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And this is why I plan to never carry Elzite bombs :P
Yeah I know, I actually read all the tutorial stuff and what the fairy had to say:
http://steamcommunity.com/sharedfiles/filedetails/?id=762877220
I knew about not carrying them before hand and I still managed to be hold on onto one without realizing, I played the original and plus game for a long ass time to know the dangers of carrying explosive weapons but at least back then the dangers were actually visible.
I will still get this game after the bug are fixed but this seriously deflated my hype.
you can add the repair scroll in the vault
but finding them is really annoying since those show up randomly
and you have to equip the items and then use it
in order to fix the decayed equipments
even if you manage to fix them using the scroll
the scroll has the effect to double decay said item when used.
Mind, if you don't pick up Merrill /and/ Aerdou, you won't be doing ♥♥♥♥♥♥♥♥ one shots with Queen (at least, outside of buff time, where you start seeing reasonably giggles damage counts that I haven't seen outside of folks talking about Sorceror. And that's just Aerdou's chuuni thrust, Merrill's special must be even more stupid), but Queen can actually take a hit better than nearly everything I've played except Lord, and she's far less random in her survivability than a Lord is. As long as you remember what everyone's job is, the Charisma class is actually fairly bloody good (And I say this having struggled with Bard for ages in +)
Cole also scales perfectly - it doesn't matter how strong you are, "occasionally don't take damage" is always going to scale. And his defense seems pretty good too, though the one time I had him, he was [Scholarly] and that tag seems to just be made of amazing.
I found Dosey reasonably helpful, especially if you don't have Melt Arms, but that's mostly sustain, not actual emergency healing outside the beginning,, and Baldur does really great things on some classes (Lord, in particular, and Samurai come to mind), but he's aggressively useless for others (Anyone who doesn't rely well on an ST skill, in short).
Ally *NPCs*, on the other hand, are temporary distractions that you can not reasonably hope to make useful. Occsaionally a unicorn will spawn and you will love it and cherish it until someone else's Land Mine kills it, but skills that generate Ally NPCs are generally just a 'remove enemy from play' card, not 'get a useful pseudo-party member', b/c Allies don't regenerate hit points (I mean okay, they regenerate /2/, but that's...t hat's not real)
Also, I'm pretty sure it's untrue that they don't improve before their finale. Keyton, Nami, and Aerdou almost definitely don't, but Merrill's combo rate increases, Cole's Protect rate increases, and I'm pretty sure Dosey and Baldur do their thing more frequently.
Interestingly, I've never gotten a damage companion on a damaging class that had a decent run, so I'm less clear on how they directly compare when you don't have Charisma as your primary stat. But I'm skeptical that you don't get anything of value out of Aerdou, in particular (Though I'm vaguely terrified of getting a non-[chubby] Aerdou without Dosey) without heavy charisma.
I'll level with you here. I don't think Dosey's heals are useful once you start reaching mid-thousands. Melt arms is nice, but she's still too fragile in case you misstep and she gets stabbed by a dullahan or rear attacked by a shadow man. Same goes for Keyton, Nami, Baldur, Olga.
I personally would rather Baldur contribute the extra damage that I'd be dealing as a ST heavy class by himself, without merely enabling the more frequent use of ST skills.
Olga can get hit by a train. Keyton and Nami are scarcely useful early on and dead weight even towards midgame.
As for the progression, however, I'm aware of that. I had mentioned most, not all. Merril and Cole were who I had in mind specifically.
You're right for the most part, however, while I am overly harsh on the companions, they're not completely useless as I seem to imply. I stand by that I preferred their DPS over any form of changed utility. I don't want to get into another argument, though, so I'll refrain from harping on about why I personally believe what I do.
Thanks for being reasonable about it and giving a case-by-case, though.
Most of the "start with a companion" worlds were so massively easier to win with as a result in any length game that it was ridiculous. A single ally could do comparable damage to -your own-! This also made the negative charisma classes hugely unpleasant to play as for any of the tougher wins, (Pirates were SO BAD) unless you're an adventurer just trying to dash away from everything to the end of the world. At least you could get Iris if you managed to hit 1000km (if you knew not to bring a pet to help you through earlygame.)... but on, say, Very Hard, that's a really big If.
Party (harem) was Alma, Merril, and Nami. One thing I noticed is they're tiered according to their charisma cost and availability, which makes some sense. Alma relies on an RNG item to recruit (I wasn't able to recruit her until 5000 km), as does Merril unless you specifically seed her map, but Nami/Keyton are a gimme and cheap so I can see why Spike Chunsoft chose this route. Nami hit with a ranged non-elemental force for about half what Alma did on unarmored mobs, which really wasn't too terrible. She also made short work of slimes. Alma hits like a truck with hellfire, blocks attacks, and melees, worth all 3 CHA and then some, would waifu again. Merril was doing more damage than my MC with her relentless combos and crits, so much so in fact that I generally just spammed Full Guard with Queenie.
Some notes:
Charisma below 50 increases ally attack by about 2% per point. So like Rutee was saying, with how laughably bad ally NPCs are, even with a star and red aura, you're actually doing yourself more harm than good wasting huge chunks of Charisma via Discipline on mobs since you take a huge DPS hit. I don't know if it scales linearly but I'm guessing not since other classes experience diminishing returns, e.g. (Samurai starts getting 2 ATK per STR past 100). But at 100 CHA my team was roflstomping even Bug Emperors while Queen tanked it. Normal mobs, aside from armored/shield/undead would blow up so fast my allies would wipe out the mobs to the sides when we were surrounded, which happened frequently thanks to chained summon traps. I ended around 90% unharmed playing pretty loosey goosey.
tldr; DPS allies seem to be heavily balanced around Charisma, which is understandable, if unfortunate (~2.5-3x stronger at 100 CHA). Non-DPS allies probably only shine for non Charisma classes and even then are probably only worthwhile in short runs; you're not hurting for Stamina late game effectively making Baldur a wasted slot, Dosey's heal is too weak to compensate for better DPS (one shots = 0 dmg taken), and Olga is Olga.