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Rapporter et problem med oversettelse
That requires time, experimentation, and has multiple valid combinations. The busted combos that break the game require time, skill inheritance, and are usually story gated.
This is available before the first dungeon and has trivialized everything up to the second main story boss for me.
Like I said in my OP, a boss that I would've killed in 1 round if the game didn't have HP Gates to force a phase 2.
This is a game balance issue. If it is intended, it is bad design, which is what I'm criticizing.
It can be intended, and still be bad, because it means a majority of the archetypes in the game are archetypes you never really need or want to use.
I recently unlocked Faker. All it does is debuffs. I have 40 of each debuff in item form, so why would I ever equip Faker? For Debilitate which costs 3 press turns and requires a specific team comp to even cast? That is so action and composition inneficient I can just get a full 4 press turns of crits, and then throw 3 items to essentially do Debilitate, but still get damage in.
"When given the chance players will optimize the fun out of a game."
I am playing it the same way I play other Atlus RPGs. I'm trying to optimize my skill loadouts.
But this game allows you to optimize by just stacking 4 of the same class in such a way that you will never need to swap anything out until you unlock the evolved version of merchant.
It is not optimized for specific fights.
The OP mentions in the beginning that he still has to go to Akademia to reset the spawns to grind for money to cast the spells in the first place.
I don't think this is the intended or optimized way to play the game since it is based on grinding and costing more times.
You have to do the same thing if you're using MP and get worse rates.
1 Use of Gold Rush = 500 Gold spent.
You get 290 gold from killing enemies as a merchant.
1 Use of Fire Spell = 4 MP spent
You get 1 MP per enemy killed in the overworld.
You will need to kill half as many enemies to get the resources back you spend for using this strategy as you do mana for the other classes.
As you get later in the game and MP costs increase, the ammount of gold per enemy kill only makes merchant more efficient. Since the gold cost is static, and your gold per enemy kill improves with enemy level.
That aside it's possible OP isn't correct over the course of the whole game but obviously nobody's going to know that for sure for a while.
The game gives you like 10 days for the first dungeon, plenty of times. Don't see the point for this optimized strat when you are wasting real time to make it work.
Spending more than 1 day doing a story dungeon = less time spent improving your social stats and developing social links.
but you don't have to do the same thing if you're using mana and spells? i'm 4 story dungeons beaten (plus all optional dungeons complete) in 1 day and have never had to farm mp (haven't 'even touched mage on protagonist)
Depending on how many fights you take, and if you're not using a guide, you do. You will eventually run pretty low on mana and you'll either have to burn consumables or use mage to get your mana back to a decent level to take a boss fight.
He resets the dungeon via Akamedia and spends times to farm money so he can cast spell without running out of resources.
The obvious flaw with this is that well, it costs real actual time instead of just playing normally.