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Psyruby

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Posts posted by Psyruby

  1. Soooo... No Warrior?

    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.

  2. That is why i dont like how they implemented forging, i understand that is technically difficult to make a +7 forge brave weapon, but in reality hackers can do it im 30 seconds and they are considered legal in pvp because is something possible within the boundaries of the game, i mean every other forgeable weapon currently is nice to an extent, it helps to characters who dont have legendary weapons to be able to be used, but braves just shutdown everything, tanking is still impossible because of that and the extravagance+line of death+aggresors skills, i like a lot of changes but still cannot understand who in all of IS tought this was a good idea, pretty sure it was a chess player.

    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.

  3. Numerically speaking, the Brave Weapons are "acceptable" of sorts in PVP (I still maintain that 4 Defense is "way too low" of a drop, though 10 may be "way too much" for PVP). The game isn't really built to handle both PVP and PVE, at least, not what PVP I've seen of it anyway (forging breaks both anyway)

    (This isn't really related though)

    Brave Weapons by themselves aren't broken, it's more of the fact that they stack with Extravagance, Aggressor, and create really preposterous effects.

    I honestly am not sure what to say about those.

    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.

  4. Interesting, from looking at the skill list, it would seem that Clear Mind, Swallow Strike and Household Cure would be staples or the closest thing to it.

    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.

  5. It depends on the statistics

    It mostly gets more "ridiculous" when they get forged

    Unforged, the weapons aren't broken by themselves.

    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.

  6. There's something I want to know about the weapons that halve attack/magic,

    let's say one unit uses Snake God in the first turn and has their attack halved, but in the second turn, they don't do anything and simply chooses to wait, so in the third turn would the unit's attack still be halved or it would return to normal, despite not having attacked?

    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.

  7. Lightning looks like it could actually be a very nice tome….

    Yeah, its only 1 might and has the "silver-penalty" of -2 MAG/-SKL after battle, but its C-rank, which means it accessible much earlier than your A-rank brave weapons… it seems like the Celica's Gale of the game.

    Of course, you can't keep it up forever, but it could be of use….

    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.

  8. 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.

  9. For the halved attacks on braves:

    Enemy 1: Full power for both attacks; debuff applied at end of combat

    Enemy 2: Half power; debuff applied again

    Enemy 3: Quarter power; debuff applied again

    Enemy 4: Eighth power; debuff applied again

    Until I attack with a non-halving weapon

    Or is it

    Enemy 1: Full power

    Enemy 2: Half power

    Enemy 3: Half power

    Enemy 4: Half power

    Until I attack with a non-halving weapon?

    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.

  10. Can someone give me a list of some skills which are "Galeforce status". I'm guessing there's no skills AS broken as Galeforce, so maybe they balanced it out more, but there could still be a few skills which stands out from the rest

    Do you mean story mode or PvP? Cause those are two separate questions.

  11. -_-;;

    Ignoring the fact that a completely viable crit build was used against Apoth enemies right there. Was it practical? Yes.

    [Let's go over the point-- Apoth Enemies had around oh yeah 55-65 Luck [a few moments before the linked point, the critbuild smashed a boss with a crit]]

    Ogre Strike exists, so did Wrath.

    Wrath doesn't exist in Fates.

    Focus is gone as well.

    Anathema is gone too.

    A Maximum Crit Build in Fates, ASSUMING those darn Clubs get CRIT when Forged and the Forge Crit bonus is right... nets ~155 CRT, the top Awakening CRT build is about the same. Except Awakening's doesn't only work on women.

    Crit build wasn't ideal in Awakening because it was running on Wrath, and Ruin didn't have the DPS remotely for it. [Things like say, Nightmare Sniper or Thronie could just tank your crit and laugh].

    [And ignoring Apoth, there's 0 situations where crit builds won't avail you in Awakening. Hell Critbot Premade is the best way to sweep L+ provided you get to C3-- as only the Critbot is immune to being burned down by counters.]

    It wasn't that you couldn't get reliable crits. It's that THINGS COULD SURVIVE YOUR CRITS AND RETURN FOR KILLS. It was a DAMAGE issue in Awakening, not a reliabilty one.

    Reliability does go both ways.

    Here, Luck's been nerfed and Damage is up [x4 vs x3-- coupled with say 1/75 'zerk with Vengeance that's +148 vs +126 max in Awakening].

    But stacking stats higher applies to both. It's things that lack mitigation that get problematic with scaling higher [i.E. activation skills]

    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.

  12. I mean... It's not like there was...

    There was reliable Crit against Apoth enemies....

    https://youtu.be/_ZNvegyZwLs?t=1h16m25s

    Huge Caps, with LB and Support... it goes both ways.

    Crit builds are ill favored in Awakening because of stopping power being less than stacking Braves and Dual Strikes. It had tricky uses to make Crit build good in Awakening.

    x2 + x4 Dual Strikes > x3 + x2 Dual Strikes.

    [And streetpass it was a bad idea because, unlike Fates PvP, Streetpass was AI controlled, and the AI was gimped]

    Fates features QUAD DAMAGE Crits, and you're only ever getting 1 or 2 Dual Strikes.

    Reliable crits are going to be of much more note in Fates, because they have a lot of Damage potential.

    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.

  13. On that note, would the "Crit evade -20" drawback also affect crit evade bonuses, like those from Guard Stance?

    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.

  14. 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.

  15. It's partly the fact that I need to buy the skills from other players in Crimson's case in particular, but it's more the fact that her crit build requires me to be toeing the line where one good hit means death... in a game where Berserkers are more susceptible to critical hits than ever... No thanks.

    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.)

  16. Wait... Extravagance is a proc skill that has a 100% activation when you have a Gold Bar in inventory? Does the Gold Bar get consumed afterwords?

    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.

  17. ...Yeah, I'd have to voice concerns on practicality too, and not just for Crimson's crit build.

    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.)

  18. I would have though Arthur/Harold would have been very good at getting crits due to unlucky soul. Is he actually any good at getting them?

    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.

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