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Other classes are equally as broken. if you do certain cross skill inheritance theres a reason why the provide 1 weakness 1 time and stuff like that exists. Its to set up burst.
Also the food is way more OP if anything the ultimate food gives you infinite turns basically.
Were you using the food that gives a Charge effect to hit over 10k with Merchant at that point? I'm not sure what else could cause that. I had the triple damage abacus, Heat Up and Sense of Kinship with the full bonus, and three levels of the attack buff.
I didn't debuff defense at all, and I could have had maybe 10-15 more strength on my MC if Ieveled that exclusively, but that shouldn't be enough to make that kind of a difference. Or are you talking about the synth skill? I wasn't using that.
I only brought up Heismay to give an accurate depiction of how much the MC's hit did relative to the boss's HP bar. I know he's not a damage character; I brought him in case there was something to steal, there wasn't, so I just hit the boss.
Yes, did you see the post answer where someone used that move to hit a story boss for 40% hp with 1 crit without buffs and debuffs?
It's stat gated, you can have her rank 7 by the 2nd town on ng+ already because your stats are maxed and you will have her rank 8 while ure in 3rd town
Literally any weakness skill can hit for that much on some random story boss with proper inherited skills, it only hits this hard because the guy has 4x merchant with heat up which is 40% bonus dmg, you can have a single mage with +25% magic dmg while having an actual team hit for way more than that on a weakness hit
You heard OP, skip an amazing narrative experience because.
checks notes
It's easy to enjoy the story if you want to break the game.
That boss doesn't have a weakness. You have to set it up, which is more prep turns for a one-time hit. The damage multiplier is the same on crit or weakness hit anyway. Mage can get +25% magic skill damage, but that requires two inheritance slots to get just over half the bonus Merchant is getting with one (EDIT: Mage can not get +25% magic skill damage at that point. Gallica Rank 8 doesn't happen until after that fight, so they're stuck at +10% unless you run multiple mages). I was also getting +40% attack from Sense of Kinship and 3x damage from my abacus, which are not things a mage can replicate in an "actual team".
Again, what do you think an actual team is? I have no problems buffing/debuffing/healing, and incoming damage is insignificant from the back row without affecting my outgoing damage. Multiple bosses have died on the first turn. What is the benefit of an "actual team"?
Looking at videos of other people doing that fight with "actual teams", their damage dealers are hitting for ~600-1000 after several full turns of setup. What are those people missing that will let them deal eight times that damage as you claimed?
I'm sure there are other setups that can deal more damage in a single hit once the endgame stuff comes online, but that isn't the point. 4x Merchant does more than enough damage for the threats that are present in the game, converts all your full turn icons into half icons without needing to worry about weaknesses, while bypassing all resistances and repels so it works against every enemy and boss with no modification. With a build that changes very little from the beginning of the game.
I did have buffs. Gloves that automatically give one level of the strength buff, and Strohl cast the Commander's +2 strength buff the prior action to max it out.
I could have dealt far more damage with the food that gives the entire party the Charge effect (2.5x damage for one hit), but one of the ingredients is only obtainable in limited quantities, so it didn't seem worth it. IMO the distinction between the boss dying in 3-4 actions vs 7 actions is irrelevant. He dies the first turn either way.
It was with 99 STR and 50 Luck with 0 buffs basically and Charge. Charge went the old SMT focus route/persona charge where it appears to be 2x vs the SMTV 1.2 or so. That and on Tycoon I was using the Synth skill with utilitarian charm where all synth skills cost half. this means 4 turn icons into 2 and 2 turn into 1. My MC was a tycoon with Fortune God's, the 10+ luck gloves, all stats + chest, utilitarian with inherited slots Arcane Unity, Heat up, and the 10% attack bonus with charge. Thats also with mastery on Tycoon which is 20% almighty increase. On another note, now that I think about it. I could also tweak Heismay to have the knight skills and with tycoon just max buff him for free turn consumptions. I never really thought about it til now because the wallet was the most powerful weapon but I guess theres even more optimization that can be done.
Then it was 3 tycoons 1 zerk for golden soldier and passive stacking. With merchants i was running 4 with 2 dps 1 dodger, 1 support.
Lastly, broken jobs are no stranger to these games the rapid fire ninja in ff5 was busted af and drawing slice ninja strat in EO3 too. infact drawing slice could drop like 100k in a single turn
I'm not enjoying the story.
The social links are more basic than Persona 3's, at least as far as I played, and persona 3's are atrocious compared to Persona 4 and 5.
The only thing I was enjoying was the art style and some of the boss designs. They look straight up inspired. But that isn't enough to keep me going.
No, I'm going to look at the game say its a "rpg" and expect the mechanics to be better thought out instead of being beatable with just a team of one of the first archetypes you can unlock the moment the game opens up.
All I'm asking is for better power pacing. I don't mind being broken, but let me earn it. This doesn't feel like I earned anything, only that there was developer oversight.