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Magic asset Kamui??


Cinnamon Bun
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I'm interested if it's viable to try making a magical Kamui?? I'll be playing Nohr so I have access to the dark blood class. I'll be marrying Zero, and he gives a small boost to mag so there's that. IIRC your dragon form actually scales off of mag as well?? I'm very curious and I really want to try and make myself a mage :0

Thanks for the help all!

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I haven't played, so I cannot know viability for sure, but let see….

+20% magic growth (according to the data on Serenes' page on Fates), +5% Speed growth, +5% res growth, +3 initial magic

You should start out with something like 7 magic with the asset and should end up with something like 33 as a Dark Blood by the end of the game on average if I've done my math correctly (your cap will be 35). This assumes that you don't take a -LCK or -RES flaw that would give you 5% less magic growth. It also assumes 19 levels of Nohr Prince followed by 19 levels of Dark Blood.

Dragonstones work off of Magic, yes.

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I don't have the game, so maybe you might be right, but is it REALLY that magic is nerfed hard or more that many of the natural mages are just weaker as actual characters.

Possibly a mix of both. It seems like a lot of characters are "mage killers" so to say, with higher res growths and such. Also, lack of dark tomes, though that shouldn't be a problem.

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I'll note that just like Awakening, Fates has a C-rank magic tome with a Brave effect, Lightning. It has the significant drawback of only having 1 might and having the stats drop after use penalty (by -2 Mag/-Skl) but if you have a good enough magic to back it might be useful…. you cannot use other Braves until A-rank.

Of course, Kamui will tend to have a higher sword rank unless you specifically work towards otherwise, I'd imagine. But Levin Swords also exist…

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I'll note that just like Awakening, Fates has a C-rank magic tome with a Brave effect, Lightning. It has the significant drawback of only having 1 might and having the stats drop after use penalty (by -2 Mag/-Skl) but if you have a good enough magic to back it might be useful…. you cannot use other Braves until A-rank.

Of course, Kamui will tend to have a higher sword rank unless you specifically work towards otherwise, I'd imagine. But Levin Swords also exist…

They do, though I argue running +Magic if you just want the Dragon Bonus since they don't double. If you just want a stronger magic for tomes, Tomefaire is also a good help I'd imagine... maybe...

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I'll note that just like Awakening, Fates has a C-rank magic tome with a Brave effect, Lightning. It has the significant drawback of only having 1 might and having the stats drop after use penalty (by -2 Mag/-Skl) but if you have a good enough magic to back it might be useful…. you cannot use other Braves until A-rank.

Of course, Kamui will tend to have a higher sword rank unless you specifically work towards otherwise, I'd imagine. But Levin Swords also exist…

Mhm i was thinking of using a Levin Sword instead of the Yato. I know it's probably not the best or most professional plan but I'm creating myself as this Kamui and I'm definitely not a warrior. :P

That tome sounds like you could make good use of it if your stats were good enough. Is it forgeable??

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It should be forgeable, but there are only limited supplies of it outside of DLC… 1 is in the Nohrian armory after completing ch. 13 (must upgrade armory to level 2) and a 2nd one is available in the Nohrian armory is available after completing ch. 20 (must upgrade armory to level 3).

So you could forge it once, which should give it +2 might, but that would mean that you couldn't have two characters using it.

Lightning: C rank, 1 Might, 75 Hit, +0 Crit, +0 Avoid, 1~2 range, price: 3400 Gold, 2 consecutive attacks when user initiates battle; after battle, stats reduced by 2 Mag/Skl (stats recover by 1 each turn).

All Braves in this game, to my knowledge, have the caveat that they only trigger their consecutive attack effect on the player phase, whereas in older FE games they did this all the time.

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It should be forgeable, but there are only limited supplies of it outside of DLC… 1 is in the Nohrian armory after completing ch. 13 (must upgrade armory to level 2) and a 2nd one is available in the Nohrian armory is available after completing ch. 20 (must upgrade armory to level 3).

So you could forge it once, which should give it +2 might, but that would mean that you couldn't have two characters using it.

Lightning: C rank, 1 Might, 75 Hit, +0 Crit, +0 Avoid, 1~2 range, price: 3400 Gold, 2 consecutive attacks when user initiates battle; after battle, stats reduced by 2 Mag/Skl (stats recover by 1 each turn).

All Braves in this game, to my knowledge, have the caveat that they only trigger their consecutive attack effect on the player phase, whereas in older FE games they did this all the time.

Awesome that's really helpful, thank you! ^^

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Mhm i was thinking of using a Levin Sword instead of the Yato. I know it's probably not the best or most professional plan but I'm creating myself as this Kamui and I'm definitely not a warrior. :P

This sounds like me. XD I'm like, 'ugh', do I HAVE to use the swords? XD I just like being a mage all the time.

So what's a good FLAW, if Magic is your asset?I hear so many mixed responses!

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This sounds like me. XD I'm like, 'ugh', do I HAVE to use the swords? XD I just like being a mage all the time.

So what's a good FLAW, if Magic is your asset?I hear so many mixed responses!

Great minds think alike!! I'm also curious about this. Generally I thought +mag -str would make sense but some people have argued against this. Anybody know??

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Here are the outcomes:

+MAG gives you +3 to your initial magic, by the way, with regard to base stats.

As for personal growths (add to class growths for total growths) and starting stat penalties from the flaws:

+MAG/-HP: 35% HP, 45% Str, 50% Mag, 40% Skl, 50% Spd, 45% Lck, 30% Def, 25% Res; -2 starting HP

+MAG/-STR: 45% HP, 35% Str, 50% Mag, 35% Skl, 50% Spd, 45% Lck, 30% Def, 30% Res; -1 starting Str

+MAG/-SKL: 45% HP, 40% Str, 50% Mag, 20% Skl, 50% Spd, 45% Lck, 30% Def, 30% Res; -2 starting Skl

+MAG/-SPD: 45% HP, 45% Str, 50% Mag, 35% Skl, 40% Spd, 40% Lck, 35% Def, 30% Res; -1 starting Spd

+MAG/-LCK: 45% HP, 40% Str, 45% Mag, 40% Skl, 50% Spd, 25% Lck, 35% Def, 30% Res; -2 starting luck

+MAG/-DEF: 45% HP, 45% Str, 50% Mag, 40% Skl, 50% Spd, 40% Lck, 25% Def, 25% Res; -1 starting DEF

+MAG/-RES: 45% HP, 45% Str, 45% Mag, 40% Skl, 45% Spd, 45% Lck, 35% Def, 20% Res; -1 starting RES

Each 5% difference in growth rates will tend to produce 1.9 stat points difference in leveling over the 38 levels from 1/0 to 20/20.

5% ---> 1.9 points

10% --> 3.8 points

15%--> 5.7 points

20% ---> 7.6 points

Over 19 levels you get half of these differences.

And then you also need to account for starting stats….

Kamui's base stats at level 1 (1/0) are:

Level 1 Nohr Prince

19 HP, 7 Str, 4 Mag, 7 Skl, 6 Spd, 5 Lck, 6 Def, 2 Res, 5 Move

Let's assume he goes to Dark Blood directly and doesn't go to other classes (to keep the numbers simple).

His promotion bonuses (Nohr Prince --> Dark Blood) are +1 HP, +1 Str, +3 Mag, +0 Skl, +2 Spd, +0 Lck, +1 Def, +4 Res, +1 Move

Let's consider his growths without the effects of assets/flaws at the moment….

Nohr Prince has 15% HP, 15% Str, 10% Mag, 10% Skl, 10% Spd, 10% Lck, 10% Def, 5% Res

Kamui's default personal growths are 45% HP, 45% Str, 30% Mag, 40% Skl, 45% Spd, 45% Lck, 35% Def, 25% Res

So, a "neutral" Kamui who has not received an asset or flaw would have these stats on average by level 20 before promotion (20/0)

30.4 HP, 18.4 Str, 11.6 Mag, 16.5 Skl, 16.45 Spd, 15.45 Luck, 14.55 Def, 7.7 Res.

If you have a +MAG asset, you get +3 starting magic and gain a 20% Mag growth, which nets you 3.8 more magic on average by 20/0, so that's +6.8 magic. You also get +0.95 Spd and +0.95% Res

+MAG/-no flaw yet Avatar, level 20/0

30.4 HP, 18.4 Str, 18.4 Mag, 16.5 Skl, 17.4 Spd, 15.45 Luck, 14.55 Def, 8.65 Res

But now we need to penalize for the flaw. Subtract of the base stats penalized and the growth rate penalties over 19 levels….

To save time, let's cut to the chase and skip the next few steps for 20/20 averages for Dark Blood

+MAG/-HP: 37 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 19.3 Res

+MAG/-STR: 42.8 HP, 25.05 Str, 33.75 Mag, 23.15 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

+MAG/-SKL: 42.8 HP, 27.95 Str, 33.75 Mag, 15.45 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

+MAG/-SPD: 42.8, 29.95 Str, 33.75 Mag, 23.15 Skl, 26.95 Spd, 23.05 Lck, 23.15 Def, 21.2 Res

+MAG/-LCK: 42.8 HP, 27.95 Str, 31.85 Mag, 25.05 Skl, 31.75 Spd, 15.35 Lck, 23.15 Def, 21.2 Res

+MAG/-DEF: 42.8 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 23.05 Lck, 18.35 Def, 19.3 Res

+MAG/-RES: 42.8 HP, 29.95 Str, 31.85 Mag, 25.05 Skl, 29.85 Spd, 24.95 Lck, 23.15 Def, 16.4 Res

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I have used +Mag - Lck Kamui many times in Nohr route.

He has high Mag as well as good Str&Spd, so Yato&Dragonstone are both good for him. This makes the game easier because Kamui can easily beat whoever is left.

Kamui always has the highest rank on Swords in all my playthroughs: it seems that +Mag Kamui still uses Yato a lot. (<- So I think -Str is not a good idea)

My Kamui only uses E-rank Tomes. After reaching D-rank, he starts to use Spells for buffs.

Dragonstone debuffs Skl, so Bind from Dark Mage is helpful.

Zero gets nothing from Dark Princess/Dark Mage Kamui. It doesn't matter for me because I always use Zero as Outlaw->Adventurer->Bow Knight.

Edited by Tooru
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Great minds think alike!! I'm also curious about this. Generally I thought +mag -str would make sense but some people have argued against this. Anybody know??

I'm heavily against -Str because unless you reclass Kamui into a magic user right away, they're gonna depend mostly on Yato pre-promote. -Str makes it much harder for Kamui to kill things.

Edited by Ryo
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Here are the outcomes:

+MAG gives you +3 to your initial magic, by the way, with regard to base stats.

As for personal growths (add to class growths for total growths) and starting stat penalties from the flaws:

+MAG/-HP: 35% HP, 45% Str, 50% Mag, 40% Skl, 50% Spd, 45% Lck, 30% Def, 25% Res; -2 starting HP

+MAG/-STR: 45% HP, 35% Str, 50% Mag, 35% Skl, 50% Spd, 45% Lck, 30% Def, 30% Res; -1 starting Str

+MAG/-SKL: 45% HP, 40% Str, 50% Mag, 20% Skl, 50% Spd, 45% Lck, 30% Def, 30% Res; -2 starting Skl

+MAG/-SPD: 45% HP, 45% Str, 50% Mag, 35% Skl, 40% Spd, 40% Lck, 35% Def, 30% Res; -1 starting Spd

+MAG/-LCK: 45% HP, 40% Str, 45% Mag, 40% Skl, 50% Spd, 25% Lck, 35% Def, 30% Res; -2 starting luck

+MAG/-DEF: 45% HP, 45% Str, 50% Mag, 40% Skl, 50% Spd, 40% Lck, 25% Def, 25% Res; -1 starting DEF

+MAG/-RES: 45% HP, 45% Str, 45% Mag, 40% Skl, 45% Spd, 45% Lck, 35% Def, 20% Res; -1 starting RES

Each 5% difference in growth rates will tend to produce 1.9 stat points difference in leveling over the 38 levels from 1/0 to 20/20.

5% ---> 1.9 points

10% --> 3.8 points

15%--> 5.7 points

20% ---> 7.6 points

Over 19 levels you get half of these differences.

And then you also need to account for starting stats….

Kamui's base stats at level 1 (1/0) are:

Level 1 Nohr Prince

19 HP, 7 Str, 4 Mag, 7 Skl, 6 Spd, 5 Lck, 6 Def, 2 Res, 5 Move

Let's assume he goes to Dark Blood directly and doesn't go to other classes (to keep the numbers simple).

His promotion bonuses (Nohr Prince --> Dark Blood) are +1 HP, +1 Str, +3 Mag, +0 Skl, +2 Spd, +0 Lck, +1 Def, +4 Res, +1 Move

Let's consider his growths without the effects of assets/flaws at the moment….

Nohr Prince has 15% HP, 15% Str, 10% Mag, 10% Skl, 10% Spd, 10% Lck, 10% Def, 5% Res

Kamui's default personal growths are 45% HP, 45% Str, 30% Mag, 40% Skl, 45% Spd, 45% Lck, 35% Def, 25% Res

So, a "neutral" Kamui who has not received an asset or flaw would have these stats on average by level 20 before promotion (20/0)

30.4 HP, 18.4 Str, 11.6 Mag, 16.5 Skl, 16.45 Spd, 15.45 Luck, 14.55 Def, 7.7 Res.

If you have a +MAG asset, you get +3 starting magic and gain a 20% Mag growth, which nets you 3.8 more magic on average by 20/0, so that's +6.8 magic. You also get +0.95 Spd and +0.95% Res

+MAG/-no flaw yet Avatar, level 20/0

30.4 HP, 18.4 Str, 18.4 Mag, 16.5 Skl, 17.4 Spd, 15.45 Luck, 14.55 Def, 8.65 Res

But now we need to penalize for the flaw. Subtract of the base stats penalized and the growth rate penalties over 19 levels….

To save time, let's cut to the chase and skip the next few steps for 20/20 averages for Dark Blood

+MAG/-HP: 37 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 19.3 Res

+MAG/-STR: 42.8 HP, 25.05 Str, 33.75 Mag, 23.15 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

+MAG/-SKL: 42.8 HP, 27.95 Str, 33.75 Mag, 15.45 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

+MAG/-SPD: 42.8, 29.95 Str, 33.75 Mag, 23.15 Skl, 26.95 Spd, 23.05 Lck, 23.15 Def, 21.2 Res

+MAG/-LCK: 42.8 HP, 27.95 Str, 31.85 Mag, 25.05 Skl, 31.75 Spd, 15.35 Lck, 23.15 Def, 21.2 Res

+MAG/-DEF: 42.8 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 23.05 Lck, 18.35 Def, 19.3 Res

+MAG/-RES: 42.8 HP, 29.95 Str, 31.85 Mag, 25.05 Skl, 29.85 Spd, 24.95 Lck, 23.15 Def, 16.4 Res

Ohhh that helps so much, thank you!! Though.. Looking at these stats I'm still inclined to try for +mag and -str :o

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Ohhh that helps so much, thank you!! Though.. Looking at these stats I'm still inclined to try for +mag and -str :o

I don't suggest it. I'd go for -Def. Like the above said, you'll be needing to rely on Yato for a while. Don't cripple yourself at the start of the game or you won't be able to go far enough, especially in the Hell known as Nohr.

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I don't suggest it. I'd go for -Def. Like the above said, you'll be needing to rely on Yato for a while. Don't cripple yourself at the start of the game or you won't be able to go far enough, especially in the Hell known as Nohr.

Hmm.. If more than one advise against it I'm inclined to agree with you. Then in order to keep that mag I'd need to go -hp, -skl, -spd, or -def. Hrmmm ~

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Well, Yato does eventually improve to give +2Def/+2 Res on Nohr [just for being in Kamui's inventory] and then toward the extreme late game +4 Def and +4 Res[just for being in Kamui's inventory] . Although equipping Yato gives +1 Spd and -1Def/-1Res that gets applied on top of this….

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I've done a +mag kamui and mainly used the dragonstone on one of my Invisible Kingdom playthroughs. This was on hard but its pretty much the same on lunatic.

Early game it makes the game much easier than any other asset imo. You take almost no damage from enemies and Kamui oneshots almost all of them with the dragonstone so you don't really need to double. Kamui can honestly solo maps until like chapter 14 or so doing this. Then it starts to fall off. Its major issues are that as the Yato gets stronger and stronger as the story goes on, it becomes incredibly broken, And while you do get the stat boosts from having it in your inventory, you don't get the insane damage.

One other issue at least for me(this is minor though) is that with the dragonstone you can't actually attack at 2 range, so you have to be dark blood and use a tome or levin sword to hit mages and archers and ninjas, which isn't a huge deal but I hate the tome casting animations in the Dark Blood class, they look awful and I like just being a dragon all the time more tbh.

I went +mag - Luc for that run.

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I've done a +mag kamui and mainly used the dragonstone on one of my Invisible Kingdom playthroughs. This was on hard but its pretty much the same on lunatic.

Early game it makes the game much easier than any other asset imo. You take almost no damage from enemies and Kamui oneshots almost all of them with the dragonstone so you don't really need to double. Kamui can honestly solo maps until like chapter 14 or so doing this. Then it starts to fall off. Its major issues are that as the Yato gets stronger and stronger as the story goes on, it becomes incredibly broken, And while you do get the stat boosts from having it in your inventory, you don't get the insane damage.

One other issue at least for me(this is minor though) is that with the dragonstone you can't actually attack at 2 range, so you have to be dark blood and use a tome or levin sword to hit mages and archers and ninjas, which isn't a huge deal but I hate the tome casting animations in the Dark Blood class, they look awful and I like just being a dragon all the time more tbh.

I went +mag - Luc for that run.

I see, well that doesn't sound so bad! Besides that casting animation thing. Do you perhaps have video or could you describe it to me?? I do recall thinking that the Nohr prince(ess) looks ridiculous hopping and spinning around with their swords. :x

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So earlier I posted the stats for Dark Blood.

Keep in mind that if you put Yato in your inventory, you get stat boosts (just for having it in your inventory, even if its not equipped, as long as its Kamui's inventory specifically [one of his five slots]). You also get the standard Katanna effects on top of this for equipping it [+1 Spd, -1 Def & Res].

The stat boosts are available initially, but activate after certain points of story progress… sometime midway through, it gains +2 in some stats, and then toward the extreme end stages of the game these become +4 in the same stats>

Hoshido Route [Dark Blood isn't available here, but other sword+Magic classes like Dark Knight are if you take a Dark Mage secondary, as is DLC Grandmaster from the Invisible History DLC]: +2 Str, +2 Spd ---> +4 Str, +4 Spd

Nohr Route: +2 Def, +2 Res ---> +4 Def, +4 Res [keep in mind the defense penalty if you equip, so you get +1 Spd, +3 Def, +3 Res in that case]

3rd Route: +2 Str, +2 Spd, +2 Def, +2 Res ---> +4 Str, +4 Spd, +4 Def, +4 Res [keep in mind the defense penalty if you equip, so you get +4 Str, +5 Spd, +3 Def, +3 Res in that case]

So, to restate, here are the stats of a 20/20 Dark Blood (leveled through Nohr Prince before promotion) BEFORE these Yato effects.

+MAG/-HP: 37 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 19.3 Res

+MAG/-STR: 42.8 HP, 25.05 Str, 33.75 Mag, 23.15 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

+MAG/-SKL: 42.8 HP, 27.95 Str, 33.75 Mag, 15.45 Skl, 31.75 Spd, 24.95 Lck, 21.25 Def, 21.2 Res

+MAG/-SPD: 42.8, 29.95 Str, 33.75 Mag, 23.15 Skl, 26.95 Spd, 23.05 Lck, 23.15 Def, 21.2 Res

+MAG/-LCK: 42.8 HP, 27.95 Str, 31.85 Mag, 25.05 Skl, 31.75 Spd, 15.35 Lck, 23.15 Def, 21.2 Res

+MAG/-DEF: 42.8 HP, 29.95 Str, 33.75 Mag, 25.05 Skl, 31.75 Spd, 23.05 Lck, 18.35 Def, 19.3 Res

+MAG/-RES: 42.8 HP, 29.95 Str, 31.85 Mag, 25.05 Skl, 29.85 Spd, 24.95 Lck, 23.15 Def, 16.4 Res

In case anyone is interested, I'll list Dark Knight. It doesn't have dragonstones, but it does get tomes and swords like Dark Blood.

20/20 Dark Knight: Leveled up to 20/0 as Nohr Prince, Promoted, Class Changed to Dark Knight, leveled as Dark Knight to 20/20 Dark Knight

+MAG/-HP: 38 HP, 31.75 Str, 32.8 Mag, 27.05 Skl, 27.85 Spd, 25.95 Lck, 25.15 Def, 17.4 Res

+MAG/-STR: 43.8 HP, 26.95 Str, 32.8 Mag, 25.15 Skl, 27.85 Spd, 25.95 Lck, 25.15 Def, 19.3 Res

+MAG/-SKL: 43.8 HP, 29.85 Str, 32.8 Mag, 15.55 Skl, 27.85 Spd, 25.95 Lck, 25.15 Def, 19.3 Res

+MAG/-SPD: 43.8 HP, 31.75 Str, 32.8 Mag, 25.15 Skl, 23.05 Spd, 24.05 Lck, 27.05 Def, 19.3 Res

+MAG/-LCK: 43.8 HP, 29.85 Str, 30.9 Mag, 27.05 Skl, 27.85 Spd, 16.35 Lck, 27.05 Def, 19.3 Res

+MAG/-DEF: 43.8 HP, 31.75 Str, 32.8 Mag, 27.05 Skl, 27.85 Spd, 24.05 Lck, 22.25 Def, 17.4 Res
+MAG/-RES: 43.8 HP, 31.75 Str, 30.9 Mag, 27.05 Skl, 25.95 Spd, 25.95 Lck, 27.05 Def, 14.5 Res

As it turns out, Dark Knight actually has higher TOTAL non-move base stats than either White Blood or Dark Blood: 57 stat points as a White Blood, 58 stat points as a Dark Blood, and 61 stat points as a Dark Knight, and it also has a higher movement base stat as well (8 for Dark Knight vs. 6 for the others).

Its downsides are: 1.) added horse weakness, 2.) lower growth rates 80% Dark Knight vs. 85% White Blood/Dark Blood [although this only accounts for 0.95 stat points on average over 19 levels, so even if you level as a Dark Knight you will maintain a slight lead in total stats on average, and if you switch to a Dark Knight the same is true). 3.) Lower base speed and speed growth: 5 base speed as Dark Knight vs. 6 as White Blood and 7 as Dark Blood. 5% Spd growth vs. 10% Spd growth (a different of another 0.95 Spd if compounded over 19 levels). 4.) Cannot use Dragonstone

EDIT: The above is ignoring stat caps, generally, as you do not reach them with either of the classes (Dark Blood/Dark Knight) that we've discussed by 20/20.

Trade-offs: 1.) Different weapon ranks: A-rank tomes gained, but now you only get B-rank swords [you can still use Yato, but you miss out on Brave Swords, Warrior Katana, and +1 ATK from A-rank compared to B-rank). But this also lets you use the stronger A-rank magical Brave (Snake God, if you have it in the 3rd route or Hoshido) and lets you get an extra point of magic attack from weapon rank. 2.) Different pair-up bonuses: Dark Knight improves Magic (+3), Defense (+3) and Move (+1); its up to you whether you want this.

I'll speculate that Dark Knight is more easily utilized in Hoshido/Invisible Kingdom, where the free Yato SPD bonuses help offset its lower SPD somewhat to let you get into doubling range more easily (27+4 = 31; 27+4+1[equipped] = 32; and then you can add in pair-up bonuses)

Edited by astrophys
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I see, well that doesn't sound so bad! Besides that casting animation thing. Do you perhaps have video or could you describe it to me?? I do recall thinking that the Nohr prince(ess) looks ridiculous hopping and spinning around with their swords. :x

Don't have a video but I can describe it.

Basically every other casting class has some kind of cool animation when they cast spells. Exorcist kind of create a sort of incantation in the air and hop around as they summon the spell.

Sorcerers move around and even levitate when they crit etc.

Dark blood kind of just stands there with one arm outstretched holding the tome. Its really mundane. Its honestly the worst casting animation in the game imo. If you could even call it that. After I saw it, i bought a Levin sword and just used that when i needed to attack at 2 range.

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