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For instance, im a fan of using PC ultimate grind and i tend to do a lot of Cachexia strats for bosses. I use Zolean as a hexer in my Mystic Arts union and even without him being a Union leader and sometimes not even using an art, I can learn Cachexia on him at around the 5200-5800 Chain mark. If you have the time and patience the process takes about 8 hours of grinding. Just turn on netflix or tunes and half consciously play out the fights.
Even with that chain bonus, this is going to kill your Stats/BR gain ratio pretty quickly, if you do this against regular, multi-union mobs.
There are way better ways to improve your stats or your skills. The easiest are:
- For stats: PC Ultimate Grind, as has been proposed above, is the simplest procedure available. This has to be done at a BR below ~20 to be effective, usually at 15 active party members, therefore Zolean probably can't be involved yet. A chain count of 1000-1500 usually is more than enough and can be done in like 2 hours.
- For skills: Bai Ze grinding (for the first half of the game). That's the best place to raise Hexes skills of your Specialist. Later there are better targets available for grinding both skills and stats.
Which is part of the goal of the method. The art levels (damage and speed boost) and starting morale (damage and defense boost) outpace the balance that BR scaling on the game's part intends to create. This method is essentially to grind past the point it would be bad to grind, which is a large time commitment. Additionally, it's not like there will be no stat increases. It's just not efficient like a much more careful approach is.
You have to nerf the damage output of your units, either by formations or by not upgrading weapons, in order to increase the number of arts being used per enemy union defeated.
Also, switch off all fully developed arts (Tier V) for training. Only use undeveloped ones.
Then I fail to see 'the goal of this method'.
Constantly fighting short battles against multi-union mobs will wreck your BR pretty fast, without much to show for, even after having reached the chain bonus.
One single battle against Bai Ze will usually result in 5-15 turns of using arts for every member of the active party for only 1/20 of a BR.
One battle against 3 mobs linked will take like ~2 turns, but results in a BR increase of 1/4...1/3.
Even the 2x chain bonus after 370 will not make this a viable method; it's average at best or worse.
To me 'cleaning room' or endlessly killing respawning mobs seems like one of the worst things you can do to the development of the units and has been the recipe of many of the failed runs I know of.
What you want however are long battles with as little BR increase as possible.
Or - if you want to raise stats quickly - linking huge numbers of mobs and defeating them in as few turns as possible, as in the PC Ultimate Grind.
I've beaten the game at least 10 times like this, and I personally like it because it can be done from the start of the game (where new game plus notably unlocks most categories for Rush at that point). Additionally, it doesn't force a playthrough to choose to abuse an oversight on the game developers' part versus actually doing quests (of which Glenys and the Kosmofest have follow-up quests) and preventing you from hiring a specific unit (Glenys) and going through their loyalty messages.
While we're on the subject, why would the game's design even bother to respawn enemies after 5 minutes? I think it's obviously for chain count, which perhaps this method is an intended method that the game might be partially balanced around. I don't think the game was balanced around intentionally canceling a quest to take advantage of the fail-safe mechanism to complete that quest. There are practically no downsides to that if no value is assigned to completing the quests when they show up (which is part of the game's rolling exploration feature), so of course everything falls short of that.
And the point, just like grinding bugs or a high BR rare monster, is to get all the extra damage and survivability as you can out of your units. Those things have limits in a union, though. Grinding those bugs puts you reaching those limits way later than this method and at the cost of actually playing the game's quests all the way through (if you come to depend on what situations can be abused in them).
And the caveat I prefaced the suggestion with was only if something like a trainer was wanted without actually using a trainer. I said that because this method (1) makes the game easy like using a trainer and (2) can be done at any time on any map like using a trainer. However, unlike a trainer, it takes a long time.
Still, this will not change the math regarding the (in)efficiency of that method.
It's simply not worth it IMHO. There are better and more interesting things you can with your playtime.
Probably because without respawning, that place would be an empty desert after being cleaned.
It seems to me that the game was intended to not make ANY kind of grinding feasible. That's why the BR system turned out as it is now. Still the devs may have overlooked something or intentionally left open, which can be kind of exploited.
But I don't think that your method was inside the scope of the devs either.
People usually get more creative than the devs expect.
And you don't have to forfeit any quest:
- For Wisdom's Echo, you grind it once up to 1000-1500 chains, at 15 active members, then finish the quest. There's no point in coming back, since its efficiency will tank above BR 20.
- Bai Ze can be spawned easily after its quest has been finished too. The time to repeadedly reenter Crookfen until he shows up, on average, is about the same as starting the quest over then walk through Crookfen twice.
BTW, personally I use neither of these grinds anymore; but still recommend them to newer players for their easyness.
without increasing link count -> which is linked to stat increases.
But linking 7 or more critters changes the math significantly. Then you can fulfill the 'union count minus turn count' >= 9 criteria for maximum BR gain reduction.
This changes everything and that method becomes very effective.
Here's an example video I put up some time ago to show how this can be done in any place where you're able to link this many creatures:
http://steamcommunity.com/sharedfiles/filedetails/?id=533669423
The best source for understanding that math is the following page:
http://lastremnant.wikia.com/wiki/Battle_Rank
Thanks! This in particular is very good to know. I still don't really understand how the skills get "experience" and level up. Is it like if a character casts Bewitch they get a chance to level only Bewitch or does casting Bewitch also help them get experience towards improving Cachexia?
From what you said I assume it is the former but sometimes I notice they level up skills they rarely use so I'm not sure.
The game actually has enough room to neglect (or 'mismanage' if you like) ONE aspect out of three and still is beatable:
1. Well developed arts
2. Well developed stats (you will suffer a bit in this regard)
3. Equipment upgrades
(in the order of importance)
In a nutshell:
To level up skills, you need to use:
- For Combat Arts: Regular attack or any Combat Art
- For Mystic or Item Arts: Any art of the respective type, e.g. spamming the lowest ranked Hexes art will eventually lead to Cachexia, with the caveat that to advance your mystic skills to the next rank, you also need to level one art of the previous rank at least to tier II. For example to get Bewitch you need Dispirit at least at Tier II.
You can look up these ranks for mystic arts here:
http://lastremnant.wikia.com/wiki/Mystic_Arts