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This. ^
So, brief conceptual explanation. Animations are broken up into three parts:
The duration of each portion depends on the specific art. Some have long aftercasts, like Claude's Phase Gun, and some have extremely long pre-casts, like Chisato's Missile Strike.
Chaining arts together in a combo allows you to skip the first skill's aftercast. It is ideal to use skills with really long aftercasts as the first skill so you can skip it (so long as their damage isn't too low), but using almost any art will result in slightly more damage. Off the top of my head, Claude's Sword of Life is the only exception, given it has zero aftercast.
---
For reference, the vast majority of arts have a total animation time of 1.5s, a handful are 2.0s, and most have a roughly even cast duration, differing only by longer/shorter precast/aftercast. The basic attack chain also takes 1.5s to execute and has a brief aftercast which is actually skipped by using an art afterward (that's why you can combo 3 attacks into an art so smoothly).
A few notable exceptions are:
@OP: You probably should look to just maximize DPS instead of trying to do clever combos. Like, just putting meteor palm twice on the same button on claude and calling it a day. Only character I really combo with is opera, and hum..
Her setup is like Gravitational shell > Hyperlauncher.
GS pulls enemies in, and then hyperlauncher slams them.
Another character I see use in actually comboing is chisato, 100k volts is pretty bad at range, but it can be monstrous from up close. Setting up a skill that forces her to be up close will then ensure that her 100k volts is pulled in melee range.
There's also another layer to this, for example, Bowman's tornado fist makes him reposition in melee range on the same latitude as an enemy, but it shoots a tornado that travels across the field. It's kinda stupid that he repositions, lol, but if you set it as second skill, it skips the windup, and bowman doesn't reposition, making it work essentially like air slash at range. You can do something like Self Medication > Tornado Fist, for example. There's other skills that have this behavior too, like Tracking Plasma on Opera. Presumably, you could do Healing Star > Tracking plasma, and she wouldn't reposition for plasma. I tested only on Bowman, but I would assume they all work essentially like that.
Disclaimer edit: That setup is ♥♥♥♥ on bowman, also wouldn't recommend that setup on opera, it's just to demonstrate the behavior of chaining skill. ;p
In like, a majority of cases however, I'd recommend just putting your strongest skill twice. My Dias just has airslash twice, my ernest just has bed of roses/sonic whip twice (depends how quirky I feel), so on and so forth.
That's why you equip Faerie Rings, stack some stamina (after-battle recovery), and cook food. You also regain some MP every time you pull off a perfect counter.
Late game:
Godslayer (50% mp)
duelling suit (status defense)
mithril shield (status defense)
star greaves
mithril helmet
colorless scarf (elemental resist)
ring of might (double attack, elemental weakness*)
*removed by scarf
You can still be poisoned and silenced, but no more paralysis/petrification and your elemental defenses are covered. Also watch out for being eaten. This set up lets you abuse combo link spamming and pretty much stay at full MP unless you get mana drained. You'll get tired of hearing "Victory! Victory! Victory!" as Claude Sword of Life's his way to... well.... "Victory!"
I spent a good ten hours the other day testing all the arts for the characters I had and comparing damage-per-second (DPS) and how they work in various combos. That's how I got the information in my above post, by giving it a bit of a deep dive. I considered recording everything and making a guide but decided I wasn't in the mood, so I don't have the numbers anymore, but I recall my conclusions.
In my playthrough, for fighters, I had: Claude, Opera, Precis, Ernest, Welch, Chisato
I'm going to write a lot of detail for Claude, so you can see how I make decisions and the sort of logic I used in them, but then I'll only make brief notes for everyone else.
I'll add an asterisk (*) next to the combos I used at the end of the game.
1: Meteor Palm -> Rock Explosion*
Meteor Palm is Claude's highest reliable damage Art by far. Theoretically, chaining it back to back would be the best damage, but that has a flaw in practice - each of its hits slightly pushes back the target. If you chain it together to itself, the second Meteor Palm will push the enemy out of its own range and miss a chunk of its attacks. In contrast, Short-Rock Explosion's range is higher and will hit all its hits, causing its damage to pull ahead. As an extra benefit, enemies sure love to wander up behind Claude during his Meteor Palm animation, and Rock Explosion, being a 360 degrees AoE, will usually interrupt their back attack in time.
Occasionally, an enemy will be pushed into Long range by the time you go to use Rock Explosion, which is unfortunate for its damage as Long-Rock Explosion is nowhere near as good. But it's not really common enough to be a huge deal. Edit: Further testing shows that Long-Rock Explosion is actually slightly more DPS against a single target due to shorter animation time. Still leaves your back wide open, though.
Sword Bomber is stronger than Meteor Palm if you can get it to hit all hits. On small targets, you're likely to miss all of them, but massive targets will take a lot of the hits most of the time.
2: Phase Gun -> Phase Gun*
Phase Gun does roughly half the damage of Meteor Palm in the same span of time. If you can hit 2+ targets with it, it's preferable over Meteor Palm and may do more damage. Its downside is actually its aftercast, which is a tad long, so chaining it to itself allows you to skip one of the aftercasts.
You need to time the button presses, however, as you can actually cancel out of the first Phase Gun's damage animation and lose its third hit, lowering the damage by quite a lot.
Some notes on his other arts.
She has a lot of viable combos.
1: Tracking Plasma -> Tracking Plasma
Great single target damage. Absolutely cannot hit more than one target, though.
2: Refraction Beam -> Refraction Beam
Strongest single target combo for earlygame if we consider splash damage to nearby enemies. Still good lategame.
3: Gravitational Sphere -> Gravitational Sphere
Massive break damage and control in an AoE.
4: Healing Star -> Healing Star
Full HP recovery to party.
5: Gravitational Sphere -> Healing Star*
The hitstun and pull effect from Gravitational Sphere buys time for the precast of Healing Star to finish, so it actually goes off. The former also does great break damage in an AoE.
6: Gravitational Sphere -> Hyperlauncher
Round 'em up and blast 'em! Good mix of break damage and damage. Best when used in large enemy groups.
7: Electric Shockwave -> Hyperlauncher*
Electric Shockwave's damage is pretty good, and has a similar AoE to Hyperlauncher. Its hitstun helps buy time to get through Hyperlauncher's precast for massive damage.
The rest of her arts are very blah.
Note: I didn't take Ashton and therefor did not have Super Holograph.
1: Forcefield -> Forcefield
Incredible damage in an AoE on any target from any range. Decent break damage, too. Can just sit there and spam it from safety.
2: Forcefield -> Robbie's Superbeam*
Highest damage combo, but with some risk. Forcefield helps buy time to complete Robbie's Superbeam's precast. Can be annoying to play manually, because Forcefield won't reposition you and you may shoot Robbie's Superbeam at nothing.
3: Frankenrobbie -> Frankenrobbie*
Massive break damage and actually good damage as well. Still more damage than most of her other arts, even the HP Damage ones.
1: Spiral Lash -> Dimensional Whip
Very good melee AoE combo for the early to mid game. Rounds them up then stabs them in the air. Very satisfying to watch.
2: Thousand Tails -> Thousand Tails*
One of the strongest break damage arts in the game. Still does okay damage, too.
3: Bed of Roses -> Bed of Roses
High damage AoE to any target from anywhere on the field. Kind of like Precis' Forcefield.
4: Sonic Whip -> Bed of Roses*
Massive damage from Sonic Whip while canceling its aftercast into Bed of Roses for even more damage around the primary target. Useable from any range, and Bed of Roses will switch targets if the current one dies in the middle of its hits (which is often).
The rest of his arts are blah. Maybe Sandstorm has some use, but I never found any if it did.
1: Slappity Slap -> Slappity Slap*
Highest damage art in the game by a huge amount, roughly twice that of Claude's Meteor Palm with an even shorter cast animation (same total animation time, though).
2: Rapid Flick -> Rapid Flick
One of the strongest break damage arts in the game. Basically the break version of Slappity Slap, but feels is slightly slower.
3: Mithril Fist -> Mithril Fist
Requires Precis to learn. The equivalent of a caster using their strongest field-wide spell. Even has a precast roughly equal to a cast time. Frequently locks an enemy into hitstun for a full second. Great damage, great CC.
Literally every other art she has is 100% worthless.
1: Burning Cards -> Burning Cards*
Amazing break damage if used at point-blank range. Like a break damage shotgun to the face. Still good break damage if only 2-3 cards hit the primary target.
2: 100,000 Volts -> 100,000 Volts*
The HP damage version of Burning Cards. Massive damage at point-blank range, and good AoE spread further out for good splash damage.
you should make a faq out of your findings, so it does not get buried!
Wow, this is some great info. Highly suggest making a guide out of this.
Ring of Lightspeed and Aeterna or that one accessory that causes you to shoot out stars when you attack just like Aeterna does is amazing. In prior versions of the game, it was the best way to build Claude, since hit count was king as damage was capped at 9999 per hit, and because you had a massive chance to daze anything you were attacking permanently until it died. That was even the easiest way to kill most of the postgame superbosses.
I want to, and I might. I just have so many games I want to play right now that I'm not sure I'll have the attention span for it. I'd need to time everything again so I can get reasonably accurate data.