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It is too bad that the most hilarious of dick moves this game pulls doesn't happen until over halfway through the game.
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# ? Dec 8, 2014 07:45 |
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# ? Apr 25, 2024 21:09 |
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iii. Classes Here are way too many words about classes and class changes. iii.1 - Classes: Overview To put it simply, a character’s Class is determined by the actions they perform in battle. Classes give a bonus to certain stats and skills, and in some cases, can even let you use unique abilities. The basic Fighter’s benefit is +5% Max HP, for instance. Your class is basically determined by the way you play. If you use a lot of items, but basically no mystic arts, you’ll unlock a class which grants benefits to item usage. If you cast Hexes a lot, you’ll move into a class that grants a bonus to Hexes. On your first time playing, don't particularly worry too much about your class. There are three focus areas that determine the character’s class: Combat, Mystic, and Item, and combinations of those three (except Mystic + Item) can also determine the class. Mystic and Item arts are considered to be opposing when it comes to determining class. There is a set of conditions which are checked in order, which can be read on the wiki if you care - I wouldn't bother unless you're specifically trying to make Rush a certain class. There are something like 45 possible classes, but a lot are uninteresting, and at times if a character’s growth changes enough, they can switch to a higher ranked class. It just happens, there’s no way to decline a switch, and control over switching classes is limited and finicky. In a clean save, Rush unlocks arts through the course of the game, so it can be a lot more difficult to move him towards a specific class. It’s much easier on a New Game Plus, with all the Mystic/Item Arts unlocked from the start. Each class has a tier rating – there are seven tiers, and you can only change by moving to a higher tier class. A Marksman (Tier 3), can never move to any of the other Tier 3 classes. Class changes only happen once you reach specific values in STR or INT. Most classes also have internal upgrades of the format: Classname -> Expert Classname -> Adept Classname -> Master Classname -> Lordly Classname -> Legendary Classname. Those have higher requirements to meet, but grant larger bonuses. Upgrading and changing classes requires your Strength or Intelligence to reach certain values. The criteria for changing classes first starts with your current class. You can only get from certain classes to others. iii.2 - Classes: Leadership Skills The most important thing certain classes do is to give you Leadership Skills that increase the chance of getting special battle commands. Not all classes can get these.
iii.3 - Classes: Class List See the Arts list above for what the abbreviations mean. Combat Classes (click for larger) Changing into one of these classes requires Strength to be the highest attribute and reach the specific value. There are hidden XP counters and levels for your weapons and the style you wield them in, and every combat class from Tier 3 and up requires you to have a dominant weapon or style. Of course, you can’t actually see what level your weapons or wield style is.
Mystic Classes (click for larger) Changing into one of these classes requires Intellect to be the highest attribute and reach the specific value. There are hidden XP counters and levels for your mystic arts. The highest one will determine which class you change into.
Mystic + Combat Classes These are hybrid classes, and they start at the mid-tiers, obtained at Tier 4 at the earliest. Three of them are Sovani-exclusive, and the rest all require Mystics to be greater than Item arts.
Item Classes (click for larger) Note: The legend is different for these classes. Normally, I colour the bubbles based on the Mystic/Item focus, but all of these classes have an Item focus, so instead I coloured them based on whether they were considered Item-only or Item + Combat classes. Item classes are distinctly less popular than other ones –mostly because they’re a lot less feasible to use, because of the requirements to maintain a supply of consumables. There’s only one class for each type of item art. There also is no ultimate Item class, although the Alchemist with its Shards is a good endpoint for Item users.
The Scout class is special (as is obvious by the tier-spanning bubble). It was a Tier 4 class on the XBox, but changed to be considered Tier 5 on the PC. However, it retains the STR/INT 41 requirement for a Tier 4 class, instead of requiring STR/INT 47 like the other Tier 5 classes. That makes Scout one of the easiest classes to change into, and one of the harder ones to change OUT of, making it obnoxious and potentially ruining your intended class progression. That's especially problematic on a fresh game. Herbs are the significant item required for Scout, and Herbs are the only early game way to revive fallen unions mid-battle, and so they will likely become quite high quickly. iii.4 - Classes: Changing Class Since all class changes and upgrades have a stat requirement, the process for changing a class starts when Strength or Intellect reaches a certain level. The wiki says this more clearly than I can, so I’ll just copy what it says. “Last Remnant Wiki” posted:
Stabbey_the_Clown fucked around with this message at 18:37 on Dec 8, 2014 |
# ? Dec 8, 2014 16:29 |
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Blocter is a good example of a character you really don't want falling into Scout ever since if he does he's not getting out (literally impossible for him to). AP Cost Cut+4 isn't the worst, but if it and boosted herbs are the best a character can get, it's not a very good character. He's also the most likely to fall into it unless you turn his herbs off the moment he joins and/or leave him out of the active unions until after you hit BR 33 and he gets hexes. I'd say just in general the classes are a good example of how it's a really neat game that also really needed some extra effort put into it. For instance, while there are 'weapon classes', because of the way they thin out at later tiers you're kind of forced into using certain weapons/wield styles. That's bad, but the idea of classes was pretty cool as an extra thing they probably didn't need to add--it'd have been easier on them to just give characters set boosts/abilities.
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# ? Dec 8, 2014 22:41 |
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Yeah the class system in this game has no visible way to track it, no in game explanation, and will likely confuse you until you go read it up on a wiki. I somehow once locked Rush into the mystic class line even though I was endlessly spamming combat arts.
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# ? Dec 8, 2014 22:45 |
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Decus posted:extra thing they probably didn't need to add--it'd have been easier Welcome to the Saga series.
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# ? Dec 8, 2014 23:04 |
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I’m gonna smash your faces in! The union formation for Blocter’s mission is different. He’s on his own and Rush gets the other two soldiers. Blocter One of Athlum’s Four Generals. Covered in hardened muscle, but a big softie at heart. Sees David as a brother. (Voiced by Dave Vincent.) Class: Expert Fighter Initial BR: BR 5 HP: (468) Str / Int: (28 / 16) Current Arts
Comments Like all Yama, Blocter has substantial HP. He’s all about pounding things into a pulp. He may not have a lot of special skills, so he looks unimpressive at a glance, but there will eventually be a very good reason to have him in the active party. He learns Hexes as a token Mystic art, but it’s pretty late, and his Int stat is not likely to have improved a lot from the time you get him, so it’s probably best to disable it to keep him focused on hitting things. He gets a unique item through the main story that only he can use. You may also want to disable his Herbs after he officially joins the party to keep him from becoming a Scout. In fact, do it immediately, because if he gets much over Herbs II, he'll almost certainly end up locked into Scout. – Dungeon Video: Gaslin Caves Music: Into the Depths Gaslin Caves - Many years ago, an enormous cavern was discovered during a series of earthquakes. It still has not been fully explored. Yeah, I know. And it’s always good to fight as many monsters as possible at the same time. Why? That sounds dangerous. The bigger the risk, the bigger the reward, that’s what I say! What do you mean? … What do you mean, “what do you mean”!? Look, just try it, okay? Let’s go! Uh… okay. Oh yeah, I almost forgot. Here’s a map of the area. Now you don’t have any excuse for getting lost, awright? Now let’s get outta here! The more monsters fought in one battle, the better the chances to earn rewards. Although there will be more risk involved, there may be unexpected rewards. Gaslin caves is small, short, and easy. But note that boulder in front of Rush for (much) later. Music: Flamedrop The monsters here’re pretty weak to poundings. So long as everybody sticks to physical attacks, we’ll be in the clear. ‘Course, with me here, you’d be winning anyway! Hunh… Let’s give it a shot! Awright! Let’s move! When you direct units to do physical attacks, they’ll attack with their equipped weapon, or perform combat arts. You can learn different combat arts depending on your wield style, so try different combinations and see what happens. Blocter wasn’t kidding about him being here making this easy. He can one-shot the Rosefly enemies here with his normal attacks (not that they’re actually tough). Of course, if he were to do that, then Rush wouldn’t learn his first combat art, and that’s the reason he’s here. So, Blocter is going to stand by and do nothing, while Rush will be using only basic normal attacks. Sometimes enemies, such as this Manticore, are buried underground and only pop up when you get close. Needless to say, those ones are always aggressive. I deliberately let this one run into me as part of the tutorial series. Namely, Why You Shouldn’t Do That. -Enemy Advantage - If you are touched by a monster in the field, the following battle will be to the enemy’s advantage. This can be avoided by engaging monsters in battle yourself. There are several reasons why this is bad. First, is that an Enemy Advantage gives the entire enemy force one free turn of attacks on your unions. Best case scenario, this means you will start out injured. Worst case you could be party-wiped before you get to move. (Save often!) The second reason why this is bad is that getting an Enemy Advantage breaks the battle chain. Battle Chain is a running tally of defeated monsters in a dungeon. A higher chain boosts art learning and upgrading, and the EXP multiplier for other stats. It is better to engage in a fight you would rather avoid than it is to break the chain. It’s rare, but sometimes units of an enemy union can flee a battle. Too bad YOU can’t. There’s no way for a player to flee a battle (at least not that I’ve heard of), which can be annoying. Blocter was talking about fighting as many monsters as possible at one time. This is what he meant – it’s called linking. These two different groups of Roseflies were close enough together that I could engage both at the same time. This increases the battle difficulty, but it also improves the drops from the monsters, and the XP that goes towards stats you get from completing battles. Each enemy on the field represents 1-3 unions, each with 1-5 units in them (usually no more than 3 units, though), so linking together three enemies on the field can have you facing up to 9 unions (although the game only lets 7 enemy unions on the field at a time). Don’t get too greedy or reckless though. As this alternate-universe shot shows: A misjudged “stand by” command left Blocter in perfect Raidlock position. He killed his attacker, but was so wounded that the third union took him out. This didn’t happen in my recording, but I’m mentioning it for another tutorial message: -KO- A union’s HP is the sum of each member’s HP. Instead of worrying about the HP of individual units (which you can’t actually see anyway), watch that of the union instead. If the union’s HP falls to 0, then the whole union is incapacitated, and will be unable to act. Critical Offense triggers can drastically change the course of a battle. Note the turn order before I landed this trigger. A successful chain boosted my entire unions movements ahead of the enemy, letting Rush finish them off with a critical hit before they even get to attack. Blocter was right about the rewards for linking being good. - BOSS Video: Slavers What are all these girls doing in a place like this? Oh man, could it be that? Ugh… Whadda you think you’re doing? So you’re that group then? The gang of thugs that’s supposed to be running around slave-trading? Slaves?! One of the slavers makes a break for the merchandise. Blocter’s faster than he looks, and is having none of that. Who the hell are you people? We don’t have to introduce ourselves to the likes of you! Get ready! I’m gonna smash your faces in! Rush, you want a piece too? Oh yeah! Bring it on! Heh. Whatever. It’s your funeral! Get ready for a beatdown! Music: Struggle Eternal Mission: Defeat the slave traders! Blocter’s quite capable, but he actually hasn’t got the power to solo this fight without Rush’s help. There’s more than enough heads to bash for everyone, so Blocter’s off the sidelines. It’s you and me, then! Blocter can’t handle being attacked by two unions all on his own, but Rush can’t really do much to help. Blocter will have to break deadlock to heal himself. Awright, bring it on! I can’t go down like this! Rush takes his group out, and Blocter heals to full, but the Slaver boss Raidlocks Blocter, leaving him at 66% health, and then this happens. Ugh… bloody hell! -Rear Assault- A Rear Assault (stop snickering, you) occurs when a deadlocked union is flanked twice, and a fourth union attacks it. I think it can also happen if you break deadlock and are attacked by a unit positioned directly behind you based on the battlefield map orientation (hey, it’s actually used for something?). (Another possibility – I am not entirely sure about this – if a union attempts to a flank attack on a unit which is in Raidlock. (Raidlock only lasts for the duration of a turn, after which it becomes a Deadlock, and for a rear assault to take place, the Raidlocking unit has to still be alive.) ) Unions performing a Rear Assault get a Morale boost, and a higher bonus to attack than flanking unions. This is a rare occurrence, as most of the time, piling several unions onto an enemy union will kill it before you can pile on a fourth or fifth union (and the rare unions that can survive that can typically perform a Multi-(union)-Deadlock. Blocter has to spend his turn healing himself again, but at least now Rush can take out the enemy flanking him. Finally. Devil’s Due is the basic Dual wielding combat art, now Rush can do something when I tell the party to use Combat Arts. So long, basic attack! With the other slaver down, it’s just the boss. He Raidlocks Blocter again, but Blocter dodges. Music: Sliver of Hope Come on, let’s run ‘em down! Without his backup, the Slaver goes from full health (approximately 1800) to dead in one turn. Kidnapped Little Girl: I don’t know how to think you and your master, Lord Blocter, enough! Kidnapped Little Girl: Thank you so much! I’ll never forget this! Kidnapped Little Girl: Thank you! Finally we can go back home… Glad to help, but have any of you seen another girl, 14 years old? Kidnapped Little Girl: Hm? No, I haven’t seen any other girls but us. I don’t think those hoodlums got anyone else… Ugh… So from the look on yer face, I can tell you didn’t find your sis. Thinking about where we are an’ why, I dunno if that’s a good or a bad thing… Anyway, there’s no point in getting all down about it, right? C’mon, let’s head back to Athlum. - Video: Blocter and Pagus’s Report A slave-trading syndicate, and anti-Remnant terrorists… lovely. And to think, while we were fighting beastmen, those fiends were doing as they pleased. We are already looking into this, Lord David. You should not trouble yourself further. More importantly, we have learned of something else similarly… troubling. Multiple sources have reported seeing a bright light flash across the sky. A flash? Every so often, Remnants produce light. It’s called Luminescence. The light could have been luminescence from the Valeria Heart, or the Gae Bolg, reflected on the clouds. Ah, but the Valeria Heart and the Gae Bolg are bound. They have not seen a Luminescence in a long long while. Then, maybe a different Remnant? That light moved as if it possessed a mind of its own. Very different from Luminescence to be sure. Then… a flying monster! So it would seem. Where was the light headed? Towards Dillmoor. Fine. You four take Rush and head to Dillmoor immediately. It seems we’re up against a flying Remnant. No way! That-that’s impossible! The Academy’s research on Remnants may be ongoing, but they have never announced a Remnant with the power of flight. No, it must be a Remnant. No other possibility makes sense. Now we’re up against a group that has its hands on an unknown Remnant. Choose your battles with discretion. Retrieving Irina is top priority. Yes, my Lord. Don’t sweat it, Dave. We’re the good guys. We’ll definitely get Irina back! David’s expression says it all. New Arts Summary learned Devil’s Due ! “Academy Visistone 9-13” posted:[Remnants 9] To bind a Remnant, one simply needs to place a hand over the Remnant and concentrate. Dungeon Video: Gaslin Caves BOSS Video: Slavers Video: Blocter and Pagus’s Report Next Time: This calamity is known as the Collapse. Stabbey_the_Clown fucked around with this message at 03:35 on Feb 19, 2017 |
# ? Dec 9, 2014 03:14 |
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"Don't sweat it, Dave. We're the good guys!" He really is simple, isn't he?
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# ? Dec 9, 2014 06:29 |
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Glazius posted:"Don't sweat it, Dave. We're the good guys!" It's a good kind of simple, but yes, up until this point Rush's life has been living on an island with his sister in a simple existence, so his thoughtset is still very simple.
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# ? Dec 9, 2014 06:52 |
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"It must be a remnant, because otherwise we wouldn't get to say the word remnant 30 times in any given cutscene."
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# ? Dec 9, 2014 13:49 |
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Serious Frolicking posted:"It must be a remnant, because otherwise we wouldn't get to say the word remnant 30 times in any given cutscene." As with all magical artifacts, Remnants retain their power only as long as everybody acknowledges their existence every second sentence.
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# ? Dec 9, 2014 14:24 |
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After the update AFTER Dillmoor (the next update), I'm going to let you guys build our first party - even though it'll take a few more updates to get everyone actually assembled. I'll post a couple guidelines, and assign tags to the pool of party members to help. I'm doing that early so that when I get full control, I'll be able to keep recording instead of having to wait.Glazius posted:"Don't sweat it, Dave. We're the good guys!" He's acting like a JRPG protagonist in one of those games where you save the world with the power of friendship. He has not yet realized that this is not one of those games. Mehuyael posted:As with all magical artifacts, Remnants retain their power only as long as everybody acknowledges their existence every second sentence. As a matter of fact, we're actually just about to see what happens when a Remnant gets sulky from being ignored too long. Stabbey_the_Clown fucked around with this message at 19:05 on Dec 9, 2014 |
# ? Dec 9, 2014 14:33 |
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Don't you only have like... 3-5 party members you can recruit after the next section? Depending on whether you go to Celapaleis or do Baulson's sidequest? I don't think there's really much of a significant party composition you can form there. Although I guess with NG+ money you can grab them all instead of just McGrady and Baulson like everyone does on a first playthrough.
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# ? Dec 9, 2014 15:11 |
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Does anyone actually know why there are like 80 different generics you can recruit? No one is ever going to use them, outside of maybe one of them fulfilling the requirement for a sidequest.
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# ? Dec 9, 2014 15:23 |
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Serious Frolicking posted:Does anyone actually know why there are like 80 different generics you can recruit? No one is ever going to use them, outside of maybe one of them fulfilling the requirement for a sidequest. Some of them are inexplicably incredibly powerful or have access to random stuff none of the uniques can get. For instance, unless you use Cheat Engine to manually give weapons to one of the other Yamas, only a single character in the entire game can get the Huge-sized Axe Weapon Art and it's a generic officer.
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# ? Dec 9, 2014 15:33 |
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Serious Frolicking posted:Does anyone actually know why there are like 80 different generics you can recruit? No one is ever going to use them, outside of maybe one of them fulfilling the requirement for a sidequest.
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# ? Dec 9, 2014 15:46 |
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Revenant Threshold posted:There's a limit to uniques on the Xbox, so if you want to fill up your party, you basically have to use them. I thought the limit was on "Leaders" not uniques. I think he was asking about the leader-type guys who don't have an actual backstory or unique model which you can recruit at guilds and who nearly no one ever uses because it's cooler to use dudes with actual backstories. I still stuck with McGrady on my team until the end of the game my first time around, just due to nostalgia or something.
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# ? Dec 9, 2014 15:53 |
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Infinity Gaia posted:Don't you only have like... 3-5 party members you can recruit after the next section? Depending on whether you go to Celapaleis or do Baulson's sidequest? I don't think there's really much of a significant party composition you can form there. Although I guess with NG+ money you can grab them all instead of just McGrady and Baulson like everyone does on a first playthrough. That's correct, but I'm referring to the party I'll form after Blackdale, when the unit cap is raised to 9 and the game finally takes the shackles off and opens up. At that point, you have 7 unique leaders already, one more recruitable immediately, and a ninth recruitable soon after. At that point, there's like 10 sidequests open (not counting non-combat ones). I'm only going to recruit one generic guy, and bench him once we get our ninth unique leader. But you have a fair point, I may as well wait until after the update that sends us to Blackdale before asking for party suggestions. I suppose that I could also wait more and advance the main plot further to increase the pool of choices up to 11 possible unique leaders before doing any sidequests, but that'll add another seven sidequests on top, and I think 18 sidequests between main plot beats might be poor pacing. Stabbey_the_Clown fucked around with this message at 16:12 on Dec 9, 2014 |
# ? Dec 9, 2014 16:06 |
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Stabbey_the_Clown posted:That's correct, but I'm referring to the party I'll form after Blackdale, when the unit cap is raised to 9 and the game finally takes the shackles off and opens up. At that point, you have 7 unique leaders already, one more recruitable immediately, and a ninth recruitable soon after. At that point, there's like 10 sidequests open (not counting non-combat ones). I'm only going to recruit one generic guy, and bench him once we get our ninth unique leader. Oh, I just didn't expect you to cover both Dillmoor and Blackdale in the same update. Edit: Actually as it turns out I just didn't fully read your post and missed the part about you letting us assemble your team early. Whoops!
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# ? Dec 9, 2014 16:12 |
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Infinity Gaia posted:Oh, I just didn't expect you to cover both Dillmoor and Blackdale in the same update. I'm not. Dillmoor will be its own, then there will be another town update after that, and then we'll go to Blackdale. I've changed my plans slightly now, and the party suggestion request will be after the town update instead of after Dillmoor.
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# ? Dec 9, 2014 16:14 |
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Infinity Gaia posted:I thought the limit was on "Leaders" not uniques. I think he was asking about the leader-type guys who don't have an actual backstory or unique model which you can recruit at guilds and who nearly no one ever uses because it's cooler to use dudes with actual backstories. I still stuck with McGrady on my team until the end of the game my first time around, just due to nostalgia or something.
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# ? Dec 9, 2014 16:14 |
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Infinity Gaia posted:I thought the limit was on "Leaders" not uniques. I think he was asking about the leader-type guys who don't have an actual backstory or unique model which you can recruit at guilds and who nearly no one ever uses because it's cooler to use dudes with actual backstories. I still stuck with McGrady on my team until the end of the game my first time around, just due to nostalgia or something. McGrady hungers!
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# ? Dec 10, 2014 03:03 |
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Wait, wait, the Valeria Heart is a bound remnant? Someone is actually able to use the enormous fuckoff sword that towers over the town!?
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# ? Dec 10, 2014 03:24 |
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Out of curiosity, I looked up if chain count did anything for drops but looks like that's on a separate counter called 'kill count'. Kill Count is how many things you kill during that particular battle, so that's why linking is good for increasing drops. Every drop has a set % chance of being the drop you get, and kill count won't change that, but it will change the number of drop rolls you get.
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# ? Dec 10, 2014 04:44 |
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Rubix Squid posted:McGrady hungers! People use McGrady and not the vastly superior Oakes? I don't understand people anymore.
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# ? Dec 10, 2014 04:44 |
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Captain Bravo posted:Wait, wait, the Valeria Heart is a bound remnant? Someone is actually able to use the enormous fuckoff sword that towers over the town!? Isn't that remnant where Dave's Gae Bolg comes from? I seem to recall a random NPC in town telling you that, but I may be mistaken. VVVVVVVVVVVV Welp, now I'm seconding the post I quoted. Omobono fucked around with this message at 09:29 on Dec 10, 2014 |
# ? Dec 10, 2014 07:34 |
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David has two bound remnants, the Gae Bolg and it's gun. Another person in Athlem is bound to the Valeria Heart.
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# ? Dec 10, 2014 07:40 |
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Update 7 is written and the screenshots captured, but the videos aren't encoded yet, and the big snowstorm coming right about now is likely going to interfere and distract me. I've got the screencaps and videos for Update 8, but nothing is transcribed yet. I did take some time playing ahead, and am certain that I'll become a Ranger, though. Captain Bravo posted:Wait, wait, the Valeria Heart is a bound remnant? Someone is actually able to use the enormous fuckoff sword that towers over the town!? In theory, yes. Practically speaking though, I imagine it’s slightly tricker to use than normal swords, and harder to aim. The game doesn't actually say who it is bound to, though. There's a popular theory, but that is getting into territory I'm not touching yet. The Gae Bolg has two associated Remnants - the unnamed eyepatch, and David's gun, called Kellendros. That is the trigger Remnant for the Gae Bolg. It's also a weapon in its own right, although much less powerful. Zore posted:People use McGrady and not the vastly superior Oakes? No idea. I picked Oakes, though.
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# ? Dec 10, 2014 14:32 |
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Stabbey_the_Clown posted:No idea. I picked Oakes, though. This is unacceptable, 0/10 LP, would not recommend, would burn down and throw the ashes into a fire. I always just pick McGrady because I picked him on my first playthrough because I saw he had healing stuff and thought that would come more in handy than just melee stuff. Every other playthrough I just pick him out of nostalgia, though he rarely lasts long in my teams anymore.
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# ? Dec 10, 2014 16:01 |
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At least we're not on the X360 where the vast majority of your team are copy-paste soldiers with a single combat tree and nothing else.
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# ? Dec 10, 2014 18:05 |
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This calamity is known as the Collapse With the new assignment, the party has been reorganized once again. This time, however, it’s two unions of 5 units each – a drastic increase in the overall health. There’s a reason for this which will become clear soon. But first let’s take a look at our new leaders: Emma Honeywell One of Athlum's Four Generals, Stern and driven, but dedicated to Athlum—and her only daughter. (Voiced by Susan Duerden.) Class: Swashbuckler Initial BR: 5 Initial HP: (381) Str / Int: (28 / 23) Current Arts
Future Arts
Comments Emma is one of very few mitra characters who dual-wield. She is combat focused, but knows some mystic arts too. Remedies is particularly helpful. Every character learns at least one mystic art, so I tend to keep Emma as a physical attacker. Torgal Leader of the Four Generals, and David's right hand. It is unknown why a sovani, infamous for their pride, works for Athlum. (Voiced by Johnny Hildo.) Class: Fencer Initial BR: BR 5 HP: (419) Str / Int: (27 / 25) Current Arts
Comments Torgal is the first of the relatively few Sovani who join the party. He’s also the first Evocation user you get. Torgal is good at either attacking through physical or mystic arts, although Evocations are better at status effects than at dealing direct damage. Potions don’t do a lot and under advice in my previous playthrough, I tended to turn those off. Psionics will take a while to get, but they are pretty useful as morale control gets increasingly important. He gets a unique item through the main story that he can use. Be careful. Hmph, you’re surprisingly competent. I was glad to help out Dave, but I was kinda surprised myself. Aren’t you guys supposed to be Generals? Still, the next battle stands to be difficult. Make certain you’re amply prepared. Rush, we should not waste any time. Let us rescue Miss Irina as soon as possible! Rush! Those thugs’ve probably got a Remnant. Don’t think it’s gonna be a cakewalk, alright? There is still much we do not know about Remnants. The idea of one that can fly ought not be so shocking… So we’re now off… to the tavern. Who are you? Me? I’m the monster slayer. Whaddya need? I need a tutorial! Tell me about monsters. Alright, mate. You’ve got the time to sit for a spell? Can’t rush monsters, yanno! I’m not busy. Uh… I think we kinda are? (How much longer will we have to put up with this?) (Well, at least he’s trying to educate himself. God Emperor knows he could use more knowledge.) (Knowledge, unfortunately, is not the same thing as wisdom.) Alright then! Here we go. Well, when you meet with a monster, take a good long look at them. If you really take a minute, you can tell if they’re ready to rumble or not. A monster’s status can be determined by checking the icon above its head. Normal monsters on the field have little mood bubbles over their heads. Monsters have four moods. These are:
Monsters within encounter range that have (a red outline around their icon) are monsters that can be linked into the battle. Keep your distance, though; if you can check it out without it seeing you, that’s best. That’s a hunter trick, eh? Pressing {F}{G}{Mousewheel} calls up the target cursor. Placing the target cursor over a monster will show its name and stats. Lies! It only shows the name. The target cursor can give useful information not only on monsters too far off to see their icon, but people and things in towns and the field. More lies, the cursors range is shorter than the icon visibility, and it doesn’t work on flying-type enemies unless you’re very, very close. Next is the battle! Now, when you pick a fight with a monster, you gotta be careful – you could end up fighting him and his buddies, to boot. Monsters that have seen Rush may bring nearby monsters into battle with them. This is called a link. If you’re hunting for sport, that’s a horse of a different colour. If you want rewards, you’ll want to take on as many monsters as once as you can. But don’t play around, doing any funny stuff when they get close. Even if they look calm, you never know what a beast’s gonna do, eh? Pressing {Space} when there are no monsters in range launches an Aggro Pull. Aggro Pulling the enemy makes them angry. means the monsters are completely enraged and will chase Rush anywhere. There are two exceptions to this. First, getting into a battle, any battle will make the enraged monsters calmer (back to aggressive at most). The other exception will be mentioned soon. Remember, practice makes perfect. Have some confidence in yourself and you’ll do fine. Cool, thanks big guy! Well… that’s enough for now, hmm? Any more and you’ll be putting me out of a job! The rest you’ll just have to figure out for yourself. Happy hunting! - Dungeon Video: Dillmoor Music: Rolling Hills, Sprawling Plains Dillmoor – Long ago this areas was home to a bustling village, blessed with fertile soil by the remnant Rubber Soul. Yeah, it does. What? You think she’s lying? Lady Emma is an honest person. I have no reason to doubt her. So this power… Can it be used outside of battles? What do you mean? Can you show me its power now? Hmm, I dunno. I can try, though. Wh-what just happened? I see… It holds the power to manipulate time. Proper application of such a power would give a clear advantage when battling monsters, as well as allow you to engage many foes in battle at once. However, it is almost certain that such a power cannot be applied indefinitely. Use it wisely. Cool. Okay, Torgal, I’ll try. It’s General… oh nevermind. Timeshift is now enabled. Press {Shift} to Timeshift, slowing the flow of time for a short while. When in Timeshift, nearby monsters will be marked as encounterable. Pressing {Space} while in Timeshift will launch a battle with all marked monsters. Something else to know is that after a battle, your Timeshift is always recharged to full, so if you intend to fight, there’s no harm in using it before engaging in battle. The map of the area. This dungeon is the Timeshift tutorial. The game wants you to feel comfortable linking together a bunch of monsters at once, which is why they force Rush into one of two unions stacked 5 high, with boatloads of health, so you won’t easily die. That’s what the little bar at the right is for, in NG+ you get that immediately without Torgal’s tutorial messages at the start. Let’s try it on these three Divain. Enemies play an audio cue when they’re tagged for inclusion into battle, and they get a red outline. Music: Sword Sparks Five unions versus two unions is no problem with a party this tough. The downside to this is that Rush isn’t going to get a lot of chances to attack, because he comes up late in the turn order. But I’m having Rush practice his Mystic arts anyway, because I’m trying to get into the Ranger class when I reach STR 29. By the way, do you remember the “some monster are weak to mystic/physical” thing from the last two dungeons? Well forget about it. It’s not important, any attack will do the job. Besides, there’s no way to actually know if an enemy is weak to one or another, so why bother worrying? Nice view, but man, it must have been tough living here, having to go down the hill to get water. I’m trying to link in that Raptor to the chain before the Timeshift runs out. I didn’t make it. Just like pressing the Aggro Pull key outside of fighting range makes enemies enraged, so does tagging them with Timeshift. However, you can de-aggro enemies if you activate Timeshift again without anything in range. Getting into combat also deaggros anything that was mad at you. Managing aggro, knowing when is the best time to use Timeshift to trigger or avoid fights is something you’ll learn through experience as you play. It’s actually pretty easy to dodge most ground-based enemies. Running diagonally will tend to do it. If an Aggressive enemy misses their attack (trying to start a fight), they’ll usually stop chasing you. Not Vehement ones, though. Okay my Timeshift bar is charged again, so let’s get this party started. The enemy can only ever field 7 unions at once. And additional ones are held off as Reinforcements, who join in as other unions are killed. Torgal’s union kills their intended target, but everyone else piles on, and they suffer an unopposed deadlock, two flank attacks and a rear assault. But even so, they’re merely at half-health after all that. It’s hard to lose with a party this strong unless you’re trying to. Long battles and long battle chains have good results for stat and art growth. There is a limit though, only the first 30 turns of any battle count for stat/art growth. Don’t worry about seeing 30-turn battles, though. And item drops as well. One thing I didn’t mention is that if you capture a monster, it doesn’t disintegrate into sparkles, but remains on the battlefield. Obtained Dillmoor Map! Even though you’ll likely never notice it, because you’ll usually only view Rush from behind, when Rush opens a treasure chest, he grins. If he has a voice acted line on the field (when harvesting), his mouth will also move. It’s the little details that showed the developers cared. Turn right when you cross this bridge… And you’ll discover a locked door. We’ll be back quite a while later. That’s it for Dillmoor. - BOSS Video: Collapse This was once a prosperous town. It was centered around the Remnant of Peace, the Rubber Soul Was there a war? No. The one the Remnant was bound to passed away. The world is filled with countless Remnants. No two look alike or share the same power. However, they all have one thing in common. … And, that is…? When a Remnant is not bound to a soul, it calls forth disastrous misfortune. This calamity is known as the Collapse. *nods solemnly* (I have no idea what he’s talking about.) “Academy Visistone 18-21” posted:[Remnants 18] An unbound Remnant is called a Blank Remnant. Ssh… hide yourselves. I see them. Two men, and… …a dark-haired little girl. …! Music: Evil’s Advance Emma tries to restrain Rush, but he breaks free. Blocter misses his tackle too. WHAT DID YOU DO TO HER?! This must be our cue. Irina! Irina is flown off. And the mage in white escaped through a portal. Great job saving your sister there, Rush. But no time to dwell on that. The spell the mage in white cast seems to have had additional consequences. The Rubber Soul is stirring. It’s triggered another Collapse! Music: Struggle Eternal Mission: Defeat the enemy! So, who’s ready for a filler boss? You start out with unfavorable positioning, but that doesn’t usually matter in battles. The boss will kindly stand by and do nothing if he isn’t attacked, so take out his minions first. I guess he also is an introduction to status effects. This attack inflicts poison, which is mildly inconvenient at full health, but much more dangerous at low health. Music: Reversal Emma started out as a “Swashbuckler”, ostensibly a T3 class, but her stats were only T1, so when her STR hit 29, she was upgraded to a T2 class. Even though she hasn’t got any item arts, she hasn’t got her mystics enough to qualify for Ranger, so she became a Freelancer instead. Supposedly you need the sum of Mystic Arts to be 2+ greater than the sum of item arts. I fell into Freelancer myself in a couple test runs, and learned that having two basic Mystic Arts at rank II does not do it, nor does having one basic Mystic art at rank III. What has gotten me to Ranger is that I think you need to learn at least one new Mystic art. Given something that I’m about to do next update, something only possible on NG+, learning Arts quickly will not be a problem. Oh yes… - Video: Going it alone It was as you said, Lord David. The flying creature is unquestionably a Remnant. Confirm this with the Academy. Yes, my Lord. Rush is not wearing the expression of someone who thinks “I did a good job back there.” No one actually lectures Rush to tell him that he screwed up. They don’t have to. Rush also does not repeat that mistake again. Who could be behind all this? We do not know enough at this point. Verily, this situation is more complex than we’d imagined. Yes, we should postpone any course of action until we know more. What about Irina? Should I just keep my fingers crossed? *frustrated sigh* We are not dealing with an ordinary foe. A well-researched plan is essential. Dave, come on! Even David is only going to indulge Rush so far. Torgal is correct. If you have any ideas on how to proceed, then do feel free to share them. *frustrated grunt* We are dealing with forces that control a Remnant not even the Academy knows about. Jumping to conclusions will only place Athlum in danger. You must understand my position, Rush. … Where are you going? To find Irina, obviously. You know how the people of Athlum are the most important things in your life? Well Irina’s the most important thing in mine. Well thanks for the help along the way. I’ll go it alone from here. Rush has no plan, no leads, but if he needs a lucky break to succeed, he’d rather strike out blindly looking for it than sit around helplessly and wait for it to find him. But he’s still a douche in this scene. Lord David, we still know nothing about his Talisman. Perhaps we should have stopped him. Perhaps. I am aware that we need more power, as the Gae Bolg and the Valeria Heart won’t suffice. The future of Athlum is at stake here. *sigh* New Arts Summary class changed to Expert Fighter! learned Bluff II ! class changed to Freelancer! learned Restore II! learned Restorative Herb II! Dungeon Video: Dillmoor BOSS Video: Collapse Video: Going it alone “Irina” Count: 4 Next Time: I think I’m allergic Stabbey_the_Clown fucked around with this message at 03:46 on Feb 19, 2017 |
# ? Dec 10, 2014 22:01 |
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Stabbey_the_Clown posted:
What, were those guys just standing there waiting for someone to come?
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# ? Dec 10, 2014 23:01 |
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Mraagvpeine posted:What, were those guys just standing there waiting for someone to come? It will make sense in time what they were there for. Although the game will keep one mystery under wraps and basically be the only major part of the story and lore you'll be sussing out for yourself. But Rush will be back soon, and keep in mind as much as he was blindly putting his faith in Athlum, it's pretty obvious to the player that the generals and David mostly see him as a weapon. But his love for Irina (and it wont be creepy at all, he just wants to protect his little sister. Also I hate that things have gotten to the point where I have to specify that it is love of family.) means that he is willing to cast aside Athlum rather than sit it out. Both Rush and David and the generals will grow to change in attidudes towards each other. And as Stabbey said, Rush never repeats this mistake of charging out with everyone trying to stop him.
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# ? Dec 10, 2014 23:07 |
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Mraagvpeine posted:What, were those guys just standing there waiting for someone to come? No, they were there doing something at the Rubber Soul. I think "This must be our cue" should be read as "this must be our cue (to leave)."
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# ? Dec 11, 2014 03:55 |
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I should probably mention that your "make Bloctor do nothing" and "unforunately Rush comes up late in the turn order" don't really matter for skill and stat exp gain. You gain most of your exp by merely giving the order. So, if you give the "use mystic arts" command and it shows that Rush would use an invocation it doesn't matter if the other guys wrecked the enemy union before he could--he still gets invocation exp. edit: to clarify, the amount of exp you get for carrying it out is even more inconsequential than you're probably thinking. Decus fucked around with this message at 03:59 on Dec 11, 2014 |
# ? Dec 11, 2014 03:57 |
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Decus posted:I should probably mention that your "make Bloctor do nothing" and "unforunately Rush comes up late in the turn order" don't really matter for skill and stat exp gain. You gain most of your exp by merely giving the order. So, if you give the "use mystic arts" command and it shows that Rush would use an invocation it doesn't matter if the other guys wrecked the enemy union before he could--he still gets invocation exp. Okay, so I had that backwards. I've corrected the post. Still, it probably doesn't hurt to get some extra XP. Especially given Rush's shiny new toy that helps make the gain less inconsequential. I've just recorded Chapter 9, which officially means the tutorial part is done and the game will open up. For a change of pace (and given how the Dillmoor dungeon turned out longer than I expected), I recorded almost all the dungeon fights in Turbo mode to speed things up.
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# ? Dec 11, 2014 04:19 |
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david has a massive gae bulge lol I like this game though. The combat system is fun and I enjoy that underlying systems are chaotic enough to actively avoid getting powergamed.
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# ? Dec 11, 2014 04:27 |
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Okay, that's impressive that they let you chain a whole bunch of encounters this early. I'm surprised that didn't turn out worse for Rush. Like, coming back barely alive worse.
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# ? Dec 11, 2014 06:40 |
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I am bad at predicting things. It seemed at the time that it would be a relatively simple and short update, but between cutscenes, the introduction of new mechanics, the introduction of sidequesting, and a new place on our map, it's gotten larger than expected And that's not counting the two additional mini-updates, one with the team composition vote, and the Formations explanation mini-update, which also will accompany it. Or maybe if it gets close to 90, I will change my mind and cut it like I did with 5/6. EDIT: 90+ images, two updates it is. Also, we're only two posts away from a new page. Stabbey_the_Clown fucked around with this message at 15:35 on Dec 12, 2014 |
# ? Dec 12, 2014 05:45 |
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Come on. Lets post some more!
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# ? Dec 12, 2014 21:25 |
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# ? Apr 25, 2024 21:09 |
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Just dropping in to say that I'm glad I found this LP - the game seems interesting enough, but it's not something I'd like to play myself. Maybe I'm missing out, who knows. But thanks for letting me live vicariously.
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# ? Dec 12, 2014 22:01 |