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it's so they have the option to use skills like Hell Thrust for certain setups. Basic attacks are, if I'm honest, awful even by modern megaten standards. The only reason I think Strength is the 2nd best stat for mages is that the 3 non-damaging stats do close to nothing.
Really appreciate the response, bud, thanks a mil. I assume you're going strength on magic attackers just so their regular attack is stronger?
This is all largely rooted in interpretation, but
Most of Agility's effects are as minimal as you're imagining them to be. If only the player side is a control, then it stops at 1.2716x going from 3 to 99 when attacking a 99 Ag opponent, and 0.8798x going from 3 to 99 when defending attacks from a 1 Ag opponent. Its effects on hit count are also very minimal, with the max boost to hit count on a skill with X min hits and X + 1 max hits (most random hit count skills do this) being +0.1 on average (changes the even 1:1:1 split between +0, +1, and +2 to a 3:3:4 split).
However, the order in which your party members move is determined by Agility, and managing said turn order is a genuinely valuable function.
Luck is probably still the 2nd best stat for physical attackers to invest in, but I think the 2nd best stat for magic attackers (as in what to invest in after capping Magic) is honestly just Strength.
Thanks for much for this break down, it's incredible work. Kind of a broad question, so I apologise, but would it be correct to say that Agility doesn't really have much of an effect on hitting & dodging based on the calculation and that the buffs are much more important for hitting & evasion + debuffs much more important for dodging?
I was going to go into Agility as my secondary stat for most characters but it seems like maxing their main stat & then going into Luck as secondary might be better?
Thanks a lot for the quick answers man! Really appreciate it. Wish Opening Volley didn't work that way, but oh well I guess, back row it is haha. Would have been nice if there was a risk/reward system in the overworld in addition to the turn-based combat.
Thanks again!
1) I can't tell you for overworld, but Opening Volley is a fixed range of 30% to 35% of their max HP. Mortal Strike (the upgraded version of Opening Volley) is a fixed range of 60% to 70% of their max HP.
2) No. Like I said earlier it's a fixed range.
3) I think it's purely random, but I don't actually know for sure.
2) Does formation affect overworld/opening volley damage at all? As in do characters in the front row do more damage with attacks in the overworld/opening volley, and vice-versa with backrow?
3) What determines who initiates the opening volley? Is it just purely random?
If you don't know the answers to these questions and don't feel like digging to find them out, no worries man. But thought I would at least ask in case you might know. As especially with #2, it just doesn't make sense that they don't just default you to backrow at all points then if that's unaffected.
Thanks for your time in even reading this, and also again for the guide!
Hopefully you don't mind a few questions I have that I just cannot find the answer to anywhere seemingly. I figured you would likely be the best person to ask for this, as you deep-dived all the mathematics of this game.
(Sorry about the split in messages. 1000 character limit...)
Luck does not affect that.
Answer is A. Adding Counter and Magic Counter would do nothing if Omni-Counter is already present.
That hasn't been verified explicitly, but as far as I can tell a forced weakness would affect Hex's affliction rate. On paper it would let you inflict Hex/Instakill on enemies that are normally immune to Dark, however each element resistance can have a flag set for "ailment immunity" that isn't overridden by forced weaknesses. This flag is set so commonly on Dark resistance that the only Dark-immune enemy you would be able to inflict Hex/Instakill on this way is "Ostoflo" (level 41 Plant enemy with 30 luck, for reference on finding it).
Does Luck affect counter chance at all? What would happen if I add Lance of Judgment, Counter and Magic Counter to Royal Knight's Omni-Counter?
A) They don't stack. Still 25% chance to repel all elements excluding Almighty.
B) They stack. 50% chance to repel all elements excluding Almighty.
C) They stack. 25% chance on two separate "rolls".
And what about ailment affliction rate? Like, can you "boost" Hex affliction chance by forcing a Dark weakness with Sable Dance? Is it possible to inflict Hex on enemies that are supposedly immune to it with this method?