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some context: bosses in the late game tend to have at least 5 turns to act with. when they get low, they will shout and give themselves at least 3 turns. if they get a full turn where they aren't debuffed or if you don't have defenses at the ready, you'll be lucky if you don't lose immediately.
just did a run at the first phase of the final boss on hard mode with the most late game version of this tycoon comp that i had on hand. everybody is a level 20 tycoon with:
heat up
discipline
front boost
short range boost
everybody is in the front row. the MC has the abacus that triples his damage and cost as well as the accessory that doubles your crit damage, everybody else has the best abacus i have on hand without specifically going out of my way to steal grind. i used strohl, hulkenberg, and the last party member which is also phys focused.
the damage i did was: 5.7k*2 with the main character, 1k*2 with strohl, 1k*2 with 4th character, 800*2 with hulkenberg. all crits. so all in all, about 17k damage. this is about a third of the boss's health.
here's the damage i do with my usual build with the MC's royal archetype with almighty boost, arcane unity, heat up, and attack lore. everybody else also has front boost buffing him. everybody has the accessory that reduces synthesis turn cost.
after a turn of buffing and debuffing, he hits for 12.5k almighty, no crit. nobody else is attacking turn one. after the boss does his stuff and cleanses all the buffs/debuffs, he's hitting consistently for 8k.
so, the four merchants do much more damage. but here's what i'm giving up in exchange:
-3 atk, -3 def, -1 agi on the enemy
+2 atk and def (+3 attack on MC), +1 evade on the whole team (+3 evade on evader)
resist all on MC
teamwide physical charge
teamwide invulnerability for one hit
instantly ending the enemy's round on an evade from my evader
the boss using turns to cleanse his debuffs or my buffs.
the tycoon team had to scramble to revive and heal after the first turn, assuming i didn't just die. the usual team i ran had three members take 100 damage and they could go for another full round of buff/debuffing.
the tycoon team has a problem with surviving, and also has really ♥♥♥♥♥♥ synthesis options. it's also super reliant on getting extra turns from crits, so any turn you use buffing or debuffing is another turn the damage gap shrinks. and you still don't have a reliable way to deal with bosses when they give themselves 8 turns for fun.
of course, you could always just sublime spoonful spam, but any comp can do that and win so i don't really think it counts.
don't do 4 tycoons, if you're full strength and are relying solely the slot machine its a weak almighty phys. Swap to the Heavy one by having at least 1 Zerker. I went Zerker support and null most things with evasion tycoon Heismay. In some megaten games, Luck ends up affecting the proc of evasion, so agility and luck makes heismay next to impossible to hit lol. Then Bas and MC as full damage tycoons.
18k damage is what i did with the MC alone, and then with another PT member did 6-8k so in total about 26k per turn, this doesnt include the ultimate food buff which can prolong that damage further.
With a vast job system, you're not exactly rewarded for variability in your team's comp either. Sure you could go crazy with a classic setup of a dps, healer, tank, buffer, etc. but with the turn battle system, and like any other SMT game that gives you an additional turn for hitting weaknesses or critting, you're best option is offense. Basically creating as much alpha-strikes as possible from turn 1 to chain the most moves from your party. Outside of rare situations, this strat carries pretty hard and the next tier carries you to endgame easily.
I kinda anticipated Atlus wouldn't go too hard with this game's difficulty, with it being a new name and all and trying to appeal to a wider audience. I enjoy min-maxing, but I agree it should be earned.
tycoon and prince are both far from the strongest in the game lmao
Clicking some idiots profile 1 time after he's ♥♥♥♥ talking = Stalking
Grow up idiot.
That's because you're playing your Tycoon team like a madman. It's like you intentionally set up your Tycoon team to fail despite understanding that buffs and debuffs are important when it comes to your other team.
Don't split your damage around. Use your inherited skill slots and put some actually good defensive skills on Tycoons doing buff and debuff duty, like Shadow Dwellers, Ironclad Bond and Unyielding Blood - Front Boost doesn't seem to stack anyway. Dodger's Ring also exists and is available at every single Magic Store in every city, so it's hardly a rare item and a humble merchant can delete every turn just as good (or even better, because Shadow Dwellers) than a Royal Thief.
This way your main Tycoon hits the Final Boss on Hard with a 40k Crit instead of you having to worry about things like whether a Tycoon team is actually 'super reliant on getting extra turns from crits', whether front boost actually stacks or whether the damage gap will shrink because you have people debuffing and buffing. It's not. It doesn't. It won't.
https://imgur.com/a/avg7EX6
All the dragons got 1st turned with a team of tycoons.
Same offensive setup with both, except swapping Long Range Boost and the crit damage accessory for Arcane Unity and the synth reduction accessory and using an additional crit buff for Golden Soldier:
https://imgur.com/a/8JHPuRo
Gold Rush is hitting for more than 50% more damage against the test enemy, is critting 100% reliably without buffs, and deals full damage from the back row. I guess the AoE makes dungeon battles faster, but it seems much worse for bosses. It would be better before the crit accessory, and would hit harder if Golden Soldier was using the crit accessory, but not enough to make up for using two actions and its unreliable crits.
Another option is to make Junah a Warlord, and use the Kongming's signal (boosts almighty damage) and spam megidola for trash fights. You might need to finish some stronger mobs off with gold rush. You could always swap a full team of tycoons back in for the boss.
Front Boost does not stack, I tested it. You only need front boost on one character.
Sense of Kinship from Berserker is another +10% attack boost that stacks in effectiveness with multiples of the same archtype.
Revenge Seeker from Destroyer buffs your damage at lower HP. If you really wanted to do absolute maximum possible damage with gold rush, you'd use this passive and be a 1hp. Maybe the NG+ boss on hard mode justifies doing this?
(MC & Basilio) - Both have fortune god's abacus, MC has the gambler's manual.
Diligent Discipline
Heat up
Sense of Kinship
Short Range Boost / Revenge seeker
Heismay (buffer) - has the dodger ring
Third Eye - for evasion
Shadow Dwellers - for evasion
Front Boost
Formation of Vigor
Junah (Debuffer/trash clearer/item stealer) - Prowler's Pipe (for higher steal rate)
Vidyartha - 2 ranks defense debuff
Steal
Magic Boost
Megidola
The turn order is: Heismay - Junah - MC - Basilio. Buff/debuff/attack/attack - same as you'd do in a game like SMTV.
Heismay with evasion passives & gear is practically untouchable, and with the dodger ring, the enemy rips all their turn icons if they use a single aoe. This also covers your ass if you get ambushed by accident in a dungeon (it's annoying).
Passives like Diligent Discipline, Heat up, Sense of Kinship don't need to be stacked on every character to get full benefit. Just having full tycoons in your group is enough to get the full benefit on your 2 attackers.
But I think it should just not exist at all, personally. Most of the rest of the damage bonuses in the game are relatively conservative, at around 10-20% while also having conditions or being specific to a certain damage type. 40% skill damage + 40% attack across the board with no actual downside is way out of line with everything else even before you get to how absurd the 2x and 3x damage multipliers from gear is.