Cysx Posted July 25, 2019 Share Posted July 25, 2019 (edited) @BastienSoul, maybe you're aware by now, but the reason Dedue disconfirmed the AS formula is because indeed, unlike every other weapon type, Iron -> Steel is only +2 Mt, +2 Wt for Gauntlets. Also I can confirm that the formula is indeed correct, although for some reason, the reduction from Strength seems to be rounded down rather than up, resulting in an universal 1 less AS for everyone(because of hard mode perhaps? Although that wouldn't make a difference for the most part, since it affects the enemy too). Also it's been a few days so maybe you know, but magic weight works off of strength just like weapons. @LSM, you were pretty much right on the money with all of your theories. I won't get into details, but I just wanted to say, congrats:) Also the seminary formula seems to indeed have been correct the whole time, even the 20 exp floor. About battalions in general: - Exp gained with a battalion is kept when putting it on a different character - Cha does affect Gambit damage in most cases, but there are weird cases - Accuracy is mostly fixed as expected(not affected by Dex, enemy Avo, etc), however outside of supports, it's affected by your Cha and the enemy's, both ways. I'm not sure of the formula just yet. Edit: GAMBIT: Gambit Mt is : Base Gambit Mt + Str or Mag(depending on the nature of the attack) +(Cha/5) - the target's corresponding def stat. Boosts to attack from battalions or skills are included Gambit Acc is: Base Gambit Accuracy + (Unit Cha - Target Cha)*5 Boost to accuracy/evade from battalions ARE NOT included. Boosts from skills on the other hand, such as Ignatz's personal, are. WAY TOO LATE EDIT: There is, however, a cap to how much Cha will affect gambit accuracy, at +30/-30. Meaning from Cha alone, you can only take a 50 accuracy gambit up to 80(with >=6 Cha over the enemy), or down to 20. Other stuff: STATS: Str: For Physical attacks, as always. Also lower weapon weight by Str/5 Mag: Seems to be only for magical damage at this point. Healing seems to be about Mag/3, although this could vary from spell to spell. Dex: Affects accuracy of weapons(Weapon Accuracy + (Dex*1)), Magic accuracy((Dex+Lck)/2), Crit(also (Dex+Lck/2). Potentially other things; seems a bit underwhelming at the moment due to very low multipliers. Spd: Same old. Attack Speed is Speed - (Weapon or Magic Weight - Str/5). Avoid is AS x1. Lck: Affects Magic accuracy as said above, Crit, and Crit Avo. Potentially other things. Def: Same old. Res: Same. Cha: Affects gambit damage in most cases(is added as a flat damage value). Also affects gambit accuracy and gambit avoid, meaning the enemy's matters too. Formula is unclear at this point. Edit: Cha is mostly for Gambit accuracy/avoid, with each point giving +5 in both; beware that this is also true for the enemies, hence why your hit rates won't be stellar immediately. It also gives +(Cha/5) damage to gambits. WEAPONS: Swords: Most precise, average weight, mt, and durability. Proficiency grants +5 Acc(+1 per level), +7 Avo(+3 per level), + 5 Crit Avo(+1 per level) Lances: #2 most mt, average precision, high weight and lowest durability. Proficiency grants +6 Acc(+2/level), +6 Avo(+2/level), + 5 Crit Avo(+1/level) Axes: Most mt, #2 best durability, higher weight and worst precision. Proficiency grants +7 Acc(+10/level), +5 Avo(+1/level), +5 Crit Avo(+1/level Bows: #2 most mt and #2 highest precision, high weight and average durability. Proficiency grants +6 Acc(+2/level), +6 Avo(+2/level), +5 Crit Avo(+1/level) Gauntlets: Lowest weight(by far) and highest durability, #2 highest precision, lowest Mt(by far). +5 crit built in. Proficiency grant +5 Acc(+1/level), +7 Avo(+3/level), +5 Crit Avo(+1/level) MAGIC: Reason: Way varied especially since it includes dark magic, which seems heavier, less accurate, but stronger. Proficiency grants +7 Acc(+3/level), +5 Avo(+1/level), +5 Crit Avo(+1/level) Faith: Difficult to gauge at this point, only have Nosferatu, which has low mt but better accuracy than in Echoes, at least. Proficiency grants +5 Acc(+3/level), +7 Avo(+3/level), +5 Crit Avo(+1/level) CLASS CHANGING: Classes in this game have both bases, like in Echoes, and modifiers, like in Awakening and Fates. I'll use an example to make this easy to understand. The Monk class has a 8 Mag base, a 4 Res base, and a +1 Res modifier. If we take Raphael with say, 3 Mag and 2 Res, and make him a Monk, he will gain - A permanent +5 Mag and +2 Res - +1 Res as long as he is a Monk Thus his stats as a Monk will be 8 Mag 5 Res If we take Lysithea however, with 12 Mag and 8 Res, she will gain - +1 Res as long as she is a Monk Thus her stats as a Monk will be 12 Mag and 9 Res. What this means is that classes will bump you up if stats relevant to them are lagging behind, and also will modify them on top of it. Edited August 16, 2019 by Cysx Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.