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2 and 3) Thanks for the tips.
4) I have 2 of Rean's, Ruffu's and Wazzy's halos, but maybe I just got the material before crafting the item, I'll have to test it some more to be sure;
5) Yeah, but that's ok for me, since I'll get new fresh chests to open :)
Sry I don't have any conclusions about your questions, but I have to thanks because now I'll have some more things to go after.
You're not wrong with the 3 each time thing, I just found other stratum to play much faster and I got more from groups of 2 than the 3 simply because I could go through so much quicker.
You can definitely get a bunch of the same crafted items for the same character. I had like five+ for some characters. I had the opposite problem you did - I kept getting drops for the ones I already had instead of other characters in the same party. But I wanted to see the special group scenes, so I was sometimes using characters that already had the crafted items.
You cannot get more than 9 shards per character (ever, even if you turn them into accessories). If your active party is full on shards you get a silver stone instead.
That part of the game might be a bit buggy. Here's six auras for Juna.
https://steamcommunity.com/sharedfiles/filedetails/?id=3011943540
If this is how it works, I've got some testing to do. I've been just keeping one slot in the party who didn't have their Halo yet to try to force the shards for specific characters I wanted to prioritize, but it also felt like the drop rate for them was lower than in the lower stratums (just more shards when it DID happen.) But maybe that seeding will just turn it into a Silver Sealing Stone if it would have been given to someone who was maxed. Or maybe that seeding is rolled upon entering a floor and is fixed regardless of who is in that slot by the time you fight it, which could be how people have been getting around the limit of 9 shards per character, unknowingly, by shuffling characters around between fights or something?
Just a thought. Seems like something that'd be easy to set up a conditional branch to stop so I doubt it, but clearly SOMETHING is a bit wonky right now if people are getting that many for one person!
You should keep one member in the active party who doesn't have their accessory yet. If shards drop and it's originally for someone who already is shard capped, then you will automatically get shard drop for a party member who doesn't.
It's only when everyone in the active party is shard capped that the game will automatically give you a sealing stone.
The game RNG resets whenever you kill a formidable foe, so you can also save scum sealing stones if you want by checking them and then reloading and killing formidable foe if you don't like the drops.
At some point as I was grinding stones for Lion King, Kagura and other rare lost art quartz like that, it seemed to me like this stopped applying. So I just unsealed all the 20 or so stones I had kept. =/
On the 0th stratum, the 'strong' monsters have about a 50% chance to drop shards, and when they do, it's always 3, up to a maximum of 9 in total for any given character, including those you turned into Orbs already, so if you have one Orb (3 shards) and 4 shards, you will get 2 more, not 3.
Oh and don't forget that you can only get shards for characters in your active party, not for those on support of back at the base, so you need to keep switching them up if you want all of them. It is a load of grinding, but such is the way of this game. At least it's not needed for any achievements or missions.
OK, that's just unfortunate. Or maybe my assessment of 50% is wrong. Farming for items is all about zoning out and just putting in the hours, which isn't fun in any way shape or form, but it is what it is.
One thing though, I leveled up all character to 250 by fighting monsters (at lvl +100), and got a bunch of shards (as well as BZO fragments and lvl 15 on all MQ's) in the process. If you shortcutted the leveling through Azure Droplets, you missed out on those 'free' shards.
That definitely seems like a bug because even on the last stratum where said enemies drop 3 shards at a time, if three would put a character over the 9 total shard limit, they would get less than three.
I can't help but wonder if the reason some people have been getting more is because of this happening with the shards themselves, bypassing the limit. The fact that the shards themselves limit how many you get (Ex: If you have 7, you only get 2 instead of 3 from a fight that should have given 3) leads me to believe that they might not have a simple "If actual number is greater than 9, reduce to 9" handler, and put all their faith in the "only give X many total" code... which can hypothetically, via glitches, go over the cap and therefore never be limited again for that specific character.
This is all just speculation though.
I don't think so. I have seen the same issue you describe, but had no problem farming all the shards for all characters. =/