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But, the removed Gem becoming Size 3 and Purity 0 is not a huge hurdle. Find a Size 1 Gem of Purity 1 or above, and combine it with your removed gem. It will then become a Size 2 Gem, and you can slot it back in your gear for the same affect it used to have.
This method can be used to easily make any Gem at Size 2, and get it to Level X with little effort. Combining it with a Size 1 Gem reset the purity and lowers it to size 2, and lets you them keep combining it until you can get it to Level X. Just slot it into a piece of equipment and remove it again if you run out of purity before reaching Level X
Gear can have up to 4 slots. Meaning with the easy method of Slotting, Removing, and Combining you can get two Level X Gems and keep moving them to new gear every time you upgrade.
With size two gems, you are only missing out on a single gem slot, because you are only allowed to put three gems into a piece of gear total.
Ohhhhh thanks for the tips , still it is too much hurdle with the rng. Thanks dude
The above method of Slotting/Removing works to help get your Gems to Level X (but will force them at best to be Size 2). But each time you Slot and Remove, it will "round down" to a level III, V, or X Gem.
So if you can only reach Level VIII before reaching Purity 0, and Slot/Remove to reset it, it will go back to Level V. So then you have to start over at Level V to try to get to Level X. Not a difficult feat, since it only requires a couple Gems to go from V to X, a II and a III, with one of them being Size 1 and the starting one being Purity 2. But it's an important note so you don't waste gems before slotting.
Oh, and you can combine gems beyond Level X, which is useful if you end up in a situation where you need to reduce a gem to Size 2. It will display a higher level Gem (XII for example) but will be reset to X once you slot it into a piece of equipment.
But yes, the RNG feature of the gem acquiring is a difficult hurdle to overcome. Coupled with the real-life cooldown on stone respawns. These methods are just to make a useful method of getting Gems.
if you wish to make Size 1 Gems of Level X, that is another story, and will require significant investment of time into the system, and lots of disappointment and throwing away of gems. I would instead recommended Size 2 for most or all of the game.
It would be nice to have some kind of super hard new game + or a post game optional challenge dungeon that could make the crystals more meaningful.
New game plus is coming.
I started playing this game 3 days ago and I was very confused by your comment. Because, as the game explains in the fusion tutorial, an artificial crystal with purity 0 should in fact be "bricked". The artificial tag prevents it from being used as a Fuse crystal, and the purity 0 prevents it from being used as a Base crystal. And that's what happens when you fuse 2 crystals into one with purity 0: it cannot be fused in any way.
However, something that the game never mentions, is that slotting a crystal into some equipment and removing it, also gets rid of the artificial tag (the *).
So you can make a purity 0 crystal, slot->unslot it into your gear to immediately remove the artificial tag, and then continue fusing it further.
This honestly seems like a bug to me. When I saw the crystal tutorial I thought the game was designed to punish you for equipping crystals. Thus creating a "balance" where you have to decide between short-term (equipping a lvl 5 crystal for example) or long-term (keeping it to fuse it into a lvl 10 later). But no, you instead get "rewarded" with a better fusing component. That doesn't really make sense. It's as if the game spawns a completely new version of your crystal when you unslot it, and forgets that it was artificial.
...I see that this game is a loveletter to a LOT of games. Therefore it implements a LOT of mechanics and stuffs which some are great, some are okay and some are meh. Overall its a solid progression systems but the whole smithing stuff wasnt interesting enough for me in the end.
Oh definitely. Ive seen a lot of Final fantasy VI and a little bit of xenogears in there... although I havent finished the game.
Dude I see soooo many things in here. Besides the stuff u mentioned....there are Suikoden vibes, Terranigma (which was never released outside EU and Japan, but I am in EU so yay), Lufia 2, Final Fantasy Tactics and other good old stuff. :D
The only thing i find awful is the gem system tho.
Gladly its not balanced around it. I rather have the feeling its just for min-maxers and was added in the end without too much thoughts from the developer?
But yeah i am not the only one that hates the gem system. Its funny cause i love everything else in this game. Its just the stupid gem system thats all really.
Don't punish a player for re-socketing gems by increasing their size and zeroing out their purity.
It does feel unnecessary but that's how a lot of JRPGs are. FF6 has its whole stat system tied into what Espers you equip and level with. It's entirely unneeded but I know people who make a point of purposefully running from every battle in the early game so they don't level up before they can equip Espers and get the level up bonuses. FF7's materia system is the same way: you don't need Knights of the Round, Master Materia, or a full set of max-level materia to beat the game, but the options are there for those who want them.
Heck, JRPGs are kinda infamous for having level caps far beyond what you need. To the point when games don't include them (see: Chained Echoes or Crystal Project), people get upset.
The crystals being optional power boosts for those who really want to take the time to max out their characters seems in line with the genre as a whole.