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Arcade Rabbit
Nov 11, 2013

I'll do the obligatory post and point out Dark Souls. With the right build (or enough + added to your New Game +) and you can switch between all sorts of weapons on the fly. You don't really need to, but the option is there if you want to. Also Skyrim was pretty good about it with a quick select tab, but there wasn't actually much to differentiate the different weapon types in the first place so its sort of a moot point.

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Tuxedo Ted
Apr 24, 2007

I'd love an RPG like Etrian with a Weapon Master class where different branches of weapon skills synergize and reward you from branching out. Like, one trick from the thrusting swords lends a special ability to the polearms, which in turn lends stuff to axes, etc.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
On one hand, I kinda want to avoid reading a LP of this game so that I can go into EO2U blind.

On the other hand, the series is more about gameplay than story, and I'd like to see what some of the classes can do.

I think reading about the first two stratums should be a good way to satisfy my curiosity, at least.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
I just have to say, reading this LP finally motivated me to replace my broken DS and start playing EOII myself again.

Now I'm trying to see how far I can make it into the endgame. (Turns out I actually beat the last boss before my last DS ended up to broken to play.)

Poisoning everything is still the best. :3:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Actual updates may resume next week or whenever I feel like it. I make no promises. Until then, enjoy more explanations of game mechanics and me crying about how my favorite class got nerfed. Which I'll put up sometime later.

Hobgoblin2099 posted:

On one hand, I kinda want to avoid reading a LP of this game so that I can go into EO2U blind.

On the other hand, the series is more about gameplay than story, and I'd like to see what some of the classes can do.

I think reading about the first two stratums should be a good way to satisfy my curiosity, at least.

Eh, if it's like Untold, all the maps aside from the first floor will be changed up, while retaining the floor gimmicks. So there's gonna some new stuff. Expect Hexer and Dark Hunter to get nerfed hard. War Magus is definitely getting reworked from what information about the remake has been released. Apparently Chloe gets access to revival spells for one.

Libluini posted:

I just have to say, reading this LP finally motivated me to replace my broken DS and start playing EOII myself again.

Now I'm trying to see how far I can make it into the endgame. (Turns out I actually beat the last boss before my last DS ended up to broken to play.)

Poisoning everything is still the best. :3:

Glad to hear that people are enjoying this. I had some doubts about the whole thing, especially since it was my first time doing an LP.

By the way, do you guys prefer the current length of the updates, or the shorter ones like the last two game updates I posted?

asvodel
Oct 10, 2012
If I am not getting too ahead of the LP, what is the single best thing about War Magus that would make having one be worth losing Revive and the other healing skills the Medic has?

All the sword skills don't sound all that great on paper, they are highly conditional and especially if they're in the back row, probably don't offer the type of huge damage that other very conditional skills like ecstasy and shadow bite have. As far as the other effects they seem to mostly be things like binds which could be done at any time by a dark hunter, gunner or hexer.

Though not having used them, are there particular skills which don't sound special but are actually really useful in the game?

Is it a class that comes into its own in the middle/late game?

I guess in my own brief explorations of EO2, I initially went with the same party classes as the LP but I just switched out the War Magus for a Medic today because I was sick of having to go back to town when the two squishy front row attackers died, especially since I am usually broke and Nectar costs 500 en..

The hexers are definitely great though, it is almost like having a high level poison arcanist in EO4 without having to wait until the third stratum.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

asvodel posted:

If I am not getting too ahead of the LP, what is the single best thing about War Magus that would make having one be worth losing Revive and the other healing skills the Medic has?

All the sword skills don't sound all that great on paper, they are highly conditional and especially if they're in the back row, probably don't offer the type of huge damage that other very conditional skills like ecstasy and shadow bite have. As far as the other effects they seem to mostly be things like binds which could be done at any time by a dark hunter, gunner or hexer.

Though not having used them, are there particular skills which don't sound special but are actually really useful in the game?

Is it a class that comes into its own in the middle/late game?

For one thing, War Magi can equip Swords, which makes them faster than Medics. Their skills have a 105% base chance to bind at max level, but you need a Hexer in the party to make use of those. I've never used the sword skills aside from Cursecut, but I prefer having faster healing since Medics are pretty slow. But the main reason I like using them is because it's a class that can both heal and buff my party and only take up one party slot.

Whether you want to use a War Magus or a Medic is up to you, but that's the reason I prefer War Magi.

Feinne
Oct 9, 2007

When you fall, get right back up again.
Oh, so if I give my War Magus a sword she'll act sooner in the turn? I was not aware of that, that's not so much good to know as fuckin' amazing to know.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Yep. Different types of weapons have different speed modifiers. Whips and swords have the highest, while guns, staves, claws, and axes have the lowest. That said, specific weapons can have different speed modifiers.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
This also means your War Magus can help out with some extra fast healing, if you think your Medic may be too slow to save someone.

asvodel
Oct 10, 2012
Good to know, I think I will do without one then, unless maybe in EOU2 if they get revive (which they probably will due to the story mode party)
On a somewhat related note I wonder if Medics in EOU got all the status inducing skills they did since the story mode party doesn't have a dark hunter or hexer in it. Or if it was purely just to balance out the alchemist having it in 1.

I hadn't thought about the speed aspect of it. 3 and 4 have a lot of tricks to make sure you can heal at the very beginning of the turn, I hadn't done anything like it in Untold but I will have to keep in mind the weapon speed thing in the future and maybe use the equipment features of grimoires to take advantage of it. I guess Simon in the story mode starts out that way

Other than Regenall, any of the War Magus's buffs level up to affect a whole line or party, or are they always single target only?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

asvodel posted:

Good to know, I think I will do without one then, unless maybe in EOU2 if they get revive (which they probably will due to the story mode party)
On a somewhat related note I wonder if Medics in EOU got all the status inducing skills they did since the story mode party doesn't have a dark hunter or hexer in it. Or if it was purely just to balance out the alchemist having it in 1.

I hadn't thought about the speed aspect of it. 3 and 4 have a lot of tricks to make sure you can heal at the very beginning of the turn, I hadn't done anything like it in Untold but I will have to keep in mind the weapon speed thing in the future and maybe use the equipment features of grimoires to take advantage of it. I guess Simon in the story mode starts out that way

Other than Regenall, any of the War Magus's buffs level up to affect a whole line or party, or are they always single target only?

The buffs are always single target, but they're stronger than a Troubadour's buffs at the max level. Warmight is a 60% damage increase for a party member, while Bravery is a 32% damage increase for the whole party. The two buffs can stack, which is something else to consider. War Magi get access to Salve and Salve 2, but not Salve 3.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
As a small note



you put a downstairs icon at the back of B1 instead of one going upstairs.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Hobgoblin2099 posted:

As a small note



you put a downstairs icon at the back of B1 instead of one going upstairs.

That is the upstairs icon.

Not that it matters because guess who's computer decided to die? It was old and starting to fall apart anyway, but I didn't think it would go out like that. Now I have no idea when the updates will resume. And I had the Survivalist write up ready to go too. Oh well, RIP EO2 LP.

Unless you guys know how to fix an automatic repair loop.

Araxxor fucked around with this message at 22:26 on Sep 29, 2014

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.

Dr. Fetus posted:

Not that it matters because guess who's computer decided to die? It was old and starting to fall apart anyway, but I didn't think it our go out like that. Now I have no idea when the updates will resume. And I had the Survivalist write up ready to go too. Oh well, RIP EO2 LP.

Unless you guys know how to fix an automatic repair loop.

These games are cursed, I tell you! Cursed!

It sucks that your computer died. Strangely enough, this floor is about where my usual EO2 run dies.

Bellmaker
Oct 18, 2008

Chapter DOOF



Dr. Fetus posted:

That is the upstairs icon.

Not that it matters because guess who's computer decided to die? It was old and starting to fall apart anyway, but I didn't think it would go out like that. Now I have no idea when the updates will resume. And I had the Survivalist write up ready to go too. Oh well, RIP EO2 LP.

Unless you guys know how to fix an automatic repair loop.

Always backup your poo poo folks!

I may have a backup for you if you haven't lost the will to live. Of course you'll still need a computer without



JAIDS, naturally!

Bellmaker fucked around with this message at 23:15 on Sep 29, 2014

Crosspeice
Aug 9, 2013

Well at least you only made it to the second floor, so easy enough to restart if something terrible happens. I'm guessing you can get your hard drives and put them in a new computer.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Oh I started backing up my stuff so I didn't lose anything important. (To me) I knew my PC was gonna die, I just didn't think it would be that fast. Unfortunately I didn't get everything and that included the EO2 LP stuff. The rest of it was nothing of value aside from a few programs.

GeneralYeti posted:

These games are cursed, I tell you! Cursed!

Hey the EO1 LP is still alive. Technically.

Eh it was 3 hours of game time. The annoying part is gonna be reinstalling everything. Now if this happened in the middle of the 3rd stratum, hoo boy, that would've been an LP ender.

Bellmaker posted:

Always backup your poo poo folks!

I may have a backup for you if you haven't lost the will to live. Of course you'll still need a computer without



JAIDS, naturally!

Do I wanna know the story behind this?

Araxxor fucked around with this message at 00:14 on Sep 30, 2014

Kemix
Dec 1, 2013

Because change
At the very least, level ups are static in the EO series as far as I know. So it's not like you lost some great Min/Max early game stats. And honestly, I don't think anyone's gonna blame you if you wind up doing a lot of save-states.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Well I managed to get a temporary computer until my new one comes in. Unfortunately I couldn't recover anything from my hard drive. It ate itself when my computer died. So everything relating to the LP is gone. Until I re-install everything on my new computer and get back to the point I was at before, I'll probably just post more class discussions and game mechanics in here.

Kemix posted:

At the very least, level ups are static in the EO series as far as I know. So it's not like you lost some great Min/Max early game stats. And honestly, I don't think anyone's gonna blame you if you wind up doing a lot of save-states.

They are static. I'm not using save states for this. I can't anyways, because the emulator I was using doesn't have them.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Dr. Fetus posted:

Yep. Different types of weapons have different speed modifiers. Whips and swords have the highest, while guns, staves, claws, and axes have the lowest. That said, specific weapons can have different speed modifiers.

Daggers are actually the fastest weapons, although they might not be a different weapon type from swords in 2, I can't remember.

This principle also applies to armor and accessories, for the record. Heavy armor (stuff that only protectors/landsharks can wear) and shields have hefty penalties to action speed, while boots have a huge bonus to action speed. This is why protectors are usually godawful slow; they're in heavy armor, with shields, with a slower weapon, and usually don't have boots because boots usually don't have good defensive stats. It's also why most of the important protector abilities always go first, because they'd be useless otherwise.

Old Greg
Jun 16, 2008
That still sucks to hear about the computer, even if it was on its way out the door. Is that a new speed record for an LP killing a hard drive?(Because even if it died for entirely non-emulation reasons that had been happening, this is a curse and thus gets the kill credit)

Arcade Rabbit
Nov 11, 2013

Depends on if you count computer deaths that happened prior to the LP even being posted. Because I can attest that that is a thing that has happened before.

Can we get a more exact table for this stuff? The equipment speed modifier is news to me, and I'd love to know just how in-depth it is.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Game Mechanics - Speed

How speed is determined in the Etrian Odyssey series is dependent on several things. Your character's agility, the equipment they're wearing, and the skill they used. For basic attacks, this formula is used.

AGI * spd.mod = wpn.spd

Skills also have speed modifiers, and that's also taken into consideration when calculating your final speed. Below are the speed modifiers for each weapon.

Whip - 3.0
Sword - 2.0
Bow - 1.5/1.0
Katana - 0.5
Gun - 0.1
No weapon - 0.1
Staff - Less than 0.1
Claw - Same as staff
Axe - Slower than staves and claws

These are the speed modifiers that most weapons follow. Bows tend to have either a 1.5 or a 1.0 modifier. Not all weapons of one type have the same modifiers, this is more of a general thing. For example, some guns have a 0.3 modifier instead of a 0.1. The weird part about the table is that the modifier goes as low as 0.1, but staves, claws, and axes manage to be slower. These multipliers have such a large effect on the classes, to the point where the AGI stat is pretty much useless, since some classes will always go first or last in a turn. The later games toned down just how much weapons affect your characters' speeds, and made it so that armor and accessories affected it as well. It should be noted that some skills don't have speed modifiers and either always goes first or last in the turn.

Araxxor fucked around with this message at 21:01 on Feb 11, 2015

thefailtrain
Apr 4, 2011

Counterpoint: More pink.

Dr. Fetus posted:

Do I wanna know the story behind this?

The pic is Jade Star's avatar (it burns when he LPs). Jade Star is known for his LPs having much difficulty with computer crashes and such, even in co-op LPs like the Borderlands one.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Game Mechanics - Random Encounters

The Etrian Odyssey series employs a random encounter system to determine when your party will get into a battle. Preexisting encounters do exist, but these are either bosses or FOEs, and FOEs should generally be avoided when you first encounter them.

Danger

Each step taken in the Labyrinth increases the chance of your party being attacked. This is determined through several variables. Each step taken increases the Danger Level. When you enter a floor or get out of a battle, the Danger Level is set to 0. Tiles have Danger Values assoiciated with them, that increase the Danger Level by a certain amount. Walking over a tile adds that tile's Danger Value to the Danger Level. Some tiles in the Labyrinth have danger values of 0, meaning that you can never get into an encounter on those spots. The tiles near the entrance of the Labyrinth are an example of this. FOE infested areas tend to have tiles with low danger values, so it's unlikely to get into a battle as long as you made sure to empty out the Danger Level beforehand. There are abilites that can affect the danger value of the tiles, and the resulting numbers are rounded down.

Another value called the Trigger Level is set to a number between 16 and 64 inclusive each time you enter a floor, or get out of a battle. This means it could take 3 or 4 steps to get into a battle, or your party could explore a huge portion of a floor before finally fighting something. When the Danger Level exceeds the Trigger Level, the battle starts.

The game lets you know how close you are to getting into a battle with the indicator in the bottom right corner. Dark blue means its at 0%. It turns green when the Danger Level is 45% full. Dark orange by 60%, and dark red by 75%. It doesn't change color after that until you get into a battle.

The encounters you get into also depend on the tile you're on. So a monster that's a common encounter on one part of the floor might be a rare encounter on a different part.

Ambushes

Sometimes when getting into an encounter, you'll either have the chance to get a preemptive strike, or be blindsided by the monsters. The game determines this by using your party's and enemy's stats. There are exceptions to this and you can get into guaranteed preemptive strikes or get a guaranteed blindside by certain encounters. The formulas used to determine this use these values.

Party Rating = (Party's Highest AGI + 10) * (Party's Highest LUC + 10)
Enemy Rating = (Enemy's Highest AGI + 10) * (Enemy's Highest LUC + 10)

These two values are then used in this formula, which determines your party's chance of ambushing the enemy.
[5 * Party Rating / Enemy Rating]

The resulting number is rounded down. On average, fighting enemies of equal strength will give you a 5% chance to ambush them. The result is capped between 1 and 25 inclusive, meaning that the highest chance of getting a preemptive attack is 25%. Certain skills can affect the chance of getting a preemptive. If the preemptive strike fails, this formula is used instead.

[7 * Enemy Rating / Party Rating]

Again, the result is rounded down. Fighting enemies of equal strength gives the party a 7% chance to be blindsided. Again, the resulting number is capped between 1 and 25 inclusive, meaning that the blindside chance cannot go lower than 1%. Certain skills can also affect the blindside rate.

If the party doesn't get a preemptive strike, or get blindsided by an enemy, the battle starts as normal. It should be noted that some enemies will ignore these formulas and are always guaranteed blindsides should the party get into a fight with them.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Class Discussion - Survivalist



The rest of the portraits.
The EO1 class portraits.

Oh how the mighty have fallen. Known as Ranger in Japan, Survivalists are back line supporters with great field support and terrible offense. They can make exploring the Labyrinth easier for your party with their ability to gather at all 3 kinds of gathering points and ability to show you all the FOEs on the floor, and nullifying damage tiles. But their battle capabilities are far less useful.

In EO1 they were the best class in the game, and my favorite class. Their field skills were great, their in battle support was good, and their damage output was among the highest in the game, which was comparable to a Ronin or an axe wielding Landsknecht. Atlus thought Survivalists were too good and hit them with a sledgehammer. As a result, their field skills are still great, in battle support is okay, but their damage output took a huge hit, and they're not a good damage class anymore. If you're looking for a back row attacker, a Gunner would be a far better choice. I hope the Survivalist gets buffed in the EO2 remake, because otherwise that story mode party has no damage.

Stats

Level 1
HP - 40
TP - 24
STR - 5
TEC - 5
VIT - 4
AGI - 8
LUC - 5

Level 70
HP - 483
TP - 149
STR - 42
TEC - 32
VIT - 45
AGI - 69
LUC - 46

Level 99
HP - 686
TP - 303
STR - 59
TEC - 49
VIT - 63
AGI - 88
LUC - 64

Survivalists are pretty fragile, so putting one in the front row is a terrible idea, but they're the fastest class in the game. It's pretty pointless to level up their agility stat unless it's a prerequisite for a skill you want. If you're insane enough to level up a Survivalist to 99, they'll reach the stat cap of 99 easily in that area. Vitality may also be a good choice if you find your Survivalist being taken out often, even in the back row. HP and TP are always a good choice to level up. If you insist on using one as a damage dealer, strength should be maxed out, although they're not as strong as they were in the first game. For reference, a level 70 Survivalist had 68 strength in the first game. Not even maxing out the strength stat in this game will let you come close to that. Ouch.

Bows

Max lvl: 10

A mastery skill. Every class has at least one of these, and if weapons are involved, they all scale the same way. A 2% damage boost at level 1 and a 11% boost at 10. This skill was pretty much a big reason why the Survivalist got nerfed. In the first game, maxing out Bows gave the Survivalist a 50% boost in damage. Already, that's a huge portion of their damage gone.

Ambush

Needs lvl. 3 AGI Up
Max lvl: 5

This is a passive that increases the chance of getting a preemptive attack. The scaling is as follows.

1 - 10%
2 - 13%
3 - 17%
4 - 22%
5 - 28%

This is added onto to the result of the ambush formula. But since the preemptive strike chance can never be above 25%, taking a 5th level of this skill can be a waste.

Sagacity

Needs lvl. 5 AGI Up
Max lvl: 5

This is a passive skill that reduces the chances of the party being blindsided.

1 - 5% reduction
2 - 7%
3 - 11%
4 - 17%
5 - 25%

This is subtracted directly from the result of the blindside formula. Unless your party is seriously underleveled, taking more than 1 or 2 levels of this skill can be a waste since the blindside chance can never be below 1%. Also this skill cannot prevent guaranteed blindsides.

1st Hit

Needs lvl. 5 Ambush and lvl. 3 Sagacity
Max lvl: 5

This passive gives the Survivalist a 10% chance to act first in a turn at level 1, and a 37% chance at level 5. Honestly, this skill is pretty useless. Survivalists are very fast thanks to their high agility, and I can't think of many situations where you desperately need the Survivalist to go first. Just ignore it.

Trueshot

Needs lvl. 1 Bows
Max lvl: 10

A basic damage skill. It deals a good amount of damage, but you may want to ignore this for a later skill.

1 - 3 TP - 145% damage
2 - 4 TP - 150%
3 - 5 TP - 155%
4 - 6 TP - 160%
5 - 7 TP - 165%
6 - 8 TP - 175%
7 - 9 TP - 185%
8 - 10 TP - 200%
9 - 11 TP - 215%
10 - 12 TP - 235%

Sleeper/Number/Poisoner

Needs lvl. 3 Bows and TEC Up
Max lvl: 5

These skills are single target, and have a chance of sleeping/paralyzing/poisoning the enemy. They start off costing 5 TP at level 1, and the cost increases by 2 per level. A level 1 skill deals 115% damage and has a 25% to inflict the status, while a level 5 skill deals 175% damage and has a 45% chance to inflict the status. The poison damage for the poison skill deals 15 damage at level 1 and 115 damage at level 5. Yeah these are really terrible skills. If you want to make use of status effects, use a Dark Hunter or a Hexer instead. And the Hexer's version of poison deals far more damage and hits all the enemies. Ignore these skills.

Multihit 2-Bolt

Needs lvl. 5 Bows
Max lvl: 10

One of the Survivalist's main damage skills. Yes, this was Multihit from the first game and it got a huge nerf in this game. In the first game it shot 2 arrows at the enemy for the first 9 levels, but it shot 3 at level 10, and was one of their main damage skills along with Apollon. It shoots just 2 arrows for all levels here. The way this skill works is that the Survivalist shoots 2 arrows at all the enemies. The targets are decided randomly when it's the Survivalist's turn. Keep in mind if both of the arrows are shot at one enemy, and the first arrow kills it, the second arrow will simply disappear.

1 - 3 TP - 80% damage for each arrow
2 - 4 TP - 82%
3 - 5 TP - 84%
4 - 6 TP - 86%
5 - 7 TP - 90%
6 - 8 TP - 95%
7 - 9 TP - 100%
8 - 10 TP - 110%
9 - 11 TP - 120%
10 - 12 TP - 125%

The damage at max level was the same in the first game, only now it's a 250% damage skill instead of a 375% damage skill. As an insult to injury, other classes have versions of the old Multihit, and the Gunner has an even better one while the Surivialist is stuck with this.

Apollon

Needs lvl. 5 Bows
Max lvl: 10

The Survivalist's main damage skill. The Survivalist fires a volley of arrows into the air, and it comes down three turns later, hitting for a massive amount of damage to a single target. Essentially this is a charge up move of sorts. Except the Survivalist can act in battle, and do something like spamming 2-Bolt until the arrows came down, and then launch Apollon again. In the first game it cost 12 TP at max level and did 500% damage. Not only that, but it had a pretty high chance to stun everything it hit.

1 - 12 TP - 210%
2 - 13 TP - 225%
3 - 14 TP - 240%
4 - 15 TP - 255%
5 - 16 TP - 270%
6 - 17 TP - 290%
7 - 18 TP - 320%
8 - 19 TP - 360%
9 - 20 TP - 415%
10 - 21 TP - 480%

The TP cost got a huge increase, the damage also got a really minor nerf, and as a kicker, the stun is gone. But that wasn't the main reason to use Apollon.. Be aware that if the Survivalist is incapacitated on the turn Apollon is supposed to land, it won't come down and deal damage.

GeneralYeti has something to teach us on the name.

GeneralYeti posted:

Apollon - The skill name is a reference to Apollo, Greek god of music and poetry. He had a female twin sister, Artemis, goddess of the hunt. Strangely enough, Artemis is usually the one drawn or depicted with a bow (befitting her status as goddess of the hunt) while Apollo usually has a lyre to signify his job as god of music. However, most people associate him with archery anyway (interestingly enough, one of his minor aspects as Aphetor is actually god of archery).

1st Turn

Needs lvl. 5 Slowstep
Max lvl: 10

The Survivalist picks a party member to move first on the turn. A very situational skill, and a bugged one at that. The way this skill was supposed to work is that this skill only had a chance of working at lower levels, and at level 8 it would work all the time, where levels 9 and 10 lowered the TP cost. Instead it works at all levels, making it so that investing more than one skill point into this is a waste. Yes this is the exact same bug that was in EO1. Way to go Atlus. Atlus threw out the chance of working mechanic in 3 and 4 and just made these sort of skills lower the TP cost. Unfortunately one of the turn order skills in 3 was still bugged, and not in a good way. It took until EO4 to finally make a turn manipulation skill that wasn't bugged.

This skill is pretty situational, but it can be useful. You can use it to ensure that a Medic can heal up your team fast, or do something like using it to help set up Dominate and turn the enemy into a sitting duck on the turn it's used.

Slowstep

Needs lvl. 3 Velocity
Max lvl: 10

The opposite of 1st Turn. Makes a party member move last in the turn. Even more situational, and also bugged in the same way as 1st Turn. Unfortunately, you have to invest 5 levels in this to use 1st Turn.

Baitstep

Needs lvl. 3 AGI Up
Max lvl: 10

This provokes the enemy into attacking the Survivalist while increasing their own evasion for 5 turns. Essentially, it's a dodge tank skill, and it's not that great. Survivalists really can't tank hits, and the dodge chance isn't that great. At level 1 it costs 5 TP, increases evasion by 1%, and has a 20% to attract enemy attacks. At level 5 it costs 9 TP, increases evasion by 9%, and has a 50% chance to attract enemy attacks. At level 10 it costs 14 TP, increases evasion by 21%, and has a 100% chance to attract enemy attacks. The provoke chance increases to 100% at level 7, meaning that more levels in this just increase the TP cost and evasion, so that's something to consider.

This skill was bugged in the Japanese version. That version of the game had bugs that were related to evasion buffs. Instead of increasing your evasion, they decreased your accuracy, so a level 10 Baitstep decreased your accuracy to 79% there. Thankfully those bugs were fixed in the other versions of the game.

Velocity

Needs lvl. 1 AGI Up
Max lvl: 5

A 5 turn self buff that increases the Survivalist's agility by 130% at level 1, and 160% at level 5.

Patrol

Max lvl: 5

Starting from the 2nd Stratum, there are tiles that can damage your party as they walk over them. This skill can mitigate some of that, or nullify the damage altogether depending on how many levels were put into it. The TP cost starts at 5 and increases by 1 for each level. The damage reduction starts at 80% and decreases by 20% per level, until completely nullifying the effects of damage tiles at level 5. The amount of steps this lasts for starts at 25 steps, and increases by 25 per level. Definitely a handy skill to have, and will save your healer some TP when dealing with damage tiles. The Medic also gets the same exact skill.

Stalker

Max lvl: 10

Hoo boy, this skill. This skill reduces the encounter rate. If you have a farming Survivalist, this is the skill you want to max out first. Here's the scaling for it.

1 - 1 TP - Encounter rate reduced to 70%, Lasts for 30 steps
2 - 2 TP - 66%, 50 steps
3 - 3 TP - 62%, 70 steps
4 - 4 TP - 57%, 90 steps
5 - 5 TP - 52%, 110 steps
6 - 6 TP - 46%, 130 steps
7 - 7 TP - 40%, 150 steps
8 - 8 TP - 33%, 170 steps
9 - 9 TP - 26%, 190 steps
10 - 10 TP - 20%, 250 steps

Don't be fooled by the percentages, this skill is far better than it sounds. Those percentages apply to the Danger Values of a tile. Meaning at level 10, a tile with a Danger value of 4 is reduced to 0.8, and rounding makes that 0. See where this is going? At level 10, this skill is essentially a turn off random encounters button. Only tiles with Danger Values of 5 can increase your Danger Level. What ends up happening is that this skill lets you explore an entire floor without getting into a single battle unless you linger too long in the wrong places. That's just how strong it is.

The utility of this skill is questionable in your main party, since no battles = no exp. But for a farming team, this is the skill you want to rush towards. It let's them reach gathering points without too much hassle. This skill was so good that it got a massive nerf in 3. The skill is guaranteed to stop random encounters, but it only lasts for 40 steps at max level and costs 14 TP.

Foesense

Max lvl: 10

This skill lets you see all the FOEs on the map for a certain number of steps. Could be useful if you're wary about the floor you're exploring, but as you explore more of the floor, this skill gets less useful. And if you've played the game before or look up the maps, this skill is completely useless. I would ignore this skill if I were you. And it doesn't even reveal invisible FOEs, so it can't help with that. The TP and step scaling is exactly the same as Stalker's scaling.

Gathering Skills: Chop, Take, and Mine

Max lvl: 5

Survivalists have access to all three gathering skills, which makes them really good for farming teams.

Force Skill: Airwalk

Increases the party's speed by 200% and increases their evasion to 50% for 5 turns. This effect can be removed by speed debuffs. Like all evasion buffs, this was bugged in the Japanese version, making this Force Skill detrimental.

This class is pretty much dead weight in the combat department throughout the game. There is a way to make them relevant throughout the main game, and that's by grinding enough money to buy a postgame bow that you can unlock pretty early on. I won't be doing that since that will snap most of the main game in two. And because it's a postgame bow, once postgame comes around the Survivalist's combat ability starts sucking again. Still, they're great for exploring the dungeon, just not for actual fighting. Gunners make Survivalists redundant in the combat department so if you want a back row fighter, take that class instead. The Survivalist nerfs unfortunately carried over to Untold, where they're much better healers than attackers.

Araxxor fucked around with this message at 21:53 on Jun 21, 2015

Feinne
Oct 9, 2007

When you fall, get right back up again.
From what some people are saying the EOU2 story mode party is a totally new class for the MC, an EO3 Princess, an EO4 Sniper, a Protector, and a War Magus. So that would get around Survivalists potentially being kind of poo poo.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
The trailers classify him as a Survivalist, although his getup does resemble the EO4 Snipers. The class did seem to get reworked a bit. It has access to leg binds and the force skill is different.

Update on my computer situation, new computer's in and everything's re-installed. All I have to do is just play through the game so I'm back where I was before this whole thing happened.

Short story: All the computer thing did with this LP was just delay the Survivalist update slightly. Sorry about the inconvenience. Regular updates are still resuming next week, maybe.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
Good luck with everything, Dr. Fetus.

Crosspeice
Aug 9, 2013

It would also be kinda cool if he got elemental arrows to kinda combine Sniper and Runemaster from that game, since the MC seems to have element chasers, unless the War Magus can cast spells???

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
This is a bit late, but is it possible that Etria was saved by the original clan due to them finding out all of the Labyrinth's secrets?

I mean, if you have a book that details every monster/item in the Labyrinth, surely the journey would be safer and prevent a few more deaths due to preparation. Going into the depths of the Labyrinth would be like climbing Everest or something. And considering that there are, judging by the number of games, four discovered Yggdrasil Labyrinths, surely it has to be one of the wonders of the world. No way people would just ignore it completely, right?

On a related note, it always bothered me that these officials send guilds into the wild without any kind of information dossier on the monsters they might find. I mean, I get not wanting to hold the player's hand too much from a meta perspective, but you'd think they could at least put the Floor 1 enemies into your logbook.

MightyPretenders
Feb 21, 2014

The interpretation the first game stated is that everyone was drawn to Etria's Yggdrasil because of the mystery. And now that there is none, it will lose its appeal.

Personally, I think that they could reinvent themselves as a merchant village, as Shillika's stock at this point is one of the best in the world.

Feinne
Oct 9, 2007

When you fall, get right back up again.

Hobgoblin2099 posted:

This is a bit late, but is it possible that Etria was saved by the original clan due to them finding out all of the Labyrinth's secrets?

I mean, if you have a book that details every monster/item in the Labyrinth, surely the journey would be safer and prevent a few more deaths due to preparation. Going into the depths of the Labyrinth would be like climbing Everest or something. And considering that there are, judging by the number of games, four discovered Yggdrasil Labyrinths, surely it has to be one of the wonders of the world. No way people would just ignore it completely, right?

On a related note, it always bothered me that these officials send guilds into the wild without any kind of information dossier on the monsters they might find. I mean, I get not wanting to hold the player's hand too much from a meta perspective, but you'd think they could at least put the Floor 1 enemies into your logbook.

They make it pretty clear that they themselves don't want to hold your hands, if you're going to fail they'd rather you just go in, realize you can't take the monsters, and give up.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Feinne posted:

They make it pretty clear that they themselves don't want to hold your hands, if you're going to fail they'd rather you just go in, realize you can't take the monsters, and give up.

By give up, I think you mean lay dead somewhere on floor 1? Because by the time one of the welcome mobs chews on half your party you're usually too deep in to manage to get back with the other half.
On the other hand, it's probably still good for the town economy once other parties loot the corpses and pawn them off at the store.

Incidentally, what are the floor 1 gently caress-off mobs in the various games? 2 has the crawlers, 3 has the wolves, I haven't played 1 or 4.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

MightyPretenders posted:

The interpretation the first game stated is that everyone was drawn to Etria's Yggdrasil because of the mystery. And now that there is none, it will lose its appeal.

Personally, I think that they could reinvent themselves as a merchant village, as Shillika's stock at this point is one of the best in the world.

Yep. 100%ing the first game has the official essentially tell you "Congratulations, the mystery is gone. Now no one will come here anymore." Of course who knows what happened since then, and he could've been wrong. Either way, your guild doesn't end up directly saving anything just for exploring a dungeon in the original game. The plot changes drastically in Untold, but that game came out several years later.

Lagaard's officials make it clear that they just don't have enough information and that their guards aren't that great. But yeah, they could have given you some info. Although they do give some supplies to new guilds, so they do make sure to help out new explorers at least.

Omobono posted:

By give up, I think you mean lay dead somewhere on floor 1? Because by the time one of the welcome mobs chews on half your party you're usually too deep in to manage to get back with the other half.
On the other hand, it's probably still good for the town economy once other parties loot the corpses and pawn them off at the store.

Incidentally, what are the floor 1 gently caress-off mobs in the various games? 2 has the crawlers, 3 has the wolves, I haven't played 1 or 4.

3 actually had the Great Lynxes. And had 1 super strong monster on almost every floor in the game. (Big Snakeheads :argh:) As for 1, Clawbugs are kind of the equivalent of the Crawler, but they're not as aggressive and all they do is punish parties that don't have an Alchemist. The closest thing would be the Moles since they hit harder than most enemies, but only if you encounter them in groups. Otherwise you can just take them out before your party gets mauled too hard. 4 had the Tree Rats. Those things were the very reason I was forced to back row my Nightseeker until they were strong enough to take hits.

Ran into this event on the first floor, didn't know it existed, but if you're wondering where to get the Bug Wings, the game lets you know here.






If you can see these images and there is nothing wrong with them, then this LP is back in business. Well, now I'm caught back up, and I've recorded all the stuff I need for the next update. Also, stop dying Nick. :argh: Every single death I've had in catching back up has been him and him only. Then again, Ken might have been joining him if it weren't for the Town Crown he's wearing. Just a warning that you might not want to have your front line consist of just Ronin and Dark Hunter if you're new to the game or the series. You might want to switch one of those out for a Protector so you can get some beef on the front lines. Though War Magi do eventually get beefy enough to take hits well on the front row. Which you really want to do if you're using a Dark Hunter.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!

Omobono posted:

Incidentally, what are the floor 1 gently caress-off mobs in the various games? 2 has the crawlers, 3 has the wolves, I haven't played 1 or 4.

The Venomfly swarm are really dangerous monsters on Floor 1, though that's EOU.

EO4's early monsters are pretty easy, though Tree Rats (I poo poo you not), will mess you up when you get to the first dungeon.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Hobgoblin2099 posted:

The Venomfly swarm are really dangerous monsters on Floor 1, though that's EOU.

EO4's early monsters are pretty easy, though Tree Rats (I poo poo you not), will mess you up when you get to the first dungeon.

That's in EO1 too. And unlike in EO2, a level 1 party will probably be mauled by those butterflies since there's 3 of them. Probably still an issue in EOU's classic mode, but not at all in story mode because you have Ren and Tlachtga with you there. Or several level 5 party members.

I got around to reading that EOIII LP. Shame that it died, I liked what I read there. And I'm really glad I didn't let anyone vote on the initial party composition because how did you even suffer through that? :barf:

I think I'll let people vote on the party setup after we finish the first stratum, since we'll unlock one of the best ways to grind in the entire series after that. It should be pretty easy to get everyone up to speed. I'll see if it works out. For now, you guys are stuck with this party for the next few floors.

Araxxor fucked around with this message at 21:10 on Oct 4, 2014

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
Oops. I think I didn't finish my idea.

I meant to say that I wasn't sure if there was anything aside from that that was dangerous in EO1 since I've only played EOU.

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theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Dr. Fetus posted:

I got around to reading that EOIII LP. Shame that it died, I liked what I read there. And I'm really glad I didn't let anyone vote on the initial party composition because how did you even suffer through that? :barf:
It was the most :ohdear: party.

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