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I have heard that physical peaks towards end game though
regardless Ive heard really any route you take is really viable as long as your team comp is good.
Or do what I did and spread your points out equally so you can play however you want whenever you want.
Or do whatever you want and make it work.
there's no magic equivalent because it revolves around another party member's ability that gives the whole team a free physical charge, and she doesn't have a magic version.
magic MC is definitely better early-mid game because it has a lot more MP management tools, and easy access to all elements which means reliable press turns. phys weakness enemies are less common than ele enemies so you're pretty much going to just be crit fishing with merchant for your extra turns, which is still consistent enough to get you through the early-mid game.
Gold toss is outright superior to the early mage spells, not only does it simply do more damage, it completely ignores resists and gets a high crit rate too.
Brawler is also quite good early on, their attacks use HP, and HP is an easier resource to keep topped off early on than MP is, so you can splurge away. They got a multi-hit AOE synthesis attack, and a high damage phys-light based single target attack that both use HP, both are great for clearing the catacombs & cathedral.
Magic is only good like at the very start of the game, where you make everyone mages to cast ice on the dragon to pwn it. Not too much longer after that you start getting better classes like merchant and brawler, and a little bit later - sword master which has some good phys-aoes.
Also magic doesnt increase healing, seems STR is best stat overall.
Have you tested that? Synthesis can be physical or magical damage.
agi depends on when you want the protagonist to move in the turn order. en is nice but the protagonist is already naturally tanky in the end game. so i'd say enough agi to secure whatever place in the turn order you want him, then pump luck.
I watched a Youtube video where someone tested it
If that is true that is a horrible game design flaw.
There are magical Synthesis moves for sure.
The issue is that the early ones at least require 2 magic classes - and early characters that join your party generally lean towards Strenght (but can still use magic just fine if needed).