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The trade-off for Merchant is it spends gold to use its skills, but it also generates gold, so its a self-feeding loop.
Congratulations, you have nailed the balance issue, and its not a complexity one.
i dont think its too much game breaking , not when you have access to infinite mana/money/hp, the only time ive relied on almighty skills on smt/persona games is when bosses do not have elemental weakness , even with that i just usually default to physical skill
It is for the following reason:
There are equivalents to the Phys version of what I'm doing for Magic.
But to do the Magic Version, you still require to have access to the element the enemy is weak against.
Even if you take Wizard, and you give it Hamaon, Mudoon and Cycle, you will still run into enemies where there's just no elemental weakness, at which point stacking your team's archetypes together to get these damage multipliers is a lot less effective.
Additionally, every spell cast you do is 10 MP. You will need to either have buffs running to regen MP with Wizard, or kill 10 enemies in the overworld for every spell you cast in battle to get your mana back.
With Merchant, your damage is static across all enemies. Always reliably higher than is comfortable. Always able to give you extra press turns.
As the game advances, the efficiency only increases, because at the start killing an enemy in the overworld will give you 250 Gold (half the cost of 1 almighty use, still better efficiency than 4 enemies per 1 spell for Mage), but will be at around 490 gold per kill by the second dungeon.
You also have to consider why you use Phys over Almighty in other Atlus games.
Usually the almighty skill costs more MP to use.
Here the almighty skill costs gold, which you can always earn more of in the current dungeon.
This is why I say "I've solved the game before the first dungeon".
This combo will beat every encounter in the game until you eventually need to swap merchant with Tycoon to do it again but with even higher damage multipliers.
Deduct 10% damage and 5% crit chance from the calculation, and you can get merchant before doing the cathedral.
You did read me saying "Real Story Dungeon" in the post I made right?
You wouldn't have bad reading comprehension would you?
But from what I heard you can only get the 4th companion in the 2nd town, early game Grand Trad you only have the Protag, Strohl and Hulkie.
That's all you need. You just need Rank 2 Wisdom to get access to the quest that leads to Merchant Unlock. You can easily achieve this in the first 3 days of time you have for doing the cathedral.
You don't. You just have 10% less damage and 5% less crit chance doing this combination in Grand Trad.
Where are you trying to go with this? This still does more damage than anything else you do at that point against every enemy.
People have been doing 1 day with the Cathedral with a variety of class (I am currently doing 4 days) so I don't think it's a balance issue.
Just keep playing and see how far you go with this all merchant party.
Party composition is a part of skill expression in a RPG.
If the game can be solved by spamming 1 of the same archetype that is a balance problem.
It isn't just merchant you can do this with, I've seen people beat the cathedral boss with 3 Warriors and 1 synthesis skill for a one shot for the same reason since that boss doesn't have phys immunity.
What I'm handing out will just -always work- since it gets press turns regardless of weaknesses and can't be resisted/nullified/repelled.
The press turn system is meant to optimize party composition and exploit weakness to the fullness.
It has nothing to do with skill expression or whatsoever.
Think they could have done this better tbh...
If its intended, the game wouldn't have 25 archetypes when it can be beaten with 1.
SMT has a lot of demons, you are to find the demon compositon that work.