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
I had my best success with an Archer, Brawler, Mage & General. I grinded pretty hard in the first floor until my Mage started getting stronger. The meta is slash, pierce, blunt & magic. Never use magic against magic users, & even if you think you can win the second battle (whenever prompted) but your health is a little low, run away and find someplace to recover. It sucks to be grinding for a character so long just to have em be taken out by two butchers.
Don't know if anyone else is posting findings on damage mechanics. It seems that enemy HP is a suggestion. Your attacks generally have a hidden lethality factor, and these are influenced by a number of things. Generally, your raw stats, skill rank, and resistance of the enemy should be the most obvious, but I also found that there's a huge variance if you do not focus-fire. On rounds where you have someone defend and others attack, the rate for lethality seems to diminish to a noticeable degree, even against enemies that no longer pose a threat. That said, when mastered, skills can overcome this limitation and multi-hit skills start to scale fast when it comes reliably killing 1+ enemies in a turn. Then there are the final skills, which can wipe out 10 or more stacks of enemies in a go, regardless of your team focus-firing or not. It's a weird but satisfying feature to what would normally be a slog ala Bard's Tale 99 barbarians lol. Of course, I'm not looking at the code as I type this. For all I know there is no lethality mechanic and there's something else at play, but this is what I'm experiencing atm.
This is the same way the enemies attack your group (and did in the Jam version as well).
Overall, the effect of the change to your characters' targeting is to make combat more dangerous for the player, because more enemies remain alive and able to attack your characters for more rounds.
Possibly it worked the same way in the Jam version and I'm just imagining this. ^ _^
In the jam version, the attacks were focused on the last member of the monster group, while in this version, the attacks hit a random member of the monster group. In both versions, the damage would spread to other members of the group if the initial target got killed.
This makes battles a bit more dangerous and unpredictable when they start, but once monsters start going down, they'll go down fast, and with stronger attacks, you can start killing multiple weaker or dying enemies with a single hit.
As for the damage formula, it was changed quite a bit from the jam version. In the jam version, the formula was simplistic and quite unbalanced, while here it's way more complex, as it requires the player to not only grow the party's stats but also learn and develop skills, as their efficiency increases with skill tier. Some skills have a hidden ability to cause instant death, but they are very rare and limited to Master skills (slot 8).
But now that I have even bigger stats, and have beefier enemies to contend with, I am seeing the pattern stated by Yomigael.
Has anyone had success with Priests? I've yet to field one (Haven't seen one yet to recruit) but I'm starting to like the idea of a mid-battle recovery character. I'm assuming Priest cannot heal outside of battle, though, which is a bummer.
Healing is not guaranteed. Any class that can learn Light spells can conceivably learn a healing skill. My priest never learned one, but my Valkyrie did. Healing range is massive. It goes from 1 HP to something scaling with your Intelligence, based on Rank. Rank 1 you're stuck with healing in the range of 1-15 HP lol. It's hilariously bad early. You have to grind your attack skills first, that way it's safe enough to spam heal for rank increase. The best way to preserve HP is to know your status ailments and inflict the same kind so you don't override them. It's pretty sad to override a Paralysis with a Stun, afterall.
As for my priest's functionality, he learned Quicksand and Bloodlust. Just those two spells alone are worth a slot on the team. Every other skill could have been Stunner for all I care. That said, the other skills are fine, and cover damage types as needed. Still, nothing beats Quicksand and Bloodlust for long ambush cycles.
Those three are, so far, very hard to kill. Excecutioner even has Glare. Very nice to have and cheap, too. Especially against big groups.
My fourth member, so far, has little luck, though. My mages die too fast. Tried an Archer, but she didn't make it past the first basement floor. I'm currently running a Valkyrie for some magic attacks.