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Do your items have any descriptors that might be relevant? Like maybe a bonus based on the items "count," which naturally drops as you use the item?
Are you only testing on one enemy, who might have a resistance boost after getting hit with typed damage?
This is used to limit something, such as Lightning Crystal which can push foes' time card to almost the bottom.
I forget if this only does effect to boss, or to all the monsters.
I mean stuff I can beat and is strong right now has like 4k HP, so my best items dealing 200-300 damage aren't even that OP, especially as not everyone can use them anyway. (only 2 characters can) As it stands, I can basically use them once, and then need to use attacks and skills which don't get nerved. Meaning equipment is way more important than items now, which should really not be the case.
Oh well, even Gust makes some really weird decisions once in a while.
Btw, Lightning Crystal is limited no matter what. The effect with push-back has diminishing results. Damage however normally should not. And it's not really that good in Sophie anyway. Everyone gets one turn per "turn" anyway. When that wasn't the case yet, push-back was WAY more powerful and needed this as otherwise you could delay an enemy forever and have them never get a turn. Worst case for the enemy in Sophie would be having their actions at the end of the turn.
p.s.:
It happens with ALL items regardless of enemy, traits or effects. But seeing how it seems to be a difficulty thing, you may just not play on a high enough one for that to happen.
I thought you were doing the same thing, but getting different damage values in different fights. So I wondered if you had some count attributes at issue. I've never really experimented with those.
But it seems like this is resolved.
Well, for now I'll assume it's only damage, until I see something suspicious.
Well, let's back to the bomb damage. In Atelier Sophie, bomb seems not that powerful because of its low damage. This 'is not wrong. So the conclusion is that effect is more valueable than damage here, such as the pushing effect.
And actually, though bomb damage is not powerful, but can still be enhanced to a nice level.
This is my guide of 'One-Turn-KO DLC Boss'
http://steamcommunity.com/sharedfiles/filedetails/?id=873488096
I adjust everyone's equipment and traits there, so Harol can deal about 4k damage with an Ori Bomb. Compare to others, this damage is low, but enough.
The fact that damage is reduced by repeated use however is something never mentioned anywhere. It's also completely different, as the push-back reduction is (usually) only reduced until the enemy gets a turn, after which it's at full power again. Don't know how it's handled in Sophie though, as enemies get an action per turn anyway.
I'll probably be looking a bit more into this, but so far it seems like this makes usable items bad for damage and someone like Corneria a pretty bad character, as her character is based around using items and increasing their damage. A very weird design decision by Gust. Especially as item damage at 100% isn't even that powerful, as you say. With the further nerf, I'll probably end up making a party only relying on buffs/debuffs and heals, with completely ignoring any damage item. Which makes me sad, but what can you do.
It's also completely different, as the push-back reduction is (usually) only reduced until the enemy gets a turn
Yes, it is.
Buffs here is not that powerful because we have an LP bonus. When LP>=90%, ATK,DEF,SPD +50% in battle, and the stats have a limit of 999. Charactrers stats in Atelier Sophie is easy to reach 666 or more(though it's no need usually). This makes buff a waste.
About bomb damage reduction, well, it's true there's nothing mentioned by GUST in the game, and I don't know why. This also happens in a18 Atelier Firis, and also no hints, but bombs there are a bit more powerful and useful, which can be expected to make a more intresting fight.
To be fair about bombs lacking power, the combat system is a lot more flashier and interesting so it makes up for it (compared to totori or meruru) imo.