Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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How to actually skill characters?
I already finished the game on hard and things I read so far just sounded stupid. What I did pretty much for most of the game was simply put like 70-90 in the attribute with the best scaling and than the rest on the attribute with the 2nd best. It actually worked.

I then find out after at least putting a few points in other things that with a B scaling somewhere scaling might has pretty much the same scaling as B??? so its totally pointless to skill unless you have weapon scaling on it? then with A scaling OMG it's even more pointless.

And how does defense work? More Vitality or more Defense or 50/50? Let's assume both are not weapon scaled, and I want to now give a character more defense. Who did the math?

There seem to be no softcaps, there is a cap at 99 where you can simply put no more poiunts in an attribute that that is it. Seems like a stupid, pointless skill system. New weapon with different scaling? Just reset and do the 80-20 distribution again. Maybe throw Agility in so your char does play more often if it's not part of the scaling, but that is it? And later on maybe think about defense and how to do that?

I literally have never looked this up and already finished the game on hard, and it seems kind of stupid to me. How does speed actually work? How many points let you play how often? I guess the enemies have high agility later on as well. I remember fighting a boss who moved 3 times when I was solo b4 I had one move. It was crazy so maybe ignoring agility on that char was not the best choice, still when I played I hit hard AF so did it really matter?
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Showing 1-11 of 11 comments
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
I already finished the game on hard and things I read so far just sounded stupid. What I did pretty much for most of the game was simply put like 70-90 in the attribute with the best scaling and than the rest on the attribute with the 2nd best. It actually worked.

I then find out after at least putting a few points in other things that with a B scaling somewhere scaling might has pretty much the same scaling as B??? so its totally pointless to skill unless you have weapon scaling on it? then with A scaling OMG it's even more pointless.

And how does defense work? More Vitality or more Defense or 50/50? Let's assume both are not weapon scaled, and I want to now give a character more defense. Who did the math?

There seem to be no softcaps, there is a cap at 99 where you can simply put no more poiunts in an attribute that that is it. Seems like a stupid, pointless skill system. New weapon with different scaling? Just reset and do the 80-20 distribution again. Maybe throw Agility in so your char does play more often if it's not part of the scaling, but that is it? And later on maybe think about defense and how to do that?

I literally have never looked this up and already finished the game on hard, and it seems kind of stupid to me. How does speed actually work? How many points let you play how often? I guess the enemies have high agility later on as well. I remember fighting a boss who moved 3 times when I was solo b4 I had one move. It was crazy so maybe ignoring agility on that char was not the best choice, still when I played I hit hard AF so did it really matter?

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.
Last edited by GameBuild; May 4 @ 7:19am
You are telling me NOTHING that I do not already know, you just repeat what I said and do not give any answer or any actual numbers, just some vague things I figured out myself.

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.
Originally posted by GameBuild:
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
I already finished the game on hard and things I read so far just sounded stupid. What I did pretty much for most of the game was simply put like 70-90 in the attribute with the best scaling and than the rest on the attribute with the 2nd best. It actually worked.

I then find out after at least putting a few points in other things that with a B scaling somewhere scaling might has pretty much the same scaling as B??? so its totally pointless to skill unless you have weapon scaling on it? then with A scaling OMG it's even more pointless.

And how does defense work? More Vitality or more Defense or 50/50? Let's assume both are not weapon scaled, and I want to now give a character more defense. Who did the math?

There seem to be no softcaps, there is a cap at 99 where you can simply put no more poiunts in an attribute that that is it. Seems like a stupid, pointless skill system. New weapon with different scaling? Just reset and do the 80-20 distribution again. Maybe throw Agility in so your char does play more often if it's not part of the scaling, but that is it? And later on maybe think about defense and how to do that?

I literally have never looked this up and already finished the game on hard, and it seems kind of stupid to me. How does speed actually work? How many points let you play how often? I guess the enemies have high agility later on as well. I remember fighting a boss who moved 3 times when I was solo b4 I had one move. It was crazy so maybe ignoring agility on that char was not the best choice, still when I played I hit hard AF so did it really matter?

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.
My character with the slowest speed goes first. How do I fix this? I don't have any passive abilities on him to make him go first.
Originally posted by Incestophile:
My character with the slowest speed goes first. How do I fix this? I don't have any passive abilities on him to make him go first.

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.
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
You are telling me NOTHING that I do not already know, you just repeat what I said and do not give any answer or any actual numbers, just some vague things I figured out myself.

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.
So you already know the answer, if you don't need it, don't use it. It's totally fine.
Originally posted by GameBuild:
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
You are telling me NOTHING that I do not already know, you just repeat what I said and do not give any answer or any actual numbers, just some vague things I figured out myself.

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.
So you already know the answer, if you don't need it, don't use it. It's totally fine.

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.
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
Originally posted by GameBuild:
So you already know the answer, if you don't need it, don't use it. It's totally fine.

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.
Last edited by GameBuild; May 4 @ 9:05am
Now you claim you misunderstood it, there was nothing to misunderstand, you did not read. You have no facts or numbers I asked for, you bring no value to the thread and claim I have all the answer when I asked CLEARLY for specifics. And no, this convo is not its typical steam forum crap I have seen thousands of times.
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
Originally posted by Incestophile:
My character with the slowest speed goes first. How do I fix this? I don't have any passive abilities on him to make him go first.

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.
I know about this ability. WITHOUT this ability, the slowest character in the party somehow goes first instead of last.
Originally posted by Incestophile:
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:

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.
I know about this ability. WITHOUT this ability, the slowest character in the party somehow goes first instead of last.

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?
Last edited by ЯeÐ ĄnimaŁ ШaЯ; May 4 @ 9:29am
Originally posted by ЯeÐ ĄnimaŁ ШaЯ:
Originally posted by Incestophile:
I know about this ability. WITHOUT this ability, the slowest character in the party somehow goes first instead of last.

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?
It turned out that it was a bug. The order of moves was corrected after restarting the game. Apparently, some internal math broke. Speed ​​works quite simply. If you compare it with other games, it works like this:
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.
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