Conversation Between Wolf Kanno and Fynn

6688 Visitor Messages

  1. Awesome. I'll stick to tier three just in case and toad as well. Another tip please (hope I'm not bothering you too much with these ) - I'm at a loss as to what reaction skill to give to my orator with mystic arts. I planned on giving her magical cohnter, but I heard it's pretty useless and wasted MP on top of that. Any ideas?
  2. Ramza's skills like Yell will also permanently affect them, but for the most part Orator it is. You can raise a character's Bravery or faith to 100 in battle but for every 15 pints you raise/lower it, you gain/lose 2 points to it permanently after battle. so you'll have plenty of time to notice if they will get too bad.

    Don't bother with Tier 4 magic, the cost/damage/cast algorithm makes them kind of worthless. If you plan on doing grinding sessions, Toad is useful. For the most part I would stick to Tier 1 and 2. You only need the magic for pesky long range opponents and technically the Samurai do naturally have a skill for that in their own repertoire.
  3. So for my physical attackers, it really is optimal to raise bravery. Or for everyone really, except for Rapha whom I intend to use as my treasure finder. Casters should then have high faith, but not too high, while non-casters should get it lower. I think I read someone mention when talking about a Beowulf with White Magic that he's optimal with 95 faith, but that sounds risky. I'll just experiment with this, I guess So are the Orator skills the only way to permanently influence those stats?

    Also, asking more for a personal perspective - do you think I should get all black magic for my samurai or just the elemental spells up to -aga? I mean, the black mage has some really expensive skills and the more expensive ones have really ludicrous cast times. I don't intend for him to have swiftness, so it kind of seems logical that he won't need the higher spells, but isn't it kind of wasting that magic potential I'll be giving him?
  4. So for my physical attackers, it really is optimal to raise bravery. Or for everyone really, except for Rapha whom I intend to use as my treasure finder. Casters should then have high faith, but not too high, while non-casters should get it lower. I think I read someone mention when talking about a Beowulf with White Magic that he's optimal with 95 faith, but that sounds risky. I'll just experiment with this, I guess So are the Orator skills the only way to permanently influence those stats?

    Also, asking more for a personal perspective - do you think I should get all black magic for my samurai or just the elemental spells up to -aga? I mean, the black mage has some really expensive skills and the more expensive ones have really ludicrous cast times. I don't intend for him to have swiftness, so it kind of seems logical that he won't need the higher spells, but isn't it kind of wasting that magic potential I'll be giving him?
  5. Bravery affects your chances of using Reaction abilities and your physical damage output. If it's high obviously you will use reaction commands more often and do more damage. If it's low you don't. If it's really low, the character will turn into a chicken in battle and flee until they regain enough Bravery to revert back. If their Bravery gets permanently reduced under a certain level (below 30 if I remember correctly), the character will actually abandon your army due to becoming a coward and you get special dialogue from story characters whom this happens to. A character with low bravery, but not so much to become a chicken, has a higher chance of obtaining the Rare Item with Move-Find Item ability. So outside of having one character to use for finding rare loot, there is generally no drawback for having high bravery.

    Faith is a bit more complex, it affect your character magic ability. Not only it's damage output but also it's hit rate. Even if your character has high faith, if their target has low faith, the chances of the move landing will be much more difficult and the outcome may not be so good either. If a character's faith is reduced to 0, they gain the atheist stat and magic won't affect them, though only Worker 8 has this effect permanently. If a character's faith gets too high (above 90, if I remember correctly), the character will abandon your army due to choosing to join the church and live an ascetic life. Faith is a bit of a double edged sword as having low faith means your party won't need to fear enemy magic, but it also reduces the effectiveness of your own mages using buffs on them. It needs more balancing by the player as having high faith can be both helpful and deadly.
  6. Apparently, they work just like the onion equipment - they appear at the poacher's den in all your save files once you have a clear data slot. Though I'm not worried, since from what I've read, they wouldn't be too helpful to me.

    Also, could you perhaps explain to me in detail how bravery and faith work? Because after I'm done setting everyone up, I think I want to work ok their optimal br. and fa. levels.
  7. I'd assume they reworked it for the mobile version.
  8. Okay, I just planned out the skillsets for all the unique character - I'll mognet them to you later.
  9. I'm actually playing the iOS version (no slowdown and nicer sprites, so yay!) and there's no multiplayer mode. Apparently, you can get the onion equipment from the poacher's den in the post-game. Gotta check if the DK equipment works similarly
  10. It's a shame there gear is locked behind the co-op/mutliplayer stuff like the Dark Knight gear and many of the end game items. Probably my only real beef with the game.
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