Atelier Lydie & Suelle ~The Alchemists and the Mysterious Paintings~

Atelier Lydie & Suelle ~The Alchemists and the Mysterious Paintings~

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Setsuna Apr 6, 2018 @ 11:35pm
High end tricks for building endgame equipment.
This is just a small set of notes for people who want to look into the deep end of synthing.

I am assuming that you can handle synthing generally and want some tips that don't seem to be obvious immediately.

Trait collection:

1) S ranked quests that give an ingredient have access to the full trait list. You can abuse this by saving BEFORE you report - each time the item will be rerolled.

There are exceptions - there's a couple of set items with fixed traits, but it should be obvious which one they are when you check them.

So if you have your heart set on a trait in particular, you can abuse this to find the traits you want, or find traits you didn't have before. The list is huge, and the configurations are near endless.

2) before you reach the final chapter, the best way to get good traits is to fight the bulls in the Starlight Painting on hard. They have access to the entire trait list barring the elite endgame traits.

It is entirely possible to play through the entire game on Hard or Very Hard from stock with store and salvaged gear, as long as you know how to make just three items - the Frost bomb, the breezy aroma and the flame. You can stall until then (and beat the dragon without having to weaken it, to score an early dragon's eye) if you understand how combat works.

Just be warned - they WILL murder you unless you know HOW to make said three items. Oh, and you'll then learn that killing them doesn't stop their time cards. You might be in for a rough time if you don't have the breezy aroma set up by then.

When all else fails, remember that Lydie is your biggest asset. Battle Mix is very useful in the game main, but will break the game into little tiny bits by the end of the game.

If you don't believe me, well...

https://www.youtube.com/watch?v=bwd4kz_O2fk




Synthesis:

1) Unless the trait you want to get is on a food, accessory, a core or subcore, you can always fish it out to general circulation - You can synth to a magic item then burn it to ashes.

This is particularly useful if you end up with a trait on a dragon tail and for some reason the tail has a 3x3 tile - you would normally be unable to use the item, because there's no room on the board!

2) The elixir is very, very useless - the main reason is the fact that it's only single target. No more auto use perpectual motion party heal on any items to live forever, and it's actually very hard to make it heal you to full with perpectual motion on.

If you need a party heal item that restores MP/HP and revives everyone, use the Breezy Aroma and figure out how you're going to load it. Using Perpectual motion on it will kill the party wide healing by a lot though.

If you need a defensive reaction with infinite charges, try looking for effects that aren't affected by power (Like say oh, the devil shield trait) although if you want a real abuse case, you can use it to infinitely give someone near invinciblity if you know how.

Thing is, if you need an auto activation, there's an item that does it at 50% instead of 30%, making it better for this purpose.



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I'll add more as I remember them.
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Showing 1-15 of 17 comments
nice tips, look forward to trying them, i mainly have issues with traits for the smithy, both armor and weapon.
Setsuna Apr 8, 2018 @ 11:50pm 
Well, if you go defensive (Namely twins up front + Mattias) having good items to throw at enemies can be a good strategy before you find something good.

Generally All +10 and EP +15 are good interim traits to throw on all your equipment - they go into all slots (Remember that your weapon has three slots, but is made up of core and subcore traits, so no, you can't double up on the same trait on the weapon) and they're good all rounders.

You should NOT be mixing at Hagel's - virtually all the cores require something (multiple things usually) that can be made using a distilled water. I am assuming you can synth well enough to understand that much at least.

Before you're max level (50), getting raw stats helps if you need it. You'll most likely will have to make your items once to a global standard, then you start twinking.

Endgame designs:

General design:

The below is a starting point. Yes, you can make better, but you need to find all the traits first. You can (With a few items and a lot of patience) survive a level 100 (or 200 after the DLC extension) Palmyra the Creator slugfest. It won't be pretty, but you'll manage the seesaw that's that cheating minx.

Ultimate Strength should be the FIRST S rank mission trait you should attempt to roll.

Weapon:

Ultimate Strength - EP+30. Equipment is a very important stat. Do not neglect this. Also, it's +25, not +30 (You can confirm this because All +10 has +10 EP, and combined with the +15 EP, switching the two out with this is a net zero.) Chalk it up to a secret nerf?

Super Skill/Hammer of Justice/Super Skill/ Uncontrolled Aura - More skill damage never hurts

Whatever + attack you can scrounge (Ultimate attack is +50, Evil God's Power is +also +50
but incurrs damage on its holder per turn. If you find Evil God's Power first, use it. If you don't, stick to the latter.)

Resonance all: Truth (If you have it and nothing else)

+10 All - If you haven't got any of the above, well, it's a good all rounder. +10 all includes +10 EP, so it's worth a little more than you'd think.


Armour:

Ultimate Strength

Power of Evolution (You should have stumbled across a blue core around the same time as you ran across Ultimate Strength)

Whatever +defense you can find (Ultimate defense is +50 if you need something to run with)

Resonance all: Truth

+10 All (Same reason as above)


Accessories:

I personally run with Angre Parure and the Magic Stone Chain with 999 quality accessory with 3 trait slots

The Chain should either be set to:

All Binding Chain
Chain Effect XL
Soul Awakening (for tanks, yes, they all stack their chances) or Fighting Spirit Active (For Alt and probably Suelle if you expect her to stay in the back all the time)
Combo Support +4%

The Ange Parure should be set to:

Nullify all Ailments
Samsara Awakening
Avoid KO M
HP Regen L


Ultimate Strength
All +10
Splendid Glory, x Shine, x Raidence, Ultimate x (apart from resistance, cause well, redundant)
Resonance all: Truth (Remember this is an all or nothing deal. You either commit to the Resonance set, or you don't touch them)
Truth Memory (Only if you commit to Resonance)

The Raidence line is stronger than the Shine line (White Shine is a weaker version of Golden Raidence as an example) but you take what you get.

Last edited by Setsuna; Apr 11, 2018 @ 7:36pm
Setsuna Apr 9, 2018 @ 1:08am 
Customised Endgame builds:

Expendable items:

I'll outline two items you'd probably want as part of your kit:

Breezy Aroma

Effects:
999 quality
Soothing Aroma
MP Recovery M
Awakening
Activate Split

Traits:
Nectar of Dusk (It's on every Dunkelhelt)
Devil Shield (You really want this)
Multi Bonus or Heal Stun (The aroma will be powerful enough with either to fully heal you. The stun healing trait isn't strictly necessary, but if you got it, it's well good enough)

(A second with Multi Bonus/Enhance and Increase and Blessing of Strength for a full party attack buff and heal is nice. Yes, you can buff a single target much harder, but finding the time against Palmrya can a challenge)

Bring lots and lots. For best effect, go fish up a swordfish and use it as the board of choice.

If you made the Angre Parure as specified before, you'll remember it has a Nullify All Ailments (It doesn't stop the paint red/blue/green/yellow, deal with it) which will stop the side effect of the Devil Shield.

Devil shield will make the next attack do 1 damage. If an attack has multiple elements, it will reduce only one section (Usually physical first).

For an idea, a level 100 Palmrya can clear 1000 damage per HIT, on all 3 chars at once. Oh, did I mention she gets 2 turns in a row, and that's not counting that meteor?

Turning that 1000 damage AoE into 1 damage per hit is REALLY really useful for fights like this. It's the only reliable way to go toe to toe against her, and even then, I would strongly suggest Ultimate Fire Resistance.

And this is before we talk about her instant death attack. (Hint hint - Make sure your accessory set up has Revive/Guts and lots of it)


Healing Elixir:

Quality <25

Effects
HP Recovery S
Auto Activate 50%

Traits

Perpectual Motion
Devil Shield
Sonic Throw

I'll leave this without explanation, but instead give you a hint. Devil Shield will make the next hit do 1 damage (Unless it's a field reaction, which it will not block or trigger)

It's designed for exactly one scenario: Palmrya deciding she wants seven or eight turns in a row before you can react.

If you have this in your inventory, and the above has happened - You're welcome.


Formations:

- Heavily defensive (not vs anyone who throws excessive timecards)

Lydie/Sophie, Suelle/Firis, Mattias/Alt (or the reverse, if you have decent defensive equipment on Alt)

Reason? Lydie can throw flames to trigger Sophie's follows, Suelle can throw elemental bombs to trigger Firis, and when Mattias or Alt stands in, they defend BOTH the twins.

For extra fun, if Alt takes above 50% damage (but less than 100%), every time Alt gets hit, he gets a massive heal from Mattias. It's situational, but if you can ensure 51-99% damage every time, Alt actually does a better job (Until stunned assuming you can't control his stun meter)

There are limitations to this formation though - Time cards cannot be stand in defended against - (like those bulls in the Starlight Painting) so it's not full proof. I strongly do not advice this formation against Palmrya - the meteors will wipe the twins in one shot unless you kit specifically against her.

On the bright side, if Suelle gets KO'd, assuming you made a good Breezy Aroma (I'll detail some good ones later) Firis can restore formation in two of her actions. (or 1, cause if she dies, well, Suelle comes back front)




Sophie/Lydie, Suelle/Firis, Mattias/Alt

This is my personal preference, because Lydie can turn Sophie into a hypertank that will eat anything including the kitchen sink, and with the right item configuration, she'll be the last to die, even when Palmrya decides that she wants 12 turns in a row (Yes, it happens on Very hard. Level 90+ is when the gloves come off and any unprepared (or specialised one shot) setups will get pounded into the ground mercilessly)

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Sophie/Mattias is actually a more reliable defensive formation (if marginaly), but you'll lose the ability to combination attack with them, drastically reducing their output.

You should be loading Sophie up with defensive traits (If you want your life to be a LOT easier, Ultimate Fire Resistance vs Palmrya) like Glass Shield, Ultimate Mitigation, Ultimate Defense. The accessories outlined above in their tank setup is a must. You'd probably want decent damage (Like oh, Ultimate Attack/Evil God's Power)along with Ultimate Strength across all equipment so she can chip in with damage.

Lydie should be loaded up with Support traits like Ultimate Support (or Bonds of Belief if you can't find the former), Gold Radiance, Alchemic Star and Kind soul.

You can also time in a Extra mix (like a 999 quality Multiply +2 uses Final One water or ore while using an aroma) to help out for the grand cost of 2 anima.

(This is part of the ultimate cheese to one shot a level 200 Palmrya, but you need to specifically deck out both Suelle and Lydie for that one, and it's very, very complicated.)

She won't be seeing the front lines much: Between Sophie's equipment, the equipment stated above, her natural skills to reduce enemy damage and use heal items faster and more powerfully, two revive effects on the accessory, a guts effect, a bailout devil shield coupled with a support heal and a following heal AND Lydie having a medical call, you'd be hard pressed to actually keep Sophie down.

Well, until you run out of aromas, but you are packing lots and lots, right?

Bear in mind Sophie does NOT need an anti stun in this setup - Any heals that occur will remove all stun, and that's what Lydie is for.

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Firis/Suelle is an odd combination and arguably the weakest - They both want to go full damage, but Suelle's damage in the backline is relatively lackluster combared to Alt's, and Firis isn't that great a tank, and would rather be speed/damage based to get Suelle's damage up.

Suelle makes a better frontliner simply cause she can be shielded from so much of the damage (time cards and random meteors not withstanding but that's what ultimate Fire Resistance and generous Devil Shield use is for) but Firis' backline skills can only work once per battle.

After the Level expansion, Firis gains a magic attack damage follow at about level 75 - making the two a lot better to use as a pair, and allows for a mostly offensive Suella and a purely backline Firis.

Assuming the latter, you want Suella to run on high attack/Skill + on weapons, with stat boosting (eg Star of Expectation) and attack focused traits on accessories, with a Ultimate elemental resist of choice (Fire against Palmrya of course) somewhere slipped in, and just remember that she's sheilded before any time cards hit.

The other thing you need to note is that Firis and Sue's surprise (The combination attack)) actually does TWO things, and only one is stated - Yes, getting 5 levels is not that much of a deal. The unstated effect is this - it also heals all stun damage.

This makes it surprisingly useful if you're running a glass shield setup.

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Mattias/Alt

Mattias should normally be in front at all times - Eizenkampf is a good Combination skill, and it's a lot easier to hybrid kit out Mattias than to fully defensively kit out Alt which lowers the damage of the combination.

Having the two accessories above with good traits(Like say Gold Radiance, Ultimate Mitigation, Ultimate Fire resistance on accessories and Glass Shield on armour) should allow you to prevent being one shot, and should turn you ACTUALLY invincible if you're standing in defending Suelle. (Sophie should be kitted out to the point where she can basically take virtually anything just standing there.)

Alt wants traits like Ultimate Support, Kind Soul, Star of expectation, Power of Evolution, Ultimate Turnaround and anything that either a) boosts his attack to the moon, or b) boosts his follow up attack.




Lydie/Suelle, Firis/Sophie, Mattias/Alt

Lydie/Suelle is in fact the strongest combination in the game - the only reason I don't recommend it is the fact you need to actually understand HOW to fully abuse battle mix to do it. There's setup involved with the two, but if you get it set up right, well...

Most players won't care for Battle Mix, because it seems like so much work. Even dabbling in it (By realising you can bring ingredients you've made with you) will get you ahead significantly.

Firis/Sophie's a weird deal, only because they go in two seperate directions - Sophie is still quite tanky (but not quite as invincible without Lydie) and Firis from the backlines is a nice first strike, but Firis throwing bombs is a viable strategy for constant damage, except Firis isn't that great a tank.

Mattias/Alt has already been discussed.
Bernadetta Sanders Apr 10, 2018 @ 12:20pm 
not sure if i followed but you get ultimate power from a S rank quest? or what?

I found an item awith demon shield and im duplicating it and hoping to pass it over to different materials such as water oil and metal. I also found resonance truth, doing the same. But i havent seen ultimate power yet.

also can you explain Quality, I still have no idea what Quality does, if its useful or not to invest time in it, most of my things are less than 100 quality
Last edited by Bernadetta Sanders; Apr 10, 2018 @ 12:22pm
Setsuna Apr 10, 2018 @ 7:54pm 
The top tier traits (Ultimate X and a lot that populate the end of the the trait encyopedia) are all found only - and they're random, apart from a couple of instances - if you have a S ranked ingredient reward (You can check the reward by hitting a button on the quest and you'll find you'll be recieving a 150+ quality ingredient) you can force the end result to reroll by saving then reloading if you don't like what you got.

It's basically going through doing the monster quests (And generally beating up high level boss monsters) until you surface what you want.

The main reason I suggest this is because there's a limited number of quests that can provide this - beyond those, you have to beat up very high level monsters to find others, and if you don't have a base, you may find searching for more difficult...

For usable items, quality absolutely matters - they determine the power of the item. A 999 quality Breeze Aroma will do several multiples more healing than a 100 quality one. (The calculations are supposedly between 5x and 7x between 100 and 999, but essentially you should not settle for less than 999 base quality unless you can't reach it, or the quality drop is a meer fraction compared to a multiplying trait.)

The math gets even more weird, when dealing with extra mix - it converts any item into a 1 use item that assumes each use is a copy. There's also some very funky assumptions made (Final one will apply the 10%*use multiplier to the BASE item, so if you have a 10 use item converted to battlemix 1 use, the trait will apply 100% (or double) the effectiveness of the item.

Or more simply put:

A 100 quality item with 5 uses in a battle mix configuration will be considered a 1 use item with 500 quality.

a 999 quality item with 5 uses in a battle mix will have a quality of 4995.

So yes, learn to 999 everything. Just remember Hagel can get a bit funny with cores and subcores, so save before constructing them first, and check what you end up with.


Quality effects for equipment:

For weapons and armour (not subcores or cores though), it adjusts the stats of the base item somewhat.
For accessories, any effects and traits attached to it that aren't absolute (such as Nullify all Ailments) is modified by the quality of the item.


Hitting 999 quality easily.


In general, you should not have problems hitting 999 quality for a lot of items, because you can do this:

Build a distilled water that has the following-

Superb Quality
Pro Perfection
Qualtiy up ++

You build Pro Perfection with Quality + and Quality ++

You build Superb Quality with Well made and pro Perfection.


Use that water to Make a Zettel, same batch.

Use the water and the Zettel to make a distlled water.

Rinse and repeat until you hit 999 quality, then adjust to make sure you have the bars to ensure that you have 3 tiles to use when putting it in another ingredient..

Eventually you'll end up with lots of water that's max quality, and you can carry traits with (You'll be able to drop a quality (or two or three) to have 999 quality distilled water with whatever you need at the time)


General rule is to make a 999 quality distilled water as soon as possible, then a 999 quality zettel, then make a source of cheap rubies (Bargain, Mass Produced, Low Price ++) so you have access to a catalyst board that you'll be using for a VERY long time.

Main reason being thatthe ruby catalyst board has a +1 quality, a +1 use, +1 trait carryover and a +5 level limit up. It's a good all rounder until alchemy level 50 (When you can carry 3 traits to ANY synth) because it has most of what you need.
Last edited by Setsuna; Apr 10, 2018 @ 8:15pm
Uranus Queen Apr 11, 2018 @ 9:37am 
is Resonance all: Truth still worth ? or i can replace it with other trait, thanks
Setsuna Apr 11, 2018 @ 7:33pm 
It's strictly an all in - you lose 4 slots (2x accessory, armour, weapon) for +40 attack, +40 defense +40 speed for one person.

Apparently it DOES stack with the front row but there are a couple of disadvantages.

a) From testing, it doesn't calculate to the back row (although it apply it to the back row) so you don't get as much as you'd expect.

b) They capped the gains a bit (it's not a 1:1, so you don't get +120 if you do a full party wide kit but there's more testing to do. My testing ended up with +60, so I'm not sure if it was the fact it won't count accessories twice, or they only apply half again on resonance bonuses from other members. You'd need to test it, because I found Resonance VERY late.

c) It's a lot of slots to tie up, and EP is valuable enough since it also supports the effectiveness of your traits among other things (I suspected boosts traits by 1% per EP point but it for whatever reason doesn't apply to Resonance (or any EP boosting traits themselves, no recursion), so at 200 EP, a +10 all would give you +30 all stats or somewhere thereabouts.

I suspect after the mess that was Firis' implemeentation (Subweapons overflowed your stats depending what you were fighting) they capped it to prevent Resonance from breaking. They also increased the stat cap, so they might have bug fixed it twice.

If you haven't got better, you could do a LOT worse (particularly if you use the resonance booster, which doubles the bonus on one person) than to run with Resonance, but I found that I kept running out of space to justify losing 4 trait slots, because I already allocated 4 slots to Ultimate Equipment (Giving +120 (Well, +100, I know) meaning I only had 8 slots left to play with.

phenir Apr 12, 2018 @ 9:38am 
resonance truth from my testing works like this:
Say everyone has 4x resonance truth so there's a total of 12 resonance truths on the front. Here's what happens to stats
front row gets 60 to attack/defense/speed because 5x12.
back row also gets 60.

What's interesting is the backrow will get 60 stats even if they only have one slot with resonance truth on it.

Truth memory is a whole nother beast. Anyone with any type of resonance including the person with truth memory will get +50 attack/defense/speed. Double this by using a ruby(could use backen's bromide for 3x but it's so small it's impossible to make a decent decoration) and that's +100 attack/defense/speed for everyone for just one trait slot each. Definitely worth it I think. Just make sure you make a decoration that you need two of on the front row(ange parure?).
Setsuna Apr 12, 2018 @ 5:46pm 
Originally posted by phenir:
resonance truth from my testing works like this:
Say everyone has 4x resonance truth so there's a total of 12 resonance truths on the front. Here's what happens to stats
front row gets 60 to attack/defense/speed because 5x12.
back row also gets 60.

What's interesting is the backrow will get 60 stats even if they only have one slot with resonance truth on it.

Truth memory is a whole nother beast. Anyone with any type of resonance including the person with truth memory will get +50 attack/defense/speed. Double this by using a ruby(could use backen's bromide for 3x but it's so small it's impossible to make a decent decoration) and that's +100 attack/defense/speed for everyone for just one trait slot each. Definitely worth it I think. Just make sure you make a decoration that you need two of on the front row(ange parure?).


Well, that lines up with what I found out. The math is quirky, to say the least, but then again, given some of the OTHER game logic the game uses, sometimes it's easier to say 'Well, it's how it is' and run with it.

The other way to get more than one is to well, just New Game + so you can find a second Truth Memory. If you're only blowing 2 slots (Instead of 4) for 50/50/50 (or 3 slots for 100/100/100), it'd make a strong case. You still have to decide what you're going to sacrifice for it though - there's enough contention for the slots that you'd have to carefully consider who gets it, and more importantly, what you sacrifice to get the resonance in.

I'd say the least valuable slot would be the armour because the likelyhood of finding two 'must have' Armour traits on top of Ultimate Strength is very low (Star of Expectation, Power of Evolution, Glass Shield and the stun resist up/recovery up one maybe?) and is usually the best candidate if you need to find a slot.


With Accessory, there's a heck of a lot more contention -

- Ultimate support is +15% follow which makes it worth a fair bit, particularly once the level cap doubles.
- Ultimate Compensation is +30% skill damage and is in the same boat as Ultimate Support
- Ultimate Mitigation is 10% flat damage reduction is valuable if you start stacking it (The reduction applies to all elemental damage as well)
- Ultimate (insert elemental) resistance is a godsend if you're struggling against a particular element (Palmyra, I'm looking right at you)
- Splendid Glory is a very good candidate if you don't have any of the above but need a good all rounder trait (Being nigh unstunnable has uses)
- x resonance x2 will ensure that Mattias/Alt will always Combination break every 2nd turn, as opposed to every 3rd/4th, drastically improving their damage output.
- Ultimate Turnaround is worth 1 Str/Def/Speed per level difference - When the DLC hits, it's worth a whopping 100/100/100 per instance if you cap out Termina/Palmyra at level 200 (Max level post DLC is 100) and at the moment it's still worth 50/50/50 (They're level 100, you're max 50)
- Ultimate Stunning force doubles or triples the amount of stun you apply on attacks (It's hard to measure, but the improvements are real) which in turn reduces the amount of reaction window a boss gets and significantly improves your damage, through forced crits, and more importantly, improved combination charging (With a 2x radience + power of evolution x2, A successful full follow by Mattias/Alt charges your Combination bar from 0-100 meaning a 1 turn activation - effectively doubling (Then some) your damage per turn.

Basically finding 1 slot per accessory isn't such a daunting task (Namely Truth Memory in 1 accessory slot) but finding some way to shove in both the resonance and the Truth Memory in two slots may prove hard.

Weapon you might be able to scrounge 1 slot (I mean +50 attack from ultimate attack or +50/50/50 from throwing a Resonance Truth assuming you figured out what accessory slot Memory Truth goes in and you committed to NG+ing at least twice more isn't such a hard call), since most of the traits are +% skill based unless you're trying for a Gio special:

- namely 2x Mountain Bless + Flow of Gusts + Full of Spirit on items to eventually Pay MP costs in the chain) to get a ~50% chance to get a second turn after the initial one ends, with a 10% reduction per successful turn you make, in which case, you're probably out of luck. Then again, if you're gunning for 3-6 turns in a row, -50 attack/def/speed is small potatoes compared to a 6x effective attack!

It's nice to have this sort of problem though (and if you read carefully, you might have noticed I've outlined some of the more fun things you can try IF the traits fall in your lap) and honestly once you get a base that works (Which would most likely be Ultimate Strength + 10 All + 15 EP, and yes, I've beaten a Very hard level 200 Palmyra on that baseline although it's going to be an hour long slugfest) you can start tweaking things depending on what flavour of broken you want to go with.

Ultimately, if you go with Resonance, make sure you commit to it, and you get a very strong setup. Is it the be all and end all? No, but it's sure as hell viable.
Last edited by Setsuna; Apr 12, 2018 @ 5:51pm
Uranus Queen Apr 13, 2018 @ 6:43am 
so finally i switched my gear to Evolution set, better scale with upcoming dlc
Exadi Apr 15, 2018 @ 4:03pm 
Originally posted by Setsuna:
Breezy Aroma

Effects:
999 quality
Soothing Aroma
MP Recovery M
Awakening
Activate Split

Bring lots and lots. For best effect, go fish up a swordfish and use it as the board of choice.

Why the rapier fish? I assume it's for +3 uses but Wandering Globe can do the same and get the same effects while being able to be synthesized and duplicated.

https://steamcommunity.com/sharedfiles/filedetails/?id=1362624024

Setsuna Apr 15, 2018 @ 5:58pm 
Originally posted by Exadi:
Originally posted by Setsuna:
Breezy Aroma

Effects:
999 quality
Soothing Aroma
MP Recovery M
Awakening
Activate Split

Bring lots and lots. For best effect, go fish up a swordfish and use it as the board of choice.

Why the rapier fish? I assume it's for +3 uses but Wandering Globe can do the same and get the same effects while being able to be synthesized and duplicated.

https://steamcommunity.com/sharedfiles/filedetails/?id=1362624024


You're most likely to finsh one (or two or ten) swordfish as part of the attempt to get the top fashion trait, and you don't strictly need to make the globe (You could make rainbow neutraliser instead). Depending how early you're making it, you may not even have access to the globe (You get access to the top tier fishing rod just before you get the book from Hagel) to make.

I'm also assuming you can put aside one or two cycles from Cornelia, and that money isn't an issue (so the +1 copy doesn't mean very much)

More importantly, it's a bigger board (it's a 7x7) which makes it slightly easier to work with (and makes it indispensible for items like the N/A) and you're more likely to remember the board because of this.

Either works though, I just find it much more likely to have a swordfish over a spare wandering globe (Even though you can make the latter). If you can make it work with less (I do strange stuff with rubies to try to get the extra +1 copy even though it can be a pain in the backside when I could use a bigger board) then all the more to you.
Exadi Apr 15, 2018 @ 7:52pm 
I only had one. When I went to make a second Aroma for buffs (which probably doesn't need the +1 uses compared to Philosopher's Stones as much but whatever), it took me about 10 minutes to get another one, so I'll be saving it for something that really needs it.
Setsuna Apr 15, 2018 @ 8:00pm 
Your best bet in fishing up swordfish is to have the top tier rod (Level 3) and to go fishing at the pier facing the sea at the nearby forest. It's more likely at night, but if you camp the place out, you'll get a hammerhead (If you haven't already got one for the S rank ambition) and the swordfish.

There's a few things you'd want it for, usually anything that has a use count that will go through battle mix (Like the N/A or say the thunder sphere) and you expect to use either the uses*7% or final one, or if you haven't got a 7x7 board at all, and you need something that has enough squares.

Granted, if we're at the endgame stage, you should almost always have access to the philosopher's stone (and I assume that you'd stuff every single priice drop trait you can fit on it so it doesn't cost 10k each) as a catalyst, but it depends how early you're starting. It's one of the earlier not a complete pain in the backside to make 7x7 catalysts you can get your hands on.
Exadi Apr 16, 2018 @ 8:04am 
Originally posted by Setsuna:
(A second with Multi Bonus/Enhance and Increase and Blessing of Strength for a full party attack buff and heal is nice. Yes, you can buff a single target much harder, but finding the time against Palmrya can a challenge)

Before I got Enhance and Increase, I had a Multi Bonus/Soul Dwelling/Blessing of Strength one. I replaced it with this one and found out there's a limit to how much buffs can be improved by traits and Multi Bonus alone hits it. Is the healing that important that you couldn't stick another buff or something on it instead of the weaker trait?

Maybe Full of Spirit? Why do I never see guides mention this trait? I have it on a Spiritweave Cloth and I've never seen it fail to give me a free turn, and I've been fighting S rank quest bosses on very hard. Do battles get that much longer that it eventually becomes worse than Terrific Throw due to inconsistency? Being a guaranteed trait on a certain type of insect makes it much easier to get though.
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