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I don't hold Natural Swing to be must have, as I don't hold any quirks to be must have - it's just a complete no-brainer on pretty much anyone, just like any other dependable and relavant-to-class acc boosting quirk. You can do fine without them, it's just that when you see them you lock that sucker immediately.
I could get deeper into why this is, but wth. Essentially, just about anything that targets enemies uses accuracy, the difference between a miss and a hit is huge, if you've got more acc than you need this just shores you up against debuffs which lower it, and there are always enemies with high dodge to mind. The silly thing about those is that moves which debuff their dodge... also need to connect. And you need accuracy for that.
So yeah, walking into a dungeon with +10/15 extra accuracy on pretty much all your dudes is simply always better than not doing it, or doing pretty much anything else. No one source of accuracy is a must in itself, but there's hardly a better stat to boost in any way you can. And +10/15 on everyone, by whatever means, is as close to anything in this game comes to a "must". You can do without it, sure, but you will not be better off. There's more to it than what I said, but no reason to actually get into any more.
It's always a nice quirk.
I was more referring to the emphasis on grabbing up available bonuses whereever they could be found, rather than just tucking in a sun ring or whatnot (previously +10), in addition to the change from 90 to 95 for the "never miss" hit zone. Speed I also kinda agree with though I put it low on Vestals just because you want them healing at the end of the round.
:D Well thare is that, too :) (I do undervalue that stat, gotta poke my nose into it personally)
It was really good before, too, it's just that Sun Ring was so good that it would rarely be that much of a help.