +/-0. Overeat: Uses the Head. Deals 200% STR-based Slash damage to one party member. Leviathan is then healed for twice the damage dealt. If the target has the Plague, the damage is quintupled. Has an accuracy of 150. Has an action speed of +/-0. Hard Scale: Uses the Head. Reduces the amount of physical damage Leviathan takes by 80% for 4 turns. Has an action speed of +/-0. Cold Wave: Uses the Head. Randomly hits the party 4 to 6 times, dealing 50% TEC-based Ice damage per hit. Attempts to stun the targets with a 50% success rate. Has an accuracy of 90. Has an action speed of +3. Leviathan’s AI Script posted:If HP is below 11% and someone has the Plague, cast Overeat. (Targets party members with the Plague.) Leviathan is a bit of an interesting boss. It has a couple of strong elemental attacks, but more interestingly, it’s the only enemy in the entire game that has access to an accuracy debuff. And the penalty on that is rather steep, so it can’t really be ignored that easily. Since it’s not Leviathan increasing its own evasion, you can’t just Ad Nihilo the problem away. Though Prince/sses do have access to Inspire, which can dispel the debuff. Arbalists also have access to Pop Flares, which can be used to dispel the debuff, or prevent it from landing in the first place. And if you don’t have access to those skills, you can always make use of Unihorns, which will dispel debuffs on the entire party. Plague is also the status effect to watch out for here, as Leviathan loves to go after infected party members with Overeat. Which will not only kill the party member, but heal Leviathan for a very large amount, undoing all your hard work. Tie Up is also really inconvenient to be hit by, but the binds it inflicts are not as much of a priority to get rid of compared to what Plague does for Leviathan. Hard Scale is also pretty annoying to deal with since it effectively neutralizes your physical damage dealers, but by now, you should know how to deal with enemy buffs. Starting off, I buff up Rose and Charlotte’s offenses, and have Sidney put up Pop Flares as a safety net to stop the accuracy penalty from Fumes later on. This battle is off to a good start, as Squire buys me a free turn. The worst part is that I’m actually getting used to this. Swim all you wish, you’ll fall soon enough. Thanks for the cover. Now, get a load of this! Aaaaand, it’s off! Gonna take the time to Berserker Vow again. I don’t trust Squire to protect the party, so I’m using Aegis Shield. Gonna have Susan debuff Leviathan for even more damage, and to stop Hard Scale in its tracks. And another defense debuff, why not? A flawless defensive formation! ...I can think of a few ways to get past it. Shhh. Yeah, definitely a good thing I broke out Aegis Shield, since Line Guard wouldn’t have been enough to save Rose and Charlotte. Hmm hmm hmm, denied! Ohoho, is that a weak point I spy? Hey, don’t leave me out on the fun! Gonna have Rose and Charlotte charge up for their big attacks. Susan will prevent Fuming Snort from landing on the front row. And I’ll have Sidney heal up Rose. Charlotte has Endure, so she’ll likely be fine if anything happens. Well now Charlotte’s completely safe. Have some regal protection! I’ve been getting some real good setup turns. Pills here. Ahh, thanks a lot! But uh, you couldn’t have given that to Charlotte first? Ehhh, she seems fine. M-medic? Anybody? Please!? I-I would appreciate some medical assistance! Hang on, you’ll get your turn. Time for Rose and Charlotte to unload their attacks. Misery loves company! Charlotte rolled all 10 hits here, and dealt a total of 7476 points of damage. Okay, I really need medical assistance! Mmph mmph mmph! Rose dealt a total of 3963 damage with that Blade Rave. A queenly reward for your troubles. Ah, finally. Thank you, MEGAQUEEN! That assault took off a good chunk of Leviathan’s HP. Oh, this is gonna set me back. While Pop Flares can deal with the accuracy debuff, the back row doesn’t have Prevent Order on them. Oh that’s just gross! ...Too little, too late, princess. I’m a QUEEN, thank you very much! And Squire spends the turn being useless. Oh dear, I don’t like the way that sea beast is looking at me. Protect me, oh valiant knight! ...You incompetent fool! SUSAN! R-Rose, calm down. I didn’t see chewing, so there might still be hope for her... Hey, why weren’t ya protecting us!? ... Squire, you suck. Really? You just did that? Uhhh, ya’ll better work fast. That lump in its neck just got down to its stomach- AAAAAHHHHH! Oh goodness, that was quite the gastrectomy. PWA! Oyyyyy... I’ll have to take a long, long bath when I get back. Oh, Susan! You really had me worried there for a sec- I’m not hugging you while you’re covered in that. ...On second thought, maybe not. Nothing too much to that fight. Just make sure you have a way to deal with Fuming Snort, since that can turn the fight in Leviathan’s favor. You know, I was just wondering... What was it like being inside a monster’s stomach? ...Really Sidney? Really!? You really asked that!? Uhhh... But if you insist, I would be more than happy to divulge the horrific secrets of STOMACH ACID to you! Oh, is that what happened to your hair? Snrk. You know, you actually look kind of better that way. Oh, hush. Based on what you saw of the client’s skill, he should do just fine fighting in Yggdrasil. Oh, and do pet the lizards and lynx. They’re quite harmless. Yeah uh, do the exact opposite of she just told you. They’re anything but. As everyone celebrates, you set sail toward the ocean city to accomplish the task at hand. Sounds like he was quite frustrated about being stuck in Ugarit. His future will be much brighter. Ah, I almost forgot. He asked me to give this to you. This shield reduces all elemental damage by 10%. Quite handy, and it only has 1 less DEF than her current shield. Oh, and upon completing any of the sea quests after getting the equipment from them, he says this instead: Another job well done. The chart’s nearing completion, and the ocean city’s restoration is nearly done. Unfortunately, I forget to spend Rose’s skill point for a good while. Anyways, I tried to take on the 2nd sea quest, but I failed at it numerous times. So I decided to adjust my party’s equipment a bit. Oh come on, I don’t need glasses! Look, Rose. We’re getting kind of worried about you. You seem to be missing your attacks quite often. Yeah, and you’re kind of bumping into a bunch of stuff- ooh! I think these’ll work! Why don’t ya take a look for yourself? What the-!? Goggles!? Really!? Oh, what’s the harm? I do believe they’ll- snrk, make you look better. Pfft. Look, Susan, I don’t need you to be butting in right now. Actually, I’m Cassandra. Susan’s behind you. ...Tch, fine! Namely, upgrading Rose’s weapon and getting her some Target Goggles since she kept whiffing her attacks, even without the Fuming Snort debuff. And increasing MEGAQUEEN’s speed a bit, since Leviathan keeps outspeeding her. Alright, now we’re sufficiently prepared to take on the next sea quest. Toma again? Wow, that guy never gives up, huh? You have to admire his tenacity for treasure hunting. This is the team I’ll be taking along for this fight. Doubling up on Princesses may seem questionable, but Dezerte only really cares about the front row. So I’m bringing in Susan so the back row can be covered as well. And here’s my Limit setup. I’m bringing along Aegis Defense since Cassandra herself can already handle the elemental attacks. As for why I’m bringing along Lucky Hammer, I’ll bring that up when it becomes relevant. So, let’s do this. Then, you spot a gigantic shadow approaching your ship at tremendous speed! That’s no ordinary fish! This must be the beast you are here to destroy! With a quick glance, you and the client prepare to fight! The gigantic sea dragon leaps from the water, cloaked in waves, as if meeting you for the fight! Wow, that thing’s belly healed fast. No matter. We’ll just take it down again! Round 2! Instead of having Rose and Susan do anything, I’m having them defend. This is so they can survive the incoming attack, since I need to have Cassandra use Bunshin, and there’s no way for them to survive otherwise. This should take care of the Plague component from Fuming Snort. I can’t do this alone. Don’t worry, help has arrived! Ouch! Ooh! Hot hot hot! I’M ON FLAMES! Now I’ll have Rose use Berserker Vow. MEGAQUEEN will buy the team a free turn with Aegis Defense. While buffing Rose up. And the Cassandras will restore their own TP, since I’m expecting this battle to take a while. Eh, it’ll do. And Leviathan just wasted its turn. I’ll have the Cassandras defend the party while Rose keeps on getting buffed up. Your waves are nothing against my shield! If you were wondering how I guessed what Leviathan would do perfectly during that portion of the fight, I’m very familiar with how the beginning of the fight plays out and what I have to do to deal with it due to several previously failed attempts and the way the game’s RNG works. I’m not super reliant on healing items for this fight since Toma’s pretty good at keeping people topped off. Though at this point in the fight, I had no idea what Leviathan was going to do next, so I only had one objective in mind. Which was protecting Rose to ensure that I could actually kill Leviathan. Oh, don’t you think I forgot where your weak point was! Alright, let’s see how much damage Rose deals with her new sword once she goes to town on Leviathan. Man, does Faye appreciate how much you do for us? Not when all this started, but I think she’s coming around on that. Seriously, it’s really not surprising that the Anti skills weren’t in EO4 after this. Don’t even think about eating Susan again! Wow, what a difference an equipment upgrade makes. She dealt a total of 5966 points of damage there, and that was only with 4 hits. After another Charged Blade Rave, Leviathan’s health is pretty low. So now is when I’m gonna try to go for its “conditional” drop. Alright, so Leviathan’s 3rd drop isn’t really a conditional. It’s just a random drop with a 20% chance of dropping. Kind of like Ghost Ship and the whole Navel Ram deal, only Leviathan’s drop has a higher drop rate. But remember that we got the Lucky Hammer Limit from these Sea Quests, which forces any enemies killed with it to drop all their items, no matter what. So we’re meant to use Lucky Hammer to snag the drop, but Leviathan doesn’t make it easy for us. For one thing, it’s resistant to Strike attacks, and Lucky Hammer deals Strike damage. The other thing to note is that if anyone happens to catch the Plague while Leviathan’s HP is below 11%, Leviathan will cast Overeat on them. Normally that wouldn’t be a problem, since it would be easy to kill Leviathan at that point. On the other hand, specifically killing it with Lucky Hammer, which has negative priority, is much harder to pull off because of that. Yeah, they basically implemented a whole routine just to make snagging the Tsunami Fang even harder. Thanks, Atlus. So my plan is to basically weaken Leviathan with an uncharged Blade Rave and- OH COME ON! How does anyone’s breath get that cloudy!? I can think of a lot of reasons. Though none of them are pleasant. Fortunately, I came prepared for this. I brought along Unihorns since I don’t have Sidney with me, so that will dispel the accuracy debuff. I grant you all, the gift of sight! But I’m the queeeeeeeen! Um, whoops. I’m sorry about that. Hey, at least you weren’t wasting your time doing nothing. Now this should weaken Leviathan enough- ...Ah son of a gun, I overestimated how much HP it had left. This really sucks, if I just used Lucky Hammer, I would have gotten the drop. You just HAD to get in one last potshot on Susan, didn’t you? I. Um. What? I failed to snag the drop with Lucky Hammer. Yet I got the drop anyway due to chance. Okay then, I’ll take that. The client steps forward to collect some of the sea dragon’s blood. Are you done yet? We need to be heading back soon. It seems they got what they came for. You set sail for the ocean city to report your victory and return the clients to port. ... We went through all that, just to cure his cavity? At least he got some practical usage out of it? Look at it this way, we may have a promising career in dentistry after this. Hmm, the queen of teeth. Not an exciting title, but I’ll claim that throne anyway. I suppose his greed is one thing, but at least he must be happy to have a stiff drink without pain. This was left for you from the client. I guess she’ll be getting new armor soon. Nothing particularly special about this piece of equipment, but it does provide a decent boost to defense. Now as for the next Sea Quest, unfortunately that one also had several failed attempts. There wasn’t really much I could do with the team selection I had, so I had to break out the secret weapon... Accessorizing. Yes, this will do nicely. The Slice Amulet will help with Overeat, but it won’t save anyone if they have the Plague while Overeat targets them. The other 2 amulets are for Leviathan’s elementals. Tie Up doesn’t really do much damage wise to be worth worrying about. This won’t completely snap the fight in half, but it gives me quite a bit more wiggle room. Look, the other alternative was grinding more, and I didn’t feel like doing that! Since I already completed this Sea Quest through the exploit, I won’t have to do any of these fights a 2nd time for the equipment. Is that thing still alive and kicking? Probably. We should finish it off this time. This is the team I’m bringing along for this fight. Susan has access to buffs, and can prevent anyone from contacting the Plague in the first place. Sidney can preemptively deal with Fuming Snort, and will serve as our damage dealer. Offense isn’t a huge concern for me in this fight. I’m more concerned about surviving it, so these are the Limits I’m taking along. After a few moments, the captain of the pirate ship offers an audacious smirk and points to the distance. You turn around to find the sea splitting before you, revealing a dreadful sea dragon! Why are these sea monsters always so persistent? Who knows? But if they want more beatdowns that badly, I’m all for it! This must be the beast you are here to destroy! You draw your weapons and prepare for the onslaught! Round 3! Starting off by buffing up the damage dealers in this party, and having Sidney put up Indomitable. He needs that Limit more since he’s pretty fragile. Susan is durable enough to live through Leviathan’s attacks more easily. You? Kill me? I’d like to see ya try! You might have noticed that Leviathan always went for Fumes on the 1st turn, and that any NPCs that could block it would always do so. Yeah, that’s due to the quirk of the RNG in this game since I tackle these sea quests in separate sessions. Sumitomo’s damage output with Pincushion is very lacking, so you’re better off bringing your own damage dealer for this fight. Also, there’s a prophecy in action. Yer gonna love this! Trust me. And I think I just broke my neck. The other benefit to using Berserker Vow in this fight is that Taquion is more likely to defend the party if Leviathan uses an elemental attack with someone at low health. Stacking more damage multipliers. Marked for death! Well, let’s see how Sidney does despite Leviathan’s Pierce resistance. OH COME ON! No. Ho ho ha ha! Look lively! Decent damage despite Leviathan’s Pierce resistance. Though the Double Action proc was definitely helpful in boosting the damage done. Yeah, if it wasn’t for that, Leviathan would be dead right now. That’s the power of Arbalists for you. Now’s the time Leviathan’s gonna start breaking out Fuming Snort, so I’m gonna start preparing for that. You have nothing to fear with me around! Speak of the devil. Ya really gotta work on yer reaction times. Zip it. Hee hee hee! It’ll take more than that to throw off my aim! Thank goodness for Proper Form. Leviathan’s pretty close to dying, but with that Fuming Snort debuff on everyone, there’s a good chance that Sidney will miss his next shot. Time to bust out the flares. Your pathetic plague ends here! Ooh, looking a little cloudy here. Let’s clear that up! You’re only delaying the inevitable. Just let me kill you already! And I can do this allll day! This is just kicking me while I’m down. At the very least, Leviathan can’t take much more of this. I will NOT be your personal snack this time! Might as well use this since MEGAQUEEN’s not looking too good. Oh, maybe that wasn’t necessary. YEEOOOW! Hot hot hot, oof! I’m okay! Or maybe it was. And it turns out that Flame Amulet wasn’t enough to save Sidney. At least he had Indomitable up. That wasn’t enough!? I thought I had that for sure! If Leviathan hadn’t used Overeat all those times, it would be dead by now. Ohoho, does it hurt to see your efforts undone so easily? Does it!? Sheesh, what’s got you so worked up? A queen does not forget her grudges so easily. At least this fight’s pretty much over. Ah hee hee hee! That ain’t gonna save ya now! I already had Pop Flares up, so all Leviathan accomplished was dispelling an uneeded accuracy boost. Good riddance, you stupid sea beast! ...I really didn’t need a second Tsunami Fang there. But okay. Anyways, Leviathan isn’t too bad, the only real problem is Fuming Snort. If you have a way to deal with that, you can deal with it fairly easily. The pirates return to their ship after thanking you... After seeing off your dignified allies in war, you set sail toward the ocean city to report in. Learning about others is the best way to learn about yourself. The marines will have to work harder. But you all did well, too. The pirates delivered this for you. Increases resistances to all binds by 20%. To be honest, I’d rather increase someone’s bind resistance to one type of bind by 50% instead of having this low all around resistance increase. If binds are really a problem for someone, most of the time it’s only one specific kind of bind that shuts them down. Anyways, let’s see what Leviathan’s drops make. We still don’t have the weapon the Dragon Fang unlocks, since there’s a drop from a 6th Stratum enemy we need to take down first to get it. But let’s see what the Tsunami Fang unlocks. It makes the Trident, which is the ultimate Spear. Which only Cassandra and Fang can make use of. Not really a super great ultimate weapon, but at least it comes with some defensive forges. Though since I got 2 of them, I guess Cassandra and Fang could be trident buddies or something like that. And that’s it for all the Sea Quests for now. We’ll tackle more of the 6th Stratum next time.
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# ? Jun 29, 2017 23:40 |
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Overeat does quadruple damage if you have a status effect and heals the user for octuple the amount of damage? Yeah, that's definitely a dick move.
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# ? Jun 30, 2017 00:36 |
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Pretty nice series of bosses. I like that they break things up for these more puzzly affairs with fixed NPCs.
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# ? Jun 30, 2017 01:27 |
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Hobgoblin2099 posted:Overeat does quadruple damage if you have a status effect and heals the user for octuple the amount of damage? The healing is only twice the damage dealt, and it's only really a dick move if you're trying to go for the Tsunami Fang with the Lucky Hammer method. The real thing to look out for is the accuracy debuff, since no enemy in the game other than Leviathan has access to one, and that can trip you up if your party has no way to deal with debuffs.
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# ? Jun 30, 2017 06:04 |
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Am I overlooking some mechanic or did you push out Charlotte's Berserker Vow in your first fight? If I'm counting correctly she should have had four buffs used on her (BV, Attack Order, Pop Flares and Prevent Order in that order) before any of them had the chance to run out or got used up.
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# ? Jun 30, 2017 11:06 |
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werbear posted:Am I overlooking some mechanic or did you push out Charlotte's Berserker Vow in your first fight? Only Attack Order got pushed out. It was the only buff that I didn't refresh, so it got counted as the oldest one. Refreshing a buff causes it to be counted as a new buff in EO3. I changed my plans partway through the fight and decided I'd rather have a safety net than extra damage. Unlike the other 2 Sea Quests, I won that one on my first attempt, so I had no idea how much I could get away with there.
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# ? Jun 30, 2017 11:24 |
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At least the random drop procced often instead of requiring you to do it more than necessary.
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# ? Jun 30, 2017 14:51 |
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Dr. Fetus posted:Only Attack Order got pushed out. It was the only buff that I didn't refresh, so it got counted as the oldest one. Refreshing a buff causes it to be counted as a new buff in EO3. So that's it. Did this got changed in later titles ore way I always paranoid about my buff order for no reason?
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# ? Jun 30, 2017 16:33 |
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Dr. Fetus posted:The healing is only twice the damage dealt, and it's only really a dick move if you're trying to go for the Tsunami Fang with the Lucky Hammer method. Oh, was I interpreting it wrong? I was under the impression the way it worked was: - Character has 500 HP and Plague status. - Leviathan uses Overeat, dealing 300 damage. - Because Plague is in play, that's boosted to 1200 damage. - Because that character takes 1200 damage, Leviathan recovers 2400 HP. But instead, since they only have 500 HP, it'd only recover 1000 HP since that's all of the dealt damage?
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# ? Jun 30, 2017 17:55 |
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Hobgoblin2099 posted:Oh, was I interpreting it wrong? I was under the impression the way it worked was: Well Plague would boost that to 1500 (quintupled, not quadrupled) and Leviathan recovers 3000 damage from that, no matter what. werbear posted:So that's it. It changed in EOU. The main reason is because the buffing system was changed slightly for that game. Namely that if you try to overwrite a buff with a weaker or stronger one, that won't work. What just happens instead is that the buff duration gets increased, nothing more, so it's not really counted as a new buff. The main reason for that is the Boost system, which would allow you throw down a stronger version of the buff and then you can maintain the boosted version by casting the weaker version instead, which was nice of ATLUS. The tradeoff is that if you want a stronger version of the buff, you have to wait for the buff to wear off first before applying it. Fairly important to keep in mind if you're using a Troubadour, as their buffs no longer have infinite duration in that game. For the record, this was only for EOU. EO2U went back to what EO3 and 4 did.
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# ? Jun 30, 2017 21:55 |
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That's good to know. I always made sure to apply lower priority buffs first but if reapplying the strong buffs keeps them safe I don't have to be so paranoid about ordering - especially when if comes to area targeted vs. single target buffs.
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# ? Jul 1, 2017 00:16 |
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For those playing along at home, I found that a Monk deals with this thing a lot better than a Hoplite can since the guesswork involved in trying to guard against its attacks is annoying. Even with the third one (with one of the NPCs being a monk), I tried bringing a Hoplite and a Gladiator and failed several times, then I replaced the Hoplite with my Monk and succeeded in one try.
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# ? Jul 4, 2017 21:06 |
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Class Showcase: Ninja Ninjas were known as Shinobi in Japan. And as for what this class does, well... To be honest, this class wasn’t really designed well from a gameplay standpoint, and it’s really obvious from looking at this class that a lot of the class design in this game was focused on the themes of the class instead of balancing from a gameplay standpoint. While this did make for a more memorable class roster compared to the other Etrian Odyssey games, a few classes ended up suffering from a gameplay standpoint, such as the Ninja and Yggdroid. Though unlike the Yggdroids, who were just bloated with gimmicks, Ninjas are fairly usable. Just kind of lackluster. At any rate, there’s not really a good comparison for what class from EO1 and 2 Ninjas are similar to. But as for what the class can do, they’re kind of a jack-of-all trades, master of none sort of deal. They have access to a few damage skills, and can inflict ailments and function as a support. Mind you, Ninjas do have their high points. For one thing, they’re actually one of the strongest classes in the early-game, as their toolkit at that point can make life so much easier for the player. The difference between the Ninja’s stats and the power of the available weapons compared to the other classes at that time isn’t that big, so they’re pretty good damage dealers during that time. Unfortunately, they fall off damage wise shortly after, and are typically used for supports after that. What they do excel in is crowd control, as their ailments can be used to make dealing with random encounters easier by either disabling them or instantly taking them out of the fight. Granted it’s not much, but at least it’s something. Though once subclassing comes around, they do jump up in usefulness, as there are plenty of options they can take to make them relevant again. Now for whatever reason, Atlus USA didn’t really bother to localize most of the skill names for the Japanese themed classes during the DS era of Etrian Odyssey. Instead they were just romanized (and in EO1 and 2, replaced with different Japanese words.) And this stopped once Etrian Odyssey entered the 3DS era. I’ll be putting the translated versions of the skill names next to the romanized skill names. (Also goes for one of the Monk’s skills, as well as a few of the Shogun’s skills.) Most of these translations for the Ninja’s skills will come from Etrian Mystery Dungeon, as the Ninja was in that game, and most of their skills were in it. Equipment: Weapons: Katanas, Knives, and Books. Armor: Light Armor, Clothes, Helmets, Gloves, Boots, and Accessories. Despite the fact that Ninjas can wield Katanas, they don’t really work with most of their skills. They need to use Knives in order to use most of their skills. In fact, you can pretty much blame Ninjas for being lackluster thanks to Knives. They have much lower attack power compared to other weapons, that their damage output ends up being lower than most other dedicated damage dealers. If Knives were stronger, Ninjas would actually make for good damage dealers past the first Stratum. (This is also what I meant by the class design being focused on themes, as there really is no reason gameplay wise for them to use a Katana.) Stats Statwise, Ninjas are very fragile. Their HP is incredibly low, and they have the lowest VIT stat in the game, so they fall to physical attacks very easily. However, they can take hits from elemental attacks more easily, since they do have a decent TEC stat. They do have the highest AGI stat in the game, so they're the fastest class. Combined with their high LUC and TEC stats, their attacks are very accurate most of the time, and they can evade attacks more often than other classes would. But while their STR is on par with the Buccaneer's, their damage output is hampered by the fact that their best damage skills require them to use a Knife, which have far lower attack power than most other weapons. Their ability to equip a Katana is useless since it can't be used with their better damage skills. Keburi no Sue (Smoke Powder) Skill Type: Class Skill Maximum Level: 10 Stats Used: N/A Prerequisites: N/A This class skill eliminates the back row penalty for melee attacks, allowsing the Ninja to deal the full amount of damage with melee attacks from that row. Increasing the skill level also decreases the TP cost of all the Ninja's skills. Notes:
In the early game, you want at least one point into this skill. It's what makes Ninjas very strong at that point. You pretty much have a melee attacker that can attack from the back row. And early game, this is what lets Ninjas be incredibly useful, as this lets you avoid putting them on the front row, where they would get mauled. This skill is also what makes the Ninja a decent support, as they’ll be able to cast skills more often than any other class thanks to the reduced TP cost. Though this isn’t a great skill to max out early on since they want other skills first. The best time to max this skill out would be around the mid-game. Something else to keep in mind is that when subclassing, a few skills from other classes only decrease the TP cost and do nothing else. Meaning that leveling up those skills can be entirely redundant, or become less desirable to level up because of this skill. Knife Mastery Skill Type: Passive Maximum Level: 10 Stats Used: N/A Prerequisites: N/A This weapon mastery skill increases the damage output of regular attacks when using a Knife. Higher levels increase the damage output. If the user cannot equip Knives normally, this skill enables them to do so. Notes:
Senpuku (Concealment) Skill Type: Passive Maximum Level: 10 Stats Used: N/A Prerequisites: N.A This skill increases the Ninja's evasion to all attacks. Increasing the skill level increases the evasion bonus. Has no effect on skills that only inflict debuffs or ailments. A pretty decent passive. Combined with the Ninja's naturally high evasiveness, you could probably turn them into a dodge tank with this and Kumogakure. Though some attacks have really high accuracy values, so they won’t likely be dodged even with all the evasion boosts available. Karuwaza (Acrobatics) Skill Type: Passive Maximum Level: 10 Stats Used: N/A Prerequisites: Kumogakure – Level 3, Sarutobi – Level 3 Every time the Ninja dodges an attack, they recover TP. Increasing the skill level increases the amount of TP restored. Does not activate if an attack was blocked. (i.e. through the use of an Aegis Limit, Sarutobi, or a Parry.) Notes:
Kubikiri (Beheading) Skill Type: Passive Maximum Level: 10 Stats Used: LUC, TEC Prerequisites: Suikyou – Level 3, Makibishi – Level 1 Whenever the Ninja uses a regular attack, they have a chance to instantly kill their target. The infliction rate increases as the skill level increases. Notes:
Nikudan (Human Bullet) Skill Type: Passive Maximum Level: 10 Stats Used: STR Prerequisites: Otori – Level 3, Bunshin – Level 1 If the Ninja dies, they'll send out a kamikaze Fire attack at the enemy that killed them. Higher levels increases the damage dealt and hit rate. Notes:
Kagenui (Shadow Bind) Skill Type: Active Maximum Level: 10 Equipment Needed: Knife Body Part: Arm Stats Used: STR, LUC, TEC Target Type: Single Action Speed: -6 Prerequisites: Knife Mastery – Level 1 The Ninja attempts to bind an enemy to their shadow, which deals Slash damage and has a chance to inflict Leg Bind. Increasing the skill level increases the damage dealt, infliction rate, and hit rate. It’s a decent early game damage skill, and can later be used for utility. Though leg binds are kind of a questionable bind to make use of in most cases, as their effects compared to other binds tend to not have much of an impact. There are a few post-game fights that this skill would be useful for, so if you lack a Wildling, feel free to make use of this skill instead. Izuna Skill Type: Active Maximum Level: 10 Equipment Needed: Knife Body Part: Arm Stats Used: STR, LUC, TEC Target Type: Single Action Speed: -6 Prerequisites: Knife Mastery – Level 3, Kagenui – Level 3 The skill has the Ninja strike at an enemy, dealing Slash damage and attempts to Petrify them. Higher skill levels increase the damage done, infliction rate, and hit rate. Considering how petrifying enemies is just another form of Instant Death, this is just a more powerful version of Kubikiri. But it does cost some TP to use. If you want your Ninja to have a reliable way to pick off enemies, feel free to take this skill. It still deals okay damage even if the petrification doesn’t go off. And if you're wondering why Izuna isn't translated here, that's because Izuna isn't really a word. It's really more of a name. Takanoha (Hawk Strike) Skill Type: Active Maximum Level: 10 Equipment Needed: Knife Body Part: Arm Stats Used: STR Target Type: Random Action Speed: +9 Prerequisites: Knife Mastery – Level 5 The Ninja strikes at random enemies on the field, dealing Slash damage to each one. Increasing the skill level increases the number of hits, damage output, and hit rate. Notes:
Tagen Battou (Drawing Slice) Skill Type: Active Maximum Level: 10 Equipment Needed: Knife Body Part: Arm Stats Used: STR Target Type: Random Action Speed: +9 Prerequisites: Knife Mastery – Level 10, Nikudan – Level 3 The Ninja joins forces with all of their clones in the battle to randomly attack all enemies with Slash damage multiple times. After the attack is finish, the Ninja and clones merge together. If there are no clones in the battle, then the skill deals a small amount of damage. This skill has 2 special formulae to determine the damage output. If there are no clones in the battle, then Damage per hit = 0.5 * Base Damage * Skill Multiplier If there are clones in the battle, then Damage per hit = (Base Damage * Skill Multiplier) * (2 ^ Number of clones) All possible damage multipliers for this skill are listed in the table below. Notes:
Now Tagen Battou’s damage doubling for each clone was just something clowny the dev team implemented. The skill is quite usable even with only 2 clones, which is what would be used in most normal parties. On average, a level 10 version can hit for 1320% damage, which averages out to 660% damage per turn, which is more than what Blade Rave can deal. The only downside to this skill is the amount of setup time needed to cast it constantly, and the massive TP cost. Not even Keburi no Sue can really help with that, and the Ninja doesn’t really have that great of a TP pool. Fukubari (Ninpo: Daggers) Skill Type: Active Maximum Level: 10 Equipment Needed: N/A Body Part: Head Stats Used: STR, LUC, TEC Target Type: Multi Action Speed: -3 Prerequisites: N/A The Ninja spits poisonous needles at up to 3 different targets, dealing Pierce damage and has a chance to inflict Sleep. Increasing the skill level increases the damage dealt, infliction rate, and hit rate. Notes:
Suikyou (Ninpo: Mirror) Skill Type: Active Maximum Level: 10 Equipment Needed: N/A Body Part: Head Stats Used: LUC, TEC Target Type: Single Action Speed: -9 Prerequisites: Fukubari – Level 1 This skill has the Ninja target a single enemy. If the enemy has an ailment, that ailment is then reflected to all other enemies in the battle. Increasing the level increases the infliction rate. Notes:
Makibishi (Ninpo: Caltrops) Skill Type: Active Maximum Level: 10 Equipment Needed: N/A Body Part: Arm Stats Used: LUC, TEC Target Type: Row Action Speed: +0 Prerequisites: Fukubari – Level 3 The Ninja lays down a bunch of poisonous caltrops around a row. If an enemy attacks that row, they'll step on the caltrops, taking a fixed amount of Slash damage (with damage randomization added on) and has a chance to get Poisoned. Increasing the skill level increases the damage the caltrops deal, the infliction rate, and Poison damage. Notes:
Kagerou (Ninpo: Mirage) Skill Type: Active Maximum Level: 5 Equipment Needed: N/A Body Part: Head Stats Used: N/A Target Type: Summon Action Speed: +6 Prerequisites: N/A The Ninja summons a decoy to attract the enemy's attention. Increasing the skill level increases the decoy's HP and TP, and decreases the TP cost of the skill. Notes:
Otori (Ninpo: Divert) Skill Type: Active Maximum Level: 10 Equipment Needed: N/A Body Part: Head Stats Used: N/A Target Type: Single Action Speed: +6 Prerequisites: Kagerou – Level 1 The Ninja selects an ally and causes enemy attacks to be more likely to target them for 4 turns. Increasing the level increases the maximum aggro value. Notes:
Bunshin (Ninpo: Clone) Skill Type: Active Maximum Level: 1 Equipment Needed: N/A Body Part: Head Stats Used: N/A Target Type: Summon Action Speed: +6 Prerequisites: Kagerou – Level 3 The Ninja creates a perfect copy of themselves, though the current amount of HP and TP they have is split between them and their clone. Notes:
Now if we’re bringing subclassing into the equation, this skill goes from kind of gimmicky to one of the best utility skills in the game. Bunshin on a Prince/ss can be used to get buffs on everyone in one turn. Or you could have double up on Monks for 2 healers. Hoplites get the most out of this skill since they benefit so much from Bunshin. Double Line Guards, double Bodyguards, and doubling up on Anti skills can all help keep your party safe and possibly generate free turns. However, while Bunshin can be fantastic for supports, it’s not exactly great at boosting damage. Physical damage dealers can take Gladiator as a subclass and Berserker Vow + Charge provides a bigger damage boost than Bunshin would, and in a 5 man party, you can only have 1 clone active. The only damage dealing class that can make use of this skill well is the Zodiac, and that’s because there aren’t that many elemental buffs in the game. Of course since the Ninja doesn’t have to subclass to get this skill, this allows them to be very versatile in what roles they can play since several subclassing choices would benefit heavily from Bunshin. Sarutobi (Ninpo: Flight) Skill Type: Active Maximum Level: 5 Equipment Needed: N/A Body Part: Leg Stats Used: N/A Target Type: Self Action Speed: +60 Prerequisites: Senpuku – Level 1 When used, this skill has a chance to negate any physical damage the Ninja takes for the current turn. Notes:
Kumogakure (Ninpo: Smoke) Skill Type: Active Maximum Level: 10 Equipment Needed: N/A Body Part: Leg Stats Used: HP Target Type: Self Action Speed: -3 Prerequisites: Senpuku – Level 5 Sacrifices half of the Ninja’s current HP in order to increases their evasion for 4 turns. Increasing the skill level increases the evasion boost. Notes:
On the other hand, this skill is a lot more useful in solo runs since avoiding attacks is a lot more valuable there, and with Senpuku, it can be very hard for enemies to actually land a hit on you in that case. And the only enemy attacks in the game that can’t miss are counterattacks. Granted that’s the only situation this skill is really useful in. Tonsou Jutsu (Escape Technique) Skill Type: Active Maximum Level: 5 Equipment Needed: N/A Body Part: Leg Stats Used: AGI, LUC Target Type: N/A Action Speed: -10 Prerequisites: N/A The Ninja attempts to escape with everyone. If successful, the party will be sent back to the stairs or the Submagnetic Pole, depending on which one was used last. Higher levels increase the escape rate and decrease the TP cost. Notes:
Subclasses: Prince/ss: With Bunshin, you can also effectively turn the Prince/ss’ order skills into AOEs instead of row target skills. Ninjas also have decent TEC, so they can also make pretty good use of Protect Order. Gladiator: Ninjas have a decent enough STR stat to be good damage dealers. They’re just stuck with using one of the worst weapon types in the game. A Gladiator or any other damage dealing subclass can get rid of that weakness, letting the Ninja contribute more to fights by taking the subclass’ attacking skills instead. Though with a Gladiator subclass, you can make use of Berserker Vow Charged Tagen Battous, but honestly, that class combination would be far better the other way around. Though it is an option you can take. And they’re also better at using Nine Smashes since Ninjas have some of the best accuracy in the game, though they don’t have enough accuracy to offset Nine Smashes’ miss rate completely at higher levels. Hoplite: Hoplites are mostly stat independent, so this can be a good subclass for Ninjas. The only problem with a Hoplite subclass would that the Hoplite is incredibly skill point hungry, and the only real benefit to Ninja/Hoplite is that they use less TP. Oh, and Ninjas can’t make good use of Bodyguard, or they’ll get pasted for their troubles thanks to their awful durability. Buccaneer: If you ever wanted to make a pirate ninja, now you can make your dreams come true! In all seriousness, this is actually a really good class combination. Namely because of Pincushion. Since the Ninja has the highest AGI stat in the game, they can make good use of Pincushion. And thanks to Keburi no Sue, they can equip Rapiers, which deal more damage than Guns, so they can use stronger Pincushions from the back row. The only downside is that this class combination misses out on using Berserker Vow and Charge, so they’re ultimately not better than the Buccaneer at using Pincushion. (Though is that really a matter of Ninjas being bad, or that Gladiators are just too good?) Monk: Ninjas have a decent enough TEC stat that they can make for effective healers, and Bunshin can effectively give you a backup healer in case something happens to one of your clones. The Ninja’s high AGI also ensures that they can get their healing off before the enemy attacks. Unfortunately, the Ninja’s STR stat is low enough that turning them into a Punch Monk would be a bad idea. Zodiac: The Ninja’s TEC is also decent enough for them to become ninja wizards. Though that’s not really why most people take a Zodiac subclass. The real reason why Zodiac is a popular subclass is because of Dark Ether. A max level Keburi no Sue reduces the TP cost of a max level Dark Ether to 1, allowing you to spend only 1 TP to ensure that a row spends absolutely no TP in a fight. With Bunshin, you can expand that to your entire party. Sounds pretty broken, right? Well, it is a bit cheesy for the mid and late game. Unfortunately by post-game, this little cheese tactic falls off heavily in terms of usefulness. By that point, your party should have much more manageable TP pools and access to Amrita IIIs, which recover all of a party member’s TP. Oh and you’re essentially sacrificing a party slot to make use of Dark Ether spamming, meaning that for boss fights, you’re fighting with a 4 man party. Which is quite frankly, suicide. Wildling: Possibly one of the worst subclassing choices you can make, unless you are that desperate for ailments. A Ninja’s animals will be faster thanks to their high AGI, and do deal more damage thanks to Ninjas having higher STR than Wildlings. However, the Ninja has lower LUC and TEC stats than the Wildling, making their animals worse at inflicting ailments, which is the point of using most of the animals in the first place. Really not a good trade off, and the other options for subclassing will give your Ninja more of an impact. Though there is Primal Drums, if you want to make use of that. Arbalist: Not really a class combination I would recommend. The Arbalist has little to offer a Ninja since Ninjas can’t really make good use of Front Mortar. If you’re wondering why that’s the case, Keburi no Sue doesn’t work with Front Mortar, so Ninjas can’t fire off powerful shots from the back row. And Keburi no Sue makes an Arbalist subclass redundant since it already turns the Ninja into a ranged damage dealer. Farmer: If you're making a farming team, you'll want 5 Ninjas with a Farmer subclass, since their Class Skill reduces the TP cost of all skills, making them far better Farmers than Farmers. For a main team though? I really wouldn't recommend it unless you have to have field skills for some reason. Shogun: Endure is honestly the only thing a Shogun has to offer a Ninja. Anything the Shogun can do support wise a Prince/ss subclass can do better, and a lot of the Shogun’s damage skills are lackluster. Especially since Ninjas can’t make use of 5-Ring Sword since they don’t have access to Second Sword. The Ninja can be a versatile class if you know what to do with them. However, their versatility comes at a price in that many of the roles they can take on are done better by another class. Though this doesn’t make them an outright bad class, just a little less desirable to use. Araxxor fucked around with this message at 23:09 on Jul 9, 2017 |
# ? Jul 9, 2017 14:29 |
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Dr. Fetus posted:And here’s the Ninja’s actual strongest damaging skill. In fact, it’s the strongest damaging skill in the game. Though in order to have multiple clones you need to be running a party that has less than 5 members, which is really not ideal. As a result, the high damage versions aren’t really practical to make use of since you’re essentially gimping your party to nuke down an FOE or boss. While the high damage versions can be used to cheese bosses and kill them in a few turns, they’re only useful for the big fights since you’d be running a very small party while exploring the labyrinth. Though if you’re doing a solo run for whatever reason, this skill can be quote:Notes: I get that this is the Ninja showcase, but there's no need to be mysterious here, you can complete your sentences and lists
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# ? Jul 9, 2017 16:57 |
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If there are clones in the battle, then Damage per hit = (Base Damage * Skill Multiplier) ^ (2 * Number of clones) This should probably be Damage per hit = (Base Damage * Skill Multiplier) * 2 ^ Number of clones
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# ? Jul 9, 2017 20:40 |
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Dr. Fetus posted:Kubikiri (Beheading) From the party's perspective, I can't help but imagine the confusion when your Ninja keeps trying to take monsters' heads off with blunt weapons or even their bare hands. Until it works, that is.
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# ? Jul 9, 2017 21:07 |
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I don't think you added a translation for Izuna.
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# ? Jul 9, 2017 21:55 |
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Oh, and the ailment recovery formula for EO3 finally got found out. (Thanks Violently Car!)Ailment Recovery Formula posted:First, check how many turns it has been since the ailment has been applied. If the ailment was applied this turn, skip recovery. All stats refer to the recovering character. The stats of the ailment applier are not used at all when determining recovery. This formula means that no one is guaranteed to recover from a given disable on any turn. If you're particularly unlucky, it's possible for the disable to last for the whole battle. And Waking Chakra can help stack the odds in your favor, but it's not guaranteed to cause it to wear off. Unfortunately, many bosses and FOEs have a high enough LUC stat that the odds for the disable to wear off are particularly high. So most of the time, inflicting something on them means that the following turns tend to be a coinflip on whether they wear off or not. Blaze Dragon posted:I get that this is the Ninja showcase, but there's no need to be mysterious here, you can complete your sentences and lists Crystalgate posted:If there are clones in the battle, then Damage per hit = (Base Damage * Skill Multiplier) ^ (2 * Number of clones) Oh, whoops. Fixed. Hobgoblin2099 posted:I don't think you added a translation for Izuna. There's none. Izuna's not really a word, so much as it is more of a name. Though I added a brief note on that in the showcase.
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# ? Jul 9, 2017 23:04 |
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Aw, hell. We're not getting out of this, are we? Don't worry, we're safe! ...Are you @#!%ing me. Behold, the dreaded ping pong situation (that's no longer possible in the 3DS games.) that you're probably not gonna see in the LP, so here's an example of it. Oh and in case you were wondering, they're completely immune to instant death and petrification. So Alice could not have saved them. Araxxor fucked around with this message at 06:59 on Jul 12, 2017 |
# ? Jul 12, 2017 06:57 |
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The ping pong situation is awful. So glad the later games did away with that stuff. And the orange fluff ball. For a game that prioritises picking your battles, it sure made running away from those battles hard.
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# ? Jul 12, 2017 07:36 |
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That sucks - but oddly appropriate that the enemy was the Dreamsmasher.
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# ? Jul 12, 2017 10:11 |
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# ? May 28, 2024 10:43 |
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Don't mind me, just pushing the update to the next page.
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# ? Jul 14, 2017 13:22 |