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A 33 Diadra can 2 shot my back row and confuse my front row with 2 actions a round (yes they all have 12+ vit back row and 15+ vit front with front row at D to C grade gears and about 4 uniques). A 35 gold knight can pretty much destroy my front row with 215+ health, my knight is at 330 and taking 172 per hit each round, not to mention other level 29 trash in the back row nuking my back row. Yes my party is level 11-13 and outgeared Gallius's shop. With less than 50% hit rate on trash and only 30 morale, even if I nullify damage every round that does not aid when all my morale ran out.
No I don't mean you need to grind for the skills or points when level up, but the discrepancy for hit and avoid between 20+ level gap, how do you add up with divinity skills?
Can you give me more information? What's your team, your divinities etc. You mentioned something about "less than 50% hit rate on trash" who do you use to kill trash? You also said that you have 15 luck. Did you felt like you have to level luck up in a character, is it coming from gear?
My team combination is as below:
Front row:
13 knight 330 health
4 Fighter/11 Cleric 249 health
3 Fighter/11 Wizard 215 health
Back row:
6 Dancer/11 Samurai 296 health
12 Ranger 159 health
11 Dancer 161 health
With dual wield my samurai can do 250~ on a level 20 trash and 110~ on a level 30 trash. When using +10 long katana (2hander) she can do 180~ on level 20 trash and 80~ on level 30 trash.
With +9 long bow my ranger can do 180~ on level 20 trash (w/ penetration), couldn't try it on level 30 mobs cause she gets 1 shot first round very often. Their hit rate against level 30 bosses are often less than 50% even with 28 hit for the samurai and 25 hit for the ranger.
I pumped my luck up because I got 20 points on my main character and hope for easier silver chests encounters in ambush. My main knight is str 14 int 9 pre 9 agi 19 vit 19 luc 15, with a +2 luck ring
Do you think I need to reroll some of my party?
Okay. I'll give you my 2 cents but maybe someone else want to add.
Your front row looks like a mess. If you changed your cleric and wizard at level 11 you did it early. If you changed your fighters at level 4 and 3 into cleric and wizard you did it way too early. Best case scenario is to roll into your secondary class when you are level 13, when you get an extra skill slot, unless you don't care about the slot.
Your Samurai should at least have 20-21 agility, even in the back row. Rangers in general are doing mediocre damage compared to your main dps (wizard, ninja, samurai) so I'd focus him/her into a debuff role. Rangers get the only -hit/-avoid skill in the game (the other one is a Divinity), slot her some special weapons with debuffs (poison, confusion) and have her spam debuff either your main target or the most lethal physical damage dealer. Your cleric should keep the group healed and when they're full he should be buffing or defending (a dead cleric is a bad cleric) Buffs like avoid, hit, multi-avoid etc.
Your squad seriously lacks GOOD damage, because it lacks focus. You could stack avoid buffs to your Samurai and have him carnage front your main target (who should also be debuffed from ranger), but that's assuming that your target is capable of counter-attacking.
Your 19 LUC on the main character means that you placed 10 points in luck (since humans start with 9 on all stats), which I find downright wrong. You can still recalibrate your party to beat the boss, but I don't know if you can reroll the stats of the main character with an item, because those points would be better off to basically a stat that gives direct results during battle, unless your plan is to make him a ranger or something.
Also check your divinities in the English wiki, they might do something you didn't considered that they do or is vaguely worded in-game.
It makes sense that gear matters more than levels, once you realize that the devs expect you to have moderately low level party for the most part of the game, due to deaths and the multiclass mechanic.
Still, people really don't have to get THAT lucky (grats on that axe!). Half of my group still lacks helmets and their accessories are just random.
Well, to tell you the truth my front row has far more survivability than my back row, and my 22 agi samurai had almost never got hit. It's almost always 1/2 shot on my ranger and dancer, or 1 shot my knight when I pulled up iron defense. I also found no skills on the fighter beyond level 3 that would facilitate my cleric and wizard, and I am equipping them with at most 2 skills. With m armor and h armor skills they could tank damage about 80% as close as my knight without knight skills. Meaning they are taking 1 dmg or 20 dmg top from 33- trash or boss, but when the enemies hit 35, things start to go to hell.
I admit the damage output are mostly from my samurai and wizard. My ranger is doing only mediocre damage even with penetration, perhaps I overestimated ranger for this game. In any case, I do plan to reroll some of my party members once my main hit 15 or so so that I won't have to level primary classes too long before changing to secondary. Right now I have a ninja and a wizard brewing in the Base at level 6 now, not sure what to do with them actually.
I agree with that, I guess I'm still need to gear up more, but that lineage type has been tailing me where ever I go. I swear I said nothing about his mother.
I went with both before knowing Carnage Front in action, but I was thinking something like "Ninja is single target, Samurai is AoE, Wizard is for anything weak to magic". The ranger doesn't feel like a dps class (yet), so I made him the avoid/hit debuffer for now.
What you lack isn't gear, it's a proper team setup. You multiclassed some of the pillars of any group (cleric, wizard) for no reason at all, you invested 10 points in LUC for your main character. Ditch dancer, put a ninja, bring a caster to the back. Or go 2 samurai carnage front everything idk. But ninja seems too good, especially once they get their seal, which presumably can even seal bosses (haven't got it yet).
Tip:
-> instead of smoke bomb, take a magic wand or two along (you get them for free from the starting characters) and use that (as an item) instead of the smoke bomb to escape. It cannot fail, but the wand can get cursed (if so head back to the city for automatic de-cursing).
Question:
-> What's the difference between X Charge 1 and Charge divinities? The words are.. a bit confusing.. I understand Charge (Alm's one) negates enemy defense.. but sometimes it's worded as 'all out attack at the expense of defense', causing me to think maybe your party loses defense after the attack.
X Charge 1 (Marilith's one) does damage and increases your avoid chance.. but.. in both cases, do all party members attack? Just your main? If someone can explain these in detail I'd be very grateful!
@TinyHowie: I'll be blunt, that party of yours is a confused fustercluck which will get slaughtered later on, you have no proper casters, very little dps and have screwed up your first class changes.
Take a proper healer, stick them on the back line and give them a few multiclasses that synergise with their role. Dancer and samurai make poor main classes, they get their most useful skills early and bring nothing special to the table later. Ninja is hands down the strongest melee dps, take at least one. Never change class before level 13, that's when you get the extra skill slot to actually take advantage of said class change.
I would advise starting over, this time think about each position in your party, give them a role and have them stick to and excel at it. Use the wiki (sosc.wikia.com) to take a look through the various skills and classes, that way you can plan your changes in advance.
Stat-wise agility is pretty much king. I believe it raises initiative, accuracy and evasion. High agility and at least decent vitality should be on all your front row, less important for the back.
You need HP to survive and I suggest a base vit of 12-15 for your main characters and atleast 25 agi for the dual wielders. The 25 agi makes it so that your secondary will do the same damage as when it would be in your main hand.
For absolute beginners at this game I suggest getting 2 samurai and a Ninja to start out with. Samurai learns Slash which hits all foes in the first row, but at lvl13 they learn Slash 2. Which is really useful for a long time. Ninja learns hide/assassination and assassins dagger. Thats nearly 100% crit. For the second job I'll always suggest Dancer. At lvl6 you'll learn a skill that makes your row unimportant. You'll have infinite range. Atleast level every class to 13 though.
I personally started with:
Samurai
Knight
Ninja
Cleric
Wizard
Ranger