Metaphor: ReFantazio

Metaphor: ReFantazio

Statistieken weergeven:
Physical VS Magical (Spoilers)
What type is stronger?

Low, Mid , End and Post(if there's post game or extras) game.

I trying ta think on which side to choose, when i get the Main game in November or December.
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16-30 van 32 reacties weergegeven
Physical can crit, magical cannot
Magic is better for 80% of the game because the magic classes get stronger moves far earlier and far more consistently - for example Magic Seeker gets Cyclone, a heavy move, when physical classes are still on medium, and Soul Hacker gets Emerald Vortex, an extreme AOE move that IGNORES RESISTANCES when most melee classes cap out at heavy damage.

However, when you get to endgame and unlock Royal classes, the melee party members become obscene.
Origineel geplaatst door Fine and Dandy:
Magic is better for 80% of the game because the magic classes get stronger moves far earlier and far more consistently - for example Magic Seeker gets Cyclone, a heavy move, when physical classes are still on medium, and Soul Hacker gets Emerald Vortex, an extreme AOE move that IGNORES RESISTANCES when most melee classes cap out at heavy damage.

However, when you get to endgame and unlock Royal classes, the melee party members become obscene.
All of this.

Magic is great for most of the game due to hitting weaknesses, easier access to multi-target abilities, the Seeker line getting spells 1 tier ahead of "schedule", etc.

Physical is good too and you get more physical classes earlier, a few standout combinations like Merchant + Investor's Abacus dominate a portion of the game that you get them, Gunner gets access to a single target Heavy attack, etc.

But when you're able to reliably crit, get access to broken accessories and buffs etc and stronger Almighty physicals outside of Merchant then physicals do dominate the endgame.
Laatst bewerkt door HarkeN; 18 okt 2024 om 14:50
Thanks for the info.
Origineel geplaatst door RYURYUNEKO:
What type is stronger?

Low, Mid , End and Post(if there's post game or extras) game.

I trying ta think on which side to choose, when i get the Main game in November or December.

Early - Magic, Midgame - Physical (only merchants), late - magic (elemental master synthesis does ridiculous damage for whatever reason, up to 40k on regicide)

problem with magic is, it becomes rly rly good once u get devil summoner and op once u get tier 3 mage but thats late sadly

problem with phys outside of merchants is that crit is nonexistent on normal skills (that don't say high crit chance) even with 20% crit passive, double crit passive and 99 luck.
Laatst bewerkt door Unforgiven; 22 okt 2024 om 12:25
Physical is the strongest due to Critical hits and a Coliseum reward for Gold 1 making your criticals do double damage. Combine it with Almighty Boost, Revenge Seeker, the Brawler tree skill that boosts Crit Rate when you've got low HP and Critical Trade(doubles CRIT chance). Manage to give the enemy Def-3 and your attacker Atk+3 and Charge then either use Gold Rush. Say hello to breaking the 9,999 damage barrier.
Origineel geplaatst door Unforgiven:
Origineel geplaatst door RYURYUNEKO:
What type is stronger?

Low, Mid , End and Post(if there's post game or extras) game.

I trying ta think on which side to choose, when i get the Main game in November or December.

Early - Magic, Midgame - Physical (only merchants), late - magic (elemental master synthesis does ridiculous damage for whatever reason, up to 40k on regicide)

problem with magic is, it becomes rly rly good once u get devil summoner and op once u get tier 3 mage but thats late sadly

problem with phys outside of merchants is that crit is nonexistent on normal skills (that don't say high crit chance) even with 20% crit passive, double crit passive and 99 luck.

if you’re talking about the synthesis that costs three turns, that still leaves it outdamaged on a turn by turn basis by a double tycoon, royal dancer, berserker team assuming everybody’s running utilitarian’s manual. dancer giving a teamwide phys charge and not mag means a magic dps has to use a turn charging themselves.
Origineel geplaatst door Klinestife:
Origineel geplaatst door Unforgiven:

Early - Magic, Midgame - Physical (only merchants), late - magic (elemental master synthesis does ridiculous damage for whatever reason, up to 40k on regicide)

problem with magic is, it becomes rly rly good once u get devil summoner and op once u get tier 3 mage but thats late sadly

problem with phys outside of merchants is that crit is nonexistent on normal skills (that don't say high crit chance) even with 20% crit passive, double crit passive and 99 luck.

if you’re talking about the synthesis that costs three turns, that still leaves it outdamaged on a turn by turn basis by a double tycoon, royal dancer, berserker team assuming everybody’s running utilitarian’s manual. dancer giving a teamwide phys charge and not mag means a magic dps has to use a turn charging themselves.

The 3 turn synthesis does 0 dmg, Meteophor and the lightning bolt one deal ridiculous damage with inheritance and the synth dmg amulet and 4 mages, ye show me how you're doing 40k with that on regicide, on hard thats pretty easy (i still don't know how tycoon can hit 40k to dragons)
Also regarding the charge, your mage goes first, uses charge, you skip 1 mages turn and put weakness with dance, skip with next mage and your main mage still has 2 turns left for synthesis in the same turn and you can do this every turn.
But it's not needed because 40k one shots every dragon and elegy on regicide, only thing it doesn't 1 shot is destroyer and redscale, destroyer dies start of the next turn and redscale dies in 4 turns (because redscale has more hp and takes a lot less dmg)
Laatst bewerkt door Unforgiven; 22 okt 2024 om 12:46
Early game magic, late game strength.
strength is superior in every way since merchant class is busted and the late game royal class works better with it. not to mention the elite archetypes you really want as a magic user only unluckes in the last month of the game
Origineel geplaatst door ez game ez life:
strength is superior in every way since merchant class is busted and the late game royal class works better with it. not to mention the elite archetypes you really want as a magic user only unluckes in the last month of the game

Wrong and this shows you've tested nothing in the game. Even mid game it's already stronger than str with summoner
magic is strong because that's the only way you get extra half turn, but mid and late game you need everything, buff, debuff, turn increase, magic and of course extreme strength
Origineel geplaatst door Unforgiven:
Origineel geplaatst door ez game ez life:
strength is superior in every way since merchant class is busted and the late game royal class works better with it. not to mention the elite archetypes you really want as a magic user only unluckes in the last month of the game

Wrong and this shows you've tested nothing in the game. Even mid game it's already stronger than str with summoner
cringe
Origineel geplaatst door Unforgiven:
Origineel geplaatst door ez game ez life:
strength is superior in every way since merchant class is busted and the late game royal class works better with it. not to mention the elite archetypes you really want as a magic user only unluckes in the last month of the game

Wrong and this shows you've tested nothing in the game. Even mid game it's already stronger than str with summoner
I've *never* had the Summoner OR Devil Summoner hit an enemy for 17k damage before even on a weakness. The issue is getting the crits to actually trigger, which you'd think would be easy with 99 Luck but apparently not?
Magic of course.
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Geplaatst op: 17 okt 2024 om 18:50
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