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Everything posted by Psyruby

  1. Question about accuracy and critical rate, Are they the same exact formulas in Gaiden or have they been modified?
  2. Question about Dread Fighter to Villager loop, do any of the characters stats lower when going from a Dread Fighter to a Villager?
  3. Uh... not sure if asked... but... Accuracy, Damage, Critical, and Atk Doubling formulas?
  4. This is not 100% accurate. Warrior got a mutation on the Hoshido side. Shuras replace Warriors. They have axes, godly attack and defense, good HP and speed, specialize in Axes, have a ranged option in spells(the mutation), and even have counter, THE Warrior skill.
  5. Actually, having forging be easier for lower rank weapons is also bad in combination for multiplayer. It makes lower rank weapons more valuable than higher rank weapons and therefore almost negates the advantage of having a higher weapon rank. You are supposed to be encouraged to use the Legendary Weapons as an S rank, not have them be inferior to Iron/Silver Weapons that are forged to +7. The forging system is just not good for multiplayer, and it would be hard to fix it.
  6. TBH, for PvP, you can't make Brave Weapons less broken by reducing Def/Res more. Even if Brave Weapons set your Def/Res to 0, they would still be the most used offensive weapon as you can just Galeforce super charge(re: Flamboyant+Astra+Great Aether) OHKO two times in a row.... and technically you could have a second copy do it again. Since statues and forging are both not banned from wifi, it will remain that way FOREVER... unless you agree with friends not to do that. Like... for the current meta, you'd have to make the condition that Brave Weapons halve Str/Mag when you initiate battle to make them not broken. Even Lightning is a OHKO when min-maxed.
  7. Those aren't staples, not every unit wants those skills. Galeforce, Copycat, Flamboyant are the closest things to staples, and even then, the support units don't want Galeforce or Flamboyant. Clear Mind effects are solely dependent on you using weapons that -2 Str/Mag, Skl on a regular basis. Weapons that aren't even necessarily the best. However, even then, if you get attacked by 5 guys on enemy phase with a silver weapon, that's still 5-6 turns of recovering to full power. Swallow Strike is a very good skill, but it's not extremely good in a game where most things happen on the enemy turn due to their larger numbers. Household cure is even less applicable as it requires you to use have a slot open for consumables. These are all great skills, but they are hardly staples for every character.
  8. More like, as long as you don't stack damage up or damaging skills or forging to high degrees they aren't broken. Flamboyant-Luna-Breaking Sky is very much stronger on Brave Weapons than stuff like Dragon God. However, I do feel it is worth mentioning that the halving mechanic on ranged brave weapons have a certain degree of risk involved. As the Brave effect only works on your turn, which means there is just a chance that your offensive potential on your turn AND the enemy turn is bad after one use. You could argue that is still better than the physical weapons cause at least you can use them in a crowd without defensive debuffs, but I would just use a better weapon for a crowd from the start.
  9. It's very specific in stating that the next battle will be halved. If it depended on turns, it would state it that way most likely.
  10. Lighting definitely shouldn't be underestimated. Anything that "braves" naturally can have much higher damage output than other weapons with a few skills, it has 1-2 range, 75 acc is very nice for "brave" weapons, and it doesn't have the "magic halved next battle" drawback.
  11. I voted yes for a few reasons. 1) The bonuses are still great. 2) Speed matters too much to not have it raised in anyway. 3) Nullifying Attack Stance is probably the biggest thing that kills it, if Attack Stance still worked, Guard Stance would be a lot more balanced. I feel as if the game intended it to work Attack Stance < Guard Stance < Normal Stance < Attack Stance, but it needed to be Normal Stance < Guard Stance < Attack Stance < Normal Stance. It ended up Attack Stance = Normal Stance < Guard Stance. 4) The Shield gauge is just an added layer of protection that kicks all the other stances into the grave.
  12. It is: Battle one: Full power on up to 4 strikes. Battle two: Half power on up to 4 strikes. Battle three: Full power on up to 4 strikes. Battle four: Half power on up to 4 strikes. etc. etc. etc. It's sort of incorrectly labeled, but the actual wording takes too long for a normal description.
  13. The way it is worded highly implies that. It says it counters magic. Not tomes/spells.
  14. Do you mean story mode or PvP? Cause those are two separate questions.
  15. Even if that is true, you are saying it wrong. The higher caps in NO way improved critical cause Skill and Luck didn't scale at the same rate, it was the EXTRA critical buffs that allowed it to get that high. Also, you just talked about using support, 3 skills(technically 4 cause Limit Breaker is required), AND forging weapons to get 155 critical which is the exact number you needed to crit 99.9% of the time. Your fates numbers are actually wrong. Roundhouse(which is more useable due to things like Raven Strike/Flamboyant), Ogre Strike, Awakening(cause if we are counting Wrath as usable, then this is too), Great Club, Berserker, Skill Stat, pairup bonuses(which the max is +12 Crit) and Personal Skill can add up to 182~ crit total in Fates and that's without factoring forging crit(as those numbers are unstable right now), but you only needed 135 critical to crit 99.9% of the time. Holy Lancers/Pegasus with Suisha, Arthur, and using bad skills are the only exception. And these exception are incredibly easy to play around. The damage was a problem in Awakening, but the Quad Damage in Fates contributes minimal to why crits kill. Criticals kill cause HP is so low. To kill the somewhat defensive unit you need 54 Atk with x3 damage. This is ridiculously easy to achieve with forging killer/brave weapons, statues, and using even one skill to buff damage(probably Aggressor). The fact that they do x4 damage is just overkill at this point. However, the better point is how little you have to invest in crit builds to get them running. You need specific characters, in one of 7 classes, with killer or brave weapons(forged or unforged), and with 1 skill to increase crit to have a viable critical build. The best part is you have 4 skill slots to do whatever you want. So if you want to have Sorcerer's with a 100% crit rate, you can. If you want a Flamboyant Skill Crit build on your Trueblade, you can do it. The game provides such flexibility for crit builds compared to Awakening. Basically, this notion that x4 damage was the saving grace that allowed Fates criticals to OHKO and therefore be more relevant is wrong. It was the lowered crit evade, the lowered HP cap, and the freedom in making a critical build being expanded.
  16. It doesn't go both ways exactly.... Cause no matter what, the higher the luck/skill cap is, the more crits are less likely to happen. Sure, you can make a crit build in awakening, but it wasn't practical. Also, Fates' quad damage actually has little to do with why crits are good. Quad damage is a bonus against generals, but for every single non general unit, x3 damage would have probably been enough to kill them. The reason crits are so good is that every mechanic involving criticals changed to favor them. 1) Luck is 50% as effective. 2) Luck's cap is now variable and the average is lower compared to skill than before. (ie average luck is 31 to Skill's 31 in fates whereas Awakening had 41 Skl compared to 45 Luck) 3) HP caps are now variable and drastically lower. 4) Very few weapons have +Critcal Evade and are good. 5) S rank classes got innate critical boosts instead of skills involving crits. 6) Ogre Strike exists. 7) AND THEN we care about x4 on killer/critical weapons.
  17. It can still activate Aegis, Pavise, Miracle, and Kaze's Miracle, but no offensive skills like Luna/Sol/Aether/etc.
  18. Probably... I doubt they would stack -'s and +'s so that one effectively doesn't exist and you get the full benefit of the other.
  19. Actually, now that I think about it. Berka's Killer Axe is good for Berserkers(especially Arthur) for a very VERY silly reason. The drawback of -20 Crit Evade is actually worthless as a drawback to a class that already has 7.5%~ Crit Evade MAX to begin with. The game doesn't allow you to have negative Crit Evade, which means that a normal Berserker gives up only 7.5% Crit Evade MAX and Berserker Arthur gives up 1% Crit Evade MAX with Berka's Killer Axe. EDIT: I mean, there is the +5 to double drawback, but let's be honest.... we don't let our units typically lag behind in speed near mid to end game.
  20. I was more talking about Sorcerers, Trueblades, Holy Lancer, and Holy Bowmen for other characters. Berserkers are pretty much for Crit lovers in game. Also personally Id make Crimson a General so her ability is useful without fearing from dying in one hit. (Especially with access to Sol.)
  21. no no, it isn't a proc, it just has an animation to let you know that it is happening. Also, it is used up after the activation fight.
  22. I mean... it may not be practical for single player, but you can just have Crimson be something else until PvP, which is honestly where these hyper crit focused builds will shine. (Tho tbh, any crit build is pretty good for single too. It's not really that impractical to use a killer weapon with ogre strike on an S rank class to get a 50%+ crit rate.)
  23. Arthur is amazing at crits in PvP, but he turns people off in single player as his Berserker incarnate will have effectively 0 crit evade always. Arthur has a 90% crit on most characters minimum unless they get pair up buffs and crit evade bonuses from weapons, classes, or skills.
  24. Kaze's Personal Skill + Midoriko having Miracle. This causes a minimum 85% chance of Miracle activating during life threatening battles while above 1 HP. Kaze loves his daughter.
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