Majula Frontier

Majula Frontier

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eharper256 Nov 26, 2018 @ 3:34pm
Skill upgrades- What exactly is the effect?
There is no obvious difference in the skill window that anything has changed. Not even say a 3-5% damage upgrade or anything...? There is no popup either.

The same thing with upgrading weapons and buildings and levels... what does it do?

Finally... I'm guessing weapon type equips don't actually matter? I guess I made the first mission 4-person mission harder for myself, as I made a couple of hammers and a sword, but I thought Tear wouldn't be able to use them and needed a bow. Still made it through with Ellen and Tear on 130% lol.

But all they do is passive stats and the skill, is that right?

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EDIT: What is the base death resistance as well?
And for the skills that 'do X if Y condition is met' how much extra is this...
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Stats, stats, stats, clarity in stats... very important in a game like this. I appreciate the bottom right box; but there are still things missing.

I think this games RNG hates me as well, I had one round where every party member missed an 80% or so, and then the team all got critted by an AOE for 60 odd damage, and then Tear was Poisoned and Stunned simultaneously. I was like 0_o'
Last edited by eharper256; Nov 26, 2018 @ 3:44pm
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TreatCS  [developer] Nov 26, 2018 @ 4:53pm 
A few of your questions are answered in the Appendix, or are explained if you click the Help buton in each town area.

Skill levels add 5% damage for damage skills, or 8% healing for healing skills. Buffs get a little stronger. The scaling isn't listed anywhere, unfortunately, but you can mouse over buffs and debuffs in battle to see what they do.

Weapons / armor / trinket types are purely cosmetic. Every character can equip every type of weapon. The stats are passive bonuses. The skills can be used in battle

Each character's resistances are listed in the Skills menu, on the right side of the screen. The death resist you're thinking of is Fatal Resist (which is only used when they have the Discourage debuff).

Not having the skill bonuses listed in game is a weakness, but I'm not sure how it can be fixed. The game is already pretty wordy and trying to fit two or three more sentences of text into each skill decription isn't easy.

The town areas that produce crafting resources follow a predictable patterns:

Level 1: rarity 1 items, a small amount.
Level 2: rarity 1 items, a moderate amount.
Level 3: rarity 2 items, a small amount.
Level 4: rarity 2 items, a moderate amount.

and so on up to level 10.
Last edited by TreatCS; Nov 26, 2018 @ 4:54pm
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