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Having Musse do 150k crits on opening spells was very amusing though, hell, pretty sure by the end of reverie it was closer to 300k.
It's like they want you to use arts here more in Daybreak 2, but it's not in a fun way. You'll be doing far more "Quick Arts" casting in field battles than anything else, especially since they tied high count tiered achievements to that dumb system.
There's Dual Arts here now, so maybe they are big later on, but they sure aren't anything special like Lost Arts. I mean, the combat system in Daybreak 1-2 is just a huge downgrade compared to CS3, 4, Rev. Daybreak 2 is for sure better than Daybreak 1 with its additions, so I'm enjoying it more because of that, but that is not saying much.
The characters just feel weak, even though I know it's a different game, arc and different numbers... It's still like a psychological thing when you got Elaine with her SS Power S-Craft when characters like Laura in Reverie had SS Power normal Craft and 5S S-Craft.
At the very least, the quick arts are pretty useful... it's just a real EP hog using them over and over in field battles.
I remember Musse back in 3 and 4 hitting like a damn truck. 150k+ Crit per Mob with a single Arts.
Here in daybreak 2 it gets even more ridiculious thanks to the 2-Element-Arts.
One Sidequest (cant remember which one) gives you a Water/Mirage, S+, all cancel arts, hitting the whole battlefield.
With the shard skill that gives you EP based on the damage you dealt you have practically infinite EP.
At the End all it takes in a shard battle was one art and it was finished.
It feels like they made sure that you HAVE to go for a caster build in order for your damage art to be useful. That kind of makes sense since they've really opened the possibility of gearing up casters with non caster equipment. But in reverse, it makes Arts feel super weak early on where synergy are very low yet no matter what.
LOTS of boosts/buffs you can gain for art/casters are in % after all.
I got the Arts Driver for that one yesterday, it's in Chapter 3. Shortly after, you get a plugin that has it by default. From a lvl 3 Orbal lock chest if memory serves.
Not sure if the NISA TL covers that, but in the CLE fan TL, deathblow has a higher success % rate the lower the HP of the target is.