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Physical damage pretty quickly overtakes magic in general in this game because there's no ATS buff and most enemies you'll ever care about aren't vulnerable to ADF Down. Magic is for blasting down groups, and unless a character's base stats are heavily skewed away from ATK they probably aren't casting much against nontrivial targets.
Joshua has flicker, evil eye and dual strike which are all amazing crafts. If I remember correctly, dual strike can poison enemies in this game.
Honestly, it is all up to preference with Joshua. You can make him a red mage who is above average at anything, you can make him a pure mage, or you can make him a pure physical attacker. Personally, I prefer the physical attacker.
But yeah, sending Joshua to go Dual Strike people is a bad idea when the question about enemy offense is often whether they kill him in one hit or two, and S craft spam isn't really viable without CP regen gear that Kevin NEEDS to have late-game. Mage Joshua can still delay people exactly the same when they aren't immune, and physical Joshua still hits for very unimpressive numbers with his delay crafts, so not a ton of difference there. There are situations where Dual Strike is good--getting an enemy to focus one character reliably by being in their face can be useful--but they're generally situations where you have already reached a state where you really can't lose the fight anymore.
On Normal, you can go either way. He's pretty strong in multi-enemy fights if you're able to take CP passive regen gear off of Kevin and put it on him so he can spam his S craft, and his Dual Strike DPS is much better when enemies aren't so stacked on defense.
Right so correct me if I'm wrong, but mages do take one turn to set up spell, and is then able to execute it the next turn. What orbs can I give to improve that? His especially high CP confuses me with most people when they say they give Joshua physical attacker properties.
Cast is the kind of quartz which lowers casting time. Action is a general speed-up. Clock Up (EX) is a buff which speeds characters up so their next turn comes sooner.
Eh. Magic is useful against trash (and trash is nontrivial enough to genuinely care), but phys still overtakes magic pretty hard in boss fights -- not as hard as it did in SC, but still pretty hard.
ATK is buffable and ATS isn't. Orbal Down can debuff ADF, but most things you care about are immune. By endgame you're swinging around roughly the same upper bound of ATK and ATS values from accessories/quartz, but ATK gets another +25% from a stat spell. Remember, damage formula is linear. Every point of ATK turns into 3 flat increase no matter how it happened.
And Chain Crafts are stupid strong because you're effectively taking your turn and donating it to someone else at the same time, and getting a raw damage multiplier for later position in the chain with very little downside. If you have Josh take his turn, chain someone into him, chain someone else into both, and if defenses are healthy chain the 4th person into the whole party, Josh starts quadruple-dipping that higher stat with increasing raw multipliers and will do several times what an S-break would have with the same 100-ish CP.
Mind you, this is the hybrid damage guy. More dedicated phys characters like Agate, Zin, or Anelace (a little less so for a certain other broken phys because his brokenness is just being obscenely fast) see the same thing but are just more ridiculous, and then you gear Joshua for phys anyway because he chains his faster turns into them so they effectively ignore their actual turn speed.