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The game offers various ways to beat the game according to player needs. If is too hard to parry/ dodge, invest on HP for survival and Speed to play more often. Attributes can also be gained from equipping the correspondent pictos. For instance, some pictos give you 1,000 HP, so you can spend attributes points on Speed or Crit Chance.
Speed will make the character play more often in a match, usually two or even three turns in a row, however this depends on enemies speed ratings. Some hard bosses have way more speed, so they attack in many successive turns. Speed is also buffed by applying "Rush" either via skills or pictos/lumina points.
Defense grants a percentage of damage reduction, buffed with Shell and debuffed with Defenceless, and so on and so forth.
I know, when it comes to pictos I never really cared, I always cared that they are high level for their passives but NEVER actually actively looked what they gave except one time when I tried to put lots of crit chance on Maelle. Then I went back to just trying to put high level once on all chars. There is so much new once you find, it's like every 5 minutes you can redo all your inventory stuff ... I did not really optimize much, and it feels like it's not really worth the time.
In Clair Obscur: Expedition 33, the "First Strike" Picto allows a character to play first in battle. To obtain this Picto, you need to navigate through the broken airship past the Hexga, proceed through the field past the enemies, and then go up the shorter cliffs on the right. Defeat the group of enemies and pick up the Picto at the base of the statue behind them.
No, you can not read, and you have no answers to do not comment.
I asked specifically like if there are no soft caps how does damage work. What is the differences in putting 50 points on vitality vs 50 points on defense vs 25 on vit and 25 on defense? How does the damage reduction work with the HP pool? NUMBERS DUDE, FACTS!
If it does not matter at all, then you would just skill the one that also scales your weapon, but if there are some actual facts to it and your weapon scales with it is still needs to be figured out how to skill in then.
Is there actually some distribution that makes sense? Do HP matter if the damage reduction is high?
The game never tells you anything about it, and it seems nobody cares about it either.#
Funny how your name is GameBuild, but you have no clue how builds actually work in this game and what is the most effective? Always the same BS on steam forums, people eager to comment but clueless and then making BS claims when they get caught.
This is and odd conversation, people gets offended and assumes the other side is too. If your post is being misunderstood, just clarify and move on, dude. Written communication have many pitfalls. And, yeah, you have no idea what Gamebuild means to me. These precise calculations are meaningless to me, because my build was having on ally tankier and the rest damage dealers using skills with break damage, mark, burn, can break.
I am yet to see a RPG game that explains thoroughly how main stats and attributes are calculated. That is the learning and experimentation that keeps most players engaged. You'll find your answers in a Wiki page, like some pages I found for a few other games. Let's hope someone will drop a explanation here.
Hmm, maybe this is true. Not sure how the game determines who goes first. I never know who is the slowest, but I noticed some other char always going first when I am not used Sciel who has that passive. If you could control it otherwise who goes first, the passive would be pointless, though. So why not just use it then if you want someone to go first?
I am also interested in number for speed and how they actually work. Like let's say you are like one point of playing one more time b4 the enemy plays, it would be good to know enemy stats and like how it all actually works with speed. Usually I have my characters all play in a row even though they have very different speeds ... so HOW does it work exactly?
There is some number N (it doesn't matter which). Then the game calculates some "time" T=N/Speed. Each creature on the left (action scale) has a pattern:
1)Beginning of the battle
2)This time passes
3)The turn begins.
When there are several creatures on the field (enemies and allies), all their "time scales" overlap each other. And the one whose scale is closest to the current moment is the next to move.