The Legend of Heroes: Trails of Cold Steel III

The Legend of Heroes: Trails of Cold Steel III

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ZraSam Apr 1, 2020 @ 4:04am
True Gladiator Belt VS True Gladiator Headband
Hey guys, I'm really confused between these two items.

True Gladiator Belt = +4cp per turn
True Gladiator Headband = 60% cp gained

So as someone who knows nothing about damage and cp calculation, I would say headband is better because of the number. I mean 60% is a big number..... right?

But so many people across so many forums said that Belt is better. Can someone explain to me in detail why? If you can provide basic calculation for me that would be really great, thank you.
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Showing 1-10 of 10 comments
Hyuver Apr 1, 2020 @ 4:52am 
Belt is better, because the turn here includes turn based on ally and enemy turn, so for example if in a battle you have 5 enemies, and 4 party member, that means for one turn your character would get 36cp, without having to kill any of the enemy.

While the CP gained multiplier is only gained through your character action, like whether they kill the enemy or not. When you are fighting boss, the belt would be better equip, because for each turn you'd probably get around free 20cp, while the headband is most useful when you could kill your enemy with one hit kill like Gale.
Mistfox Apr 1, 2020 @ 4:55am 
It's because the belt has a more reliable *instant* CP income.

The 60% increase is too determinant on different factors and worse, you only gain them AFTER you taken your turn.

For example, you need 20 cp to use a skill but only have 16. The belt gives you the 4 cp right off the bat for you to use, but the 60% increase means that even if you have to normally hit the enemy once, then get hit by him to get the cp that you can only use *the next turn*.

Then the 60%, to match the +4cp, you need to "do" 2 actions that generate cp, i.e hit the enemy once, then get hit by him once. What happens when the enemy targets someone else and refuses to hit the guy with the Headband? You'll end up with only half the cp gain of the Belt. It's too unreliable to depend on if you need your enemy to do exactly that one thing.
ZraSam Apr 1, 2020 @ 6:15am 
Originally posted by Hyuver:
Belt is better, because the turn here includes turn based on ally and enemy turn, so for example if in a battle you have 5 enemies, and 4 party member, that means for one turn your character would get 36cp, without having to kill any of the enemy.

While the CP gained multiplier is only gained through your character action, like whether they kill the enemy or not. When you are fighting boss, the belt would be better equip, because for each turn you'd probably get around free 20cp, while the headband is most useful when you could kill your enemy with one hit kill like Gale.



Originally posted by Mistfox:
It's because the belt has a more reliable *instant* CP income.

The 60% increase is too determinant on different factors and worse, you only gain them AFTER you taken your turn.

For example, you need 20 cp to use a skill but only have 16. The belt gives you the 4 cp right off the bat for you to use, but the 60% increase means that even if you have to normally hit the enemy once, then get hit by him to get the cp that you can only use *the next turn*.

Then the 60%, to match the +4cp, you need to "do" 2 actions that generate cp, i.e hit the enemy once, then get hit by him once. What happens when the enemy targets someone else and refuses to hit the guy with the Headband? You'll end up with only half the cp gain of the Belt. It's too unreliable to depend on if you need your enemy to do exactly that one thing.

I see, now I understand better on how those 60% works. Thank you both for taking your time to explain this to me :) One question, if I were to put the true belt on Rean, what other accesories would you guys recommend to use? There were a few times where Rean got hit and affected with sleep, poison, paralyzed etc. I wonder if I should use ailments prevention accesories, or boosting his strength accessories. Or just stack normal belt on top of the true belt?
Mistfox Apr 1, 2020 @ 6:56am 
Originally posted by zrazrasam94:
One question, if I were to put the true belt on Rean, what other accesories would you guys recommend to use? There were a few times where Rean got hit and affected with sleep, poison, paralyzed etc. I wonder if I should use ailments prevention accesories, or boosting his strength accessories. Or just stack normal belt on top of the true belt?

I usually don't even use the belts on front liners, you got Master Quartz for CP but for reliable status avoiding, you only got accessories so my personal playstyle is to stack prevention accessories on characters and leave the CP boosting to either arts like Divine Song/Impassion or Master Quartz. The only time I use belts is on a healer/arts caster in the back lines who generates CP very slowly and don't get hit often. i.e Altina. Brionac lets her stay very far back.

But this is personal habit, others might do different things and pull it off well too, it's not the only way.
Last edited by Mistfox; Apr 1, 2020 @ 6:57am
Hyuver Apr 1, 2020 @ 7:23am 
Originally posted by zrazrasam94:
Originally posted by Hyuver:
Belt is better, because the turn here includes turn based on ally and enemy turn, so for example if in a battle you have 5 enemies, and 4 party member, that means for one turn your character would get 36cp, without having to kill any of the enemy.

While the CP gained multiplier is only gained through your character action, like whether they kill the enemy or not. When you are fighting boss, the belt would be better equip, because for each turn you'd probably get around free 20cp, while the headband is most useful when you could kill your enemy with one hit kill like Gale.



Originally posted by Mistfox:
It's because the belt has a more reliable *instant* CP income.

The 60% increase is too determinant on different factors and worse, you only gain them AFTER you taken your turn.

For example, you need 20 cp to use a skill but only have 16. The belt gives you the 4 cp right off the bat for you to use, but the 60% increase means that even if you have to normally hit the enemy once, then get hit by him to get the cp that you can only use *the next turn*.

Then the 60%, to match the +4cp, you need to "do" 2 actions that generate cp, i.e hit the enemy once, then get hit by him once. What happens when the enemy targets someone else and refuses to hit the guy with the Headband? You'll end up with only half the cp gain of the Belt. It's too unreliable to depend on if you need your enemy to do exactly that one thing.

I see, now I understand better on how those 60% works. Thank you both for taking your time to explain this to me :) One question, if I were to put the true belt on Rean, what other accesories would you guys recommend to use? There were a few times where Rean got hit and affected with sleep, poison, paralyzed etc. I wonder if I should use ailments prevention accesories, or boosting his strength accessories. Or just stack normal belt on top of the true belt?
For exploring I usually use both belt and headband at once, when you are on ch3 and Rean can use his Ogre form you could just use that form and then use Gale, for 2 turn and it should at least clean up 80% of the enemy health.

When fighting boss, you could just take off the headband and use whatever accessories you need, I usually use proxy puppet or something similar, if the boss hit hard and most of my party is down then I use divine song order and use seraphic ring arts which will rejuvenate my whole party again.
Last edited by Hyuver; Apr 1, 2020 @ 7:27am
Chizu Apr 1, 2020 @ 10:54am 
I personally think it depends on the character and how fast they are, a fast character who takes alot of actions like say Fie in CS1/2 would benefit more from the headband than the belt, since they take frequent goes and can hit groups with cheap crafts. Whilst a character like Laura who tends to be slower or healers sitting inthe back will do better with the belt, since she can be gaining cp whilst waiting to take a turn.
Entelechia Apr 2, 2020 @ 12:27am 
headband is better for farming since you can continually spam s-craft if you set up your character right. belt for boss fights.
The Tempted Man Apr 2, 2020 @ 4:31am 
and the items stack, so for example with 2 glory emblems, I think it's called, you get +20 cp per turn
Last edited by The Tempted Man; Apr 2, 2020 @ 4:32am
Mistfox Apr 2, 2020 @ 6:24am 
As you can see, different people have different loadouts. I'm more conservative since I reserve the accessories slots for debuff defence while others are more aggressive and go full CP build.
alicerinz Apr 2, 2020 @ 6:35am 
If only Brigid's gain cp per turn was its first ability...

Would've been great as a sub
Last edited by alicerinz; Apr 2, 2020 @ 7:01am
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Date Posted: Apr 1, 2020 @ 4:04am
Posts: 10