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charlesbarkley

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Posts posted by charlesbarkley

  1. Also, you spoke of bringing multiple Rainbow Elixirs. Does that mean you can use several of them in one battle? I was under the impression only one could be used.

    It's only once per battle per character, I meant multiple as in one for each of your attackers.

  2. Yeah, I would like to know as well. Kamui gets a unique high-power weapon which essentially gives 16 points to his stat caps, surpassing Kanna by at least 7 points. Kamui also can get personal ability bonuses from Joker (and the less useful Felicia and Gunther) when paired up. Kamui can support with every unit in the army, allowing for better pair-up bonuses. And Kamui can reclass into a wider variety of classes with ease.

    Meanwhile, all Kanna has is a better personal ability (even if you do need to use the subpar dragonstaones for it to activate)

    Kamui was better as a tank back when guard stance was viable, but now that Witch's Poison completely shuts down tanks, offense is more important. Logbook exploits give Kanna better overall stat caps and Kanna can get higher SKL than Kamui allowing you to hit certain thresholds (100% Witch's Poison, 100% Breaking Sky). Yato also takes up an inventory slot which is actually a big deal in PvP since you need room for multiple Rainbow Elixirs, Vanished Disasters (remember staff durability is halved so VD only has one use) and different weapon types.

  3. About the personal skill of Flora, i remember reading that the effect is wrong, has anyone who has access to the game confirmed it?

    I want to know if HP Tonic works the way I think regarding Rinkah, i have some sets with that in mind that makes her a viable pvp unit, still HP tonic is important for that consistent +4, hope I am guessing right about it.

    It's actually a half-damage counter, and only for ranged attacks. HP Tonic can activate all HP not full skills.

  4. Definitely don't go with -Def, it's an important stat in the main game. I've gone with +Mag/-Lck on all my playthroughs and it works great. The only problem is that tomes/spells have low might unless you forge them, so I prefer to go with magic weapons and passive/healing skills instead of proc skills. Dark Blood with a Levin Sword can solo all of Lunatic Nohr except the final chapter.

  5. So... There's only a limited amount of Stat Boosters in each playthrough? I'm aware you can't buy them from Steetpass teams, but there's no other way than via story?

    They're unlimited in all routes (you can get them occasionally in skirmishes, from the lottery, or the Museum DLC), though they're pretty rare.

    Don't think you can get Boots randomly though, so it's total 6 (IIRC 2 in each route, plus 2 from ranking bonuses, plus 2 from path purchase bonuses).

  6. First of all, if you want a competitive team you need Invisible Kingdom for various reasons, such as higher stat caps and more options.

    Copycat is useful in the main game, but for the most part it's a waste of a slot on anyone in PvP except support units (rallybots and rescuebots), where it's almost essential. Status effect staves get halved durability and accuracy in PvP, so they are rarely used. However, Vanished Disaster (rescue staff) dominates the meta because of the advantages it gives for mobility and zoning.

    Magic units are off-meta, hardly anyone uses them because most people don't want to split their statue stat cap bonuses between STR and MAG, and you need to have heavily forged weapons to make them work, but if you're prepared to spend time grinding the Museum DLC they can do very well in PvP. Dark Falcons are great bruisers, and a Sorcerer pair-up tank can deal with almost anything in the meta.

    Finally, the meta is about to change in a week's time when Witch becomes available, so ask back again...

  7. 1. Guard Stance bonuses - You lose about a total of about 17 stat points compared to Einherjar in exchange for 5 stat points (highest 3 in a single stat?), which is a bad trade-off, but for very specific builds you might care about having that extra 3 points in Skill or Speed.

    2. Attack Stance bonuses - Huge bonuses to accuracy and critical. Not that useful in the current PvP meta, but once Warp comes out it might become important for 1-Turn win strats since the enemy is bunched up at the start (warp in bruisers, first kills are solo to activate Galeforce, second kills can take advantage of double attacks).

    3. Personal weapons - Einherjar can't use them and don't get the bonuses. Not worth the statue trade-off for Ryoma and Marx, but Kamui gets +16 total stats and Takumi's terrain nullification is useful. Leon's... might be useful if you're building a magic tank? Not really worth it.

    4. Character-specific personal skills - Namely the three servants. You can get disgusting avoid by pairing up Trueblade Kamui with Joker and using Breakers+Mist blade.

    5. Dragon's vein - Einherjar can't use it (including royals), and you can't use the DLC blood on them.

  8. It feels like every writer worked alone and only communicated with one another via direct messages written on paper airplanes... That occasionally missed, thus getting lost or ending up at the wrong person.

    That reminds me, the mini-credits showed the scenario writer and it was someone different. I don't recognize the name but I think it was one of the Awakening writers.

  9. What's worse is that in the IK route when Kamui is trying to convince Marx and Ryouma it's the invisible monsters destroying the Opera town, Lazward somehow completely forgets he's fought them before. Or at least he doesn't even try to help convince Marx they're real. The Japanese fans have taken to calling the kids the 'three idiots'.

  10. Wait a sec, do you know for a fact that Bolt Axes can activate skills but can't crit or are you just trusting what is on Vincent's site? I"m pretty sure that is a mistake and they can't activate skills or crit. (It would be very strange if that was the only weapon that made a distinction for "can't crit or use skills")

    You can't activate skills on any of the magic weapons. The confusion comes from the devs using different terminology than the fanbase. Even with those drawbacks though they are still hands down the best weapons for EP mobbing in the main game.

  11. I was speaking more from an efficiency standpoint, where grinding up the bow rank and those skills doesn't seem very practical.

    You can reclass her straight to Bowman as soon as you get her, it's not much different from any other unpromoted unit. Dealing with the fliers in Nohr Ch.10 becomes a lot easier. And she doesn't need LoD and Extravagance to perform (I didn't bother getting them), but they're an endgame option for boss-killing. Access to Herb Merchant is enough to differentiate a character, since it has the worst availability in the game seals considered (only one 1st gen character has Herb Merchant as primary class, and he's a Kamuisexual).

  12. Crit bonuses are stacked towards the higher weapon levels, I got a Silver Club to +7 and it got +15 Crit, even though the Crit barely rose until around +5. The bonuses appear to be different for each weapon (or maybe category?). Silver Yumi got +2MT from +5 to +6.

  13. Looking back on it, yeah Breaking Sky is valid, but I felt the need to point out a flaw of the skill, I still hold by tho that Rescue isn't 100% broken to the point of other broken combos being nothing compared to it.

    Rescue is more like a combo deck in a card game(MtG). 95% of all normal teams are going to be DESTROYED by it, but the people who think about making their team with the big strategies in mind will try to use one of the available units that can make the combo not work. Rescue CAN be countered BECAUSE it requires a lot of resources to have it running(provided we don't give it LoD, EV, Copycat, or Lethality). You have to have two staff users, a bruiser, and 2 free units. However, the combo is effectively destroyed when you get rid of even one of the 3 units(especially one of the staff users) and it has units that it can't OHKO. Don't just sit there and say you can't beat it, think of ways around it, and when you can't find a good way around it, that's when you have consider banning/restricting something.

    Why wouldn't you give the staff user Copycat? You only really need one staff user for a hit-and-run. And even if you don't bother recalling the attacker you can still get two kills (with Galeforce) for the price of one unit. The real problem with rescue isn't the defensive capability, it's the offensive capability. That effective +9~11 MOV (depending upon the direction you're advancing) makes it literally impossible for the enemy to outzone you unless they have rescue staves as well.

    Here's the kicker - even on the largest PvP map (My Castle) it's possible to get from one side to the other in one turn with rescue and a flier. Once Warp becomes available it will take even less resources to teleport in and wreck shit. FTA is ridiculous.

  14. Staves:

    S: +3 Healing, +10 Hitrate

    A: +2 Healing, +5 Hitrate

    B: +1 Healing, +5 Hitrate

    C: +1 Healing

    Accuracy for offensive staves is:

    (MAG + SKL + Staff Hit + Weapon Rank Bonus) - (Enemy RES*3 + Enemy LUC)/2 - Terrain Avoid Bonus

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