![]() ![]() So although its unlikely that one of the elements isn't cast, it can happen, you just need to look at the pay attention to the spell being cast and you're good to go. ![]() You know what bolts are being fired based on their animation and sound effects. Glad it helped! As for your two questions: (I usually fight during the night when possible with this party to make use of Throne's and Temenos' passives ofc)Īs long as you're on or over level every single wild encounter ends within 1 or AT MOST 2 rounds and you can ignore the break system entirely, if you keep your gear up to date ofc. This is how basically any wild encounter ends in 1 round with my A-Team: Throne goes first and one-shots someone with Surprise Attack, Agnea does 2 Bewildering Graces (thats all she basically does in my party, she's also an apothecary for more support), Temenos does AOE Light, Osvald cleans up with elemental barage. My guess is that Square overtuned the damage numbers on this spell to compensate for its seeming randomness With that in mind, at the beginning of most battles you'll greatly benefit from firing a barrage as it can be treated as an analyse that also does A LOT of damage. However if we talk damage than there is not even a contest, as elemental barrage outright outdamages any of the basic AOE elemental spells unless you have 3 or more targets that share the same elemental weakness THAT YOU KNOW OF. That alone is invaluable as no matter what you now either know the weakness or have narrowed it down to being wind/light/dark, which all can be checked for by your party members AOE spells. On average, as the missiles each appears equivalently, with 1BP you're gonna be hitting ~1.6 instances of Fire/Ice/Lightning hits on individual targets, with each of those bolts having a 3/6 chance of being correct (we can group them as we know we're hitting ~1.6 of each of the scholar's elements). So round 1 you're gonna be able to fire 4-6 missiles if you boost. Note that with boost, for each BP spent, the Barrage sends out 1 more guaranteed bolt. Hit it with your rod guaranteeing one armor break (unless you miss ofc)Īnalyse in hope of finding out more weaknesses and go for a round 2 killĬast one of you main spells in the hope that its one of the elemental types at at 1/6 chance of it being correctĬast Elemental Barrage and let god take the wheel. ![]() Note that if you're fighting a wild encounter vs anything on or below your level, the combat is going to be done in one or two rounds at most. With that info you know that it has 1 more physical weakness and 1 elemental ones, as weaknesses appear in a set order. You encounter a new enemy and Osvald's passive tells you that let's say the second of that monsters 3 weaknesses is rods. New mechanics have also been added.Usually enemies are weak to more than just one elemental type, imagine this scenario: Familiar mechanics from the original game have been preserved, like the freedom to develop your travelers’ jobs and skills, as well as the Break and Boost system that made battles so exhilarating.Where will you go? What will you do? Every path is yours to take. ![]()
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