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That said, you can very much have tanky characters, it's just that most of your defensive power will come from buffing yourself, such as with Armor Up or Kawakage. Or debuffing your enemies, either by directly reducing their damage with something like Power Down, slowing their actions with Daze or Slow, forcing them to miss with Blind or Reflex Stance, or outright stunning them with Sleep or paralysis. There are also more unconventional methods such as stacking counter attacks with a life draining weapon.
HP matters a whole lot due to most damage reductions being % based, so make sure you have the heavy armor that boosts HP since the lesser defense compared to other heavy armor only matters if your using Aegis. Also your tank really really needs crit res in late game, as crits are common and hit hard.
For your tank's levels, STR is only really useful if your a Reaper for increased life drain, and VIT is just garbage, tank or non tank. It's better to focus on HP for not dying, AGI to make sure your debuffs hit, and SPD because tanks have a tight action economy (Beatsmith is very good for this).
Vitality in particular is really bad if your not a Valkyrie, as the effect it has on defense multiplying and DOT% damage is so low it might as well be a rounding error.
Also this all assumes pure tank, if their a hybrid it's much harder to make them both able to tank and deal decent damage.
I am using buffs and debuffs frequently, I wouldn't have made it to (almost) the end of the game otherwise. But I find it ridiculous- especially after reading Adi's reply- that your stats simply don't work. What's the point of even having stats if they don't do anything? The game is basically lying to the player. And there's even a built-in system to respec your characters' level ups to get the "perfect" stats, which seems like a joke now.
https://i.imgur.com/zstvrR7.png
Interesting, do you have an expanded version of that chart? I'd be curious to see what you considered when trying to fine tune how much damage should be dealt at specific points.
Also for the damage formula I've been wondering how exactly it works. I think I have a general idea of how it works but I'd like to know how close it is.
1: Get the damage of the attack.
2: Reduce DEF or RES by DEF or RES piercing.
3: If STR is very high and the attack is physical, or MND is very high and the attack is magical, further reduce the effectiveness of DEF or RES regardless of piercing. (this is the step I'm least sure on how it works, I know that at 1000+ STR even with 0 DEF piercing defense does very little but I dunno how the exact numbers for this work)
4: If STR is very low and the attack is physical, or MND is very low and the attack is magical, reduce the damage dealt. (I think this penalty starts around sub 100?)
5: Multiply DEF or RES by VIT or SPI respectively. (I have no idea how much effect this has other than "not a lot".)
6: Reduce damage by DEF or RES. (I actually thought DEF and RES had a small flat factor until I saw the chart, more you know.)
7: Multipliers like Power Up or elemental weaknesses go here.
The output is then used in the main formula like this:
UserMainStat is the main stat of the ability. TargetMainStat is Vit for physical attacks and Mnd for magical attacks, so those stats do help with Defense and Resistance, but this isn't shown in-game very well; it is only referenced briefly by the know-it-all-ducks.
Are all those 500s hard constants? Regardless, I can't criticise. That's how all of my formulae end up eventually too. :-D
And yeah, not like I can claim my attempts at formulas end up any less janky.