Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My personal takeaway is that it's probably best to give any attack increasing items to the character who is the tankiest in your party. This has double benefit - it both makes enemies more likely to target them, and increases the amount of damage they can deal with counterattacks when targeted.
Of course, the tip about switching to weaker weapons to avoid drawing the attention of the AI that Noules provided is also quite helpful.
Probably the best tl;dr is that the AI will tend to attack characters in range with higher MT weapons, because it will generally prioritize characters with high attack and low defense. Noting the effect of Attack on threat is probably the main takeaway, since it's not immediately intuitive, while I think most people automatically assume defense would be a factor in target selection.
This is probably the most relevant tip for casual players. Swapping to weak weapons at the end of turn for vulnerable characters (if not needed for support attacks) is a fairly simple rule that might make things easier.
The effect on range and the modifier on Karren are small enough that it might not be worth going into much detail on. The effect on skills on threat is actually fairly significant but it's probably not really worth going into detail unless someone really want to understand the minutiae about how the target prioritization works.
Sarah > Glenn > Lugh > Urs > Karren
HP: 37 > 45 > 40* > 46 > 32
Str: 20* > 22 > 23 > 16 > 19
Dex: 26 > 29 > 17 > 15* > 22
Spd: 32* > 14 > 9 > 6 > 23
End: 11 > 15* > 15 > 28 > 14
Fai: 9 > 5 > 6 > 2 > 18*
Eva: 161 > 63 > 46 > 38 > 96
The ">" does not mean greater than. It's just to demarcate columns.
The * denotes a stat booster was used.
Note NG+ starts with no money but you can sell accessories and legendary weapons which do carry over.
Some good information here, thanks.
I don't know if it's worth the point investment for the dodge tank build as it only really pays off in the very late game. All the other characters except Sarah reach the point where I have all the skills I want, and I'm just buying non-essential incremental upgrades. If I could redo it I would have put considerably less points into Doublestrike to reach the evasion bonuses earlier and have more points for Featherstrike.
Even then it's a huge gamble if she will even dodge or not. I would guess my total dodge rate is only around 60% with around 150 evasion.
A couple of things I found useful:
The Tabar axe is the only weapon to give a stat increase, +5 to Faith. My Urs' had 0 Faith for the entire game and took massive damage from Evokers, even when defending.
Switching to the Tabar before ending his turn means he takes considerably less damage. I tested on the first cathedral map, 15 damage without it and 10 with it equipped.
The accessory Lygushka Shard doesn't have a very clear instruction to what it does, 'start battles with the first limit broken.'
It's regarding AP, start with 11 AP instead of 10.
At the end my Sarah was level 37 With Lightfoot and Art of Evasion maxed out and the Nimble Champion's Chain, my evasion totalled 148 and it wasn't good enough, I lost Sarah prematurely on both missions because she kept getting hit. All that point investment for nothing!
The aforementioned random skill growth means a high enough evasion stat can't be guaranteed and you won't know until near the end of the game.
Better a jack of all trades than semi-competent at one.
STR ; DEX: ; FTH ?
DEX: Accuracy
FTH: Magic resistance
By the way, I was wondering if it would be good to gime more strengh to Karen or to keep it for melee characters. And for dexterity, to keep it for Karen or Srah, or at the contrary giv it to Urs.