Gameplay FAQ / Walkthrough 1.12
Re: Gameplay FAQ / Walkthrough 1.1
I'm not actually sure what it means, because it does less damage if the foe has less HP, but I have seen Ice Banisher kill a target it previously failed to kill, so unless there are some huge rounding errors it's not working based on full or current HP of the foe.
Re: Gameplay FAQ / Walkthrough 1.1
Don't know how this happens but somehow it does. I've seen it myself before. Anyone got an idea how banish damage works?SnowDream wrote:How can ice banish 1 hit KO when it only deals 6% damage? Is that not what the 6% on the effect area means?
Re: Gameplay FAQ / Walkthrough 1.1
I think the formula is (Opponent current hp x skill percentage x attack power) / enemy resist
we have 200% attack, skill is 6%
enemy has 10,000/12,000 hp, 50% resist
10,000 x 0.06 x 2 / 0.5 = 2400 damage
However I've ran the formula several times, and I always seem to fall short of the actual figure which is dealt.
This was tested several times against different blue units (blue vs blue, to avoid extra elemental resist and multipliers) (I have no idea how additional element mods will apply to this formula, I guessed the formula)
The terrain had 0 elemental mod to blue and no attack/defense modifiers.
Additionally why I say 3 banishers including Aselia, there would be a second major attack team. It's to allow rushing maps, but 3 banishers would be luxury if you tend to play slow and solid and return to the base often for reloads. And for red spells that proc twice, if you banish one of them, atleast it doesn't hurt as much as hitting twice.
Team 1: Aselia attacker, Nelie Banisher (Nelie turns attacker if some major AOE spell procs twice or defender spell, Aselia does the banishing)
Team 2: Yuuto attacker, Selia Banisher
Some missions have two routes, so I "have" to split into two major attacking teams to avoid suddenly running all the way back to attack the second route. Team III and Team IV are sent after team I and team II as individual mop up teams.
** The following for Volandum is tl;dr if you are going on the Aselia route, since Yuuto would be the attacker and Aselia will be the banisher for the same team.
we have 200% attack, skill is 6%
enemy has 10,000/12,000 hp, 50% resist
10,000 x 0.06 x 2 / 0.5 = 2400 damage
However I've ran the formula several times, and I always seem to fall short of the actual figure which is dealt.
This was tested several times against different blue units (blue vs blue, to avoid extra elemental resist and multipliers) (I have no idea how additional element mods will apply to this formula, I guessed the formula)
The terrain had 0 elemental mod to blue and no attack/defense modifiers.
The third one is extra for anti-Ether sinks. Ether sinks only procs once. And field spells only proc once also. It's to prevent accidents, and allow Aselia to stop always being the banisher when she could be attacking more often.** (I mean if Aselia is your banisher, who's going to be attacking? no idea) Not many units for the first 3 chapters hits harder than Aselia, so you'd want to avoid her from sitting in the bench for too long.Volandum wrote:I tend to say two banishers - Aselia and Selia, as the rest only banish once. Use an Apocalypse (Orpha or Nanaru) for the third team. In super hard I end up with a team with Aselia/Esperia/Selia (who now OHKOs with Ice Banish on greenspirits), one team with Orpha and one team with Nanaru.
Additionally why I say 3 banishers including Aselia, there would be a second major attack team. It's to allow rushing maps, but 3 banishers would be luxury if you tend to play slow and solid and return to the base often for reloads. And for red spells that proc twice, if you banish one of them, atleast it doesn't hurt as much as hitting twice.
Team 1: Aselia attacker, Nelie Banisher (Nelie turns attacker if some major AOE spell procs twice or defender spell, Aselia does the banishing)
Team 2: Yuuto attacker, Selia Banisher
Some missions have two routes, so I "have" to split into two major attacking teams to avoid suddenly running all the way back to attack the second route. Team III and Team IV are sent after team I and team II as individual mop up teams.
** The following for Volandum is tl;dr if you are going on the Aselia route, since Yuuto would be the attacker and Aselia will be the banisher for the same team.
Re: Gameplay FAQ / Walkthrough 1.1
As it happens I run (Uruka route): Aselia/Esperia/Selia, Yuuto/Halion/Orpha, Uruka/Nimnthor/Nanaru [Was Himika in Yuuto's place and Yuuto in Uruka's place before I got Uruka]. (First Super Hard playthrough, only investing ether into the main characters, killed Kyouko/Kouin because I'm tired of their taking up two slots in the formation list. Selia takes care of the things that need banishing, with Aselia covering her if the situation calls for it. I'm fairly picky about what I banish: I banish all green spells because I can hit the greenspirit really hard that way, and because Cure/Revive are annoying. I usually take on Firebolt people with Aselia/Selia too, Halion and Nimnthor can take a single Lightning Fire II or Fireball II (They can take three before they're on low health, as it happens.), and I can heal those teams back up while finishing off a weak opponent.
Esperia can't take magic, so her team banishes them. All three teams are offensively and defensively capable with good lasting power, red sprits are really useful because they have a reasonable number of actions which deal a lot of damage and don't get used up too quickly. If I want to suppress moves, well, Nanaru defaults to tossing Apocalypse around and Orpha can use Ignition for combat support (- Attack, - Def) or Apocalypse II if I need to suppress stuff.
Esperia can't take magic, so her team banishes them. All three teams are offensively and defensively capable with good lasting power, red sprits are really useful because they have a reasonable number of actions which deal a lot of damage and don't get used up too quickly. If I want to suppress moves, well, Nanaru defaults to tossing Apocalypse around and Orpha can use Ignition for combat support (- Attack, - Def) or Apocalypse II if I need to suppress stuff.
Re: Gameplay FAQ / Walkthrough 1.1
I onced killed a 43k HP Green Spirit with Ice Banisher.Volandum wrote:I'm not actually sure what it means, because it does less damage if the foe has less HP, but I have seen Ice Banisher kill a target it previously failed to kill, so unless there are some huge rounding errors it's not working based on full or current HP of the foe.
Does anyone know how Silent Field works ? When I'm attacking Nelie's Heaven's Sword V with Silent Field II deals about 44k per act. But when I'm defending even with low basemod the damage is ridiculously increased usually around 117k per act.
Re: Gameplay FAQ / Walkthrough 1.1
I normally frown upon ether sinks and red spells.
However I take that you wouldn't banish red spells as you say Helion and Nim are taking the hits. What I am assuming is that you are fighting fire with fire. Literally.
Which means you are using fire support vs enemy fire support teams. Frankly I can say I'm banishing them for the purpose because my fire supports can't tank more than 2 magical fire hits. Orpha is even worse, she gets one shot k.o. And I'm not banishing them because I'm scared of my defenders or attackers from dying, more like my supporter would die if I replaced it with a fire support.
If your fire supports are seriously OP, to the point where you take out the opponent's fire support in a single hit, then I don't have much to say there.
PS: Regarding the silent field question, it boosts the blue element on the field. HOWEVER, this boost only works for the DEFENDING side.
However I take that you wouldn't banish red spells as you say Helion and Nim are taking the hits. What I am assuming is that you are fighting fire with fire. Literally.
Which means you are using fire support vs enemy fire support teams. Frankly I can say I'm banishing them for the purpose because my fire supports can't tank more than 2 magical fire hits. Orpha is even worse, she gets one shot k.o. And I'm not banishing them because I'm scared of my defenders or attackers from dying, more like my supporter would die if I replaced it with a fire support.
If your fire supports are seriously OP, to the point where you take out the opponent's fire support in a single hit, then I don't have much to say there.
PS: Regarding the silent field question, it boosts the blue element on the field. HOWEVER, this boost only works for the DEFENDING side.
Re: Gameplay FAQ / Walkthrough 1.1
Apoc is at least as good as a 1-pt Banisher against 2-hit moves, as it WILL trigger and shut down the second move. I personally find it more defensively useful because it stops people hitting me twice with Heaven's Sword. My red spirits aren't that lethal (particularly Orpha, who only does half damage if she chooses to use Apoc II instead of Ignition), but taking out 1 attacker skill and 1 defender skill as well really is handy, particularly for fighting multi-hit Starfire Swords which would otherwise start hitting criticials, and for getting damage past too much blocking. At Lv60+ though things tend to last for a reasonable time, except when Silent Field II is in play (that one I banish).
In particular, this works very well when you're advancing everyone together down one route, where when people attack you you let Selia banish it, and when you're on the attack you just stop the spell and do lots more damage by tossing in Apocalypse; but at high difficulties I find the Apoc-using groups can last - every so often I switch attacker to defender, the green spirit to supporter and cast a Cure.
One value of Apocalypse in lower difficulty levels is that it deals with things you don't have the levels to banish. Selia doesn't get Ice Banisher IX in Hard mode, so you only have Aselia's IX to fight level 16 spells, and you can dispose of a reasonable number of those (Elemental Blast, Stardust) via Apocalypse.
In particular, this works very well when you're advancing everyone together down one route, where when people attack you you let Selia banish it, and when you're on the attack you just stop the spell and do lots more damage by tossing in Apocalypse; but at high difficulties I find the Apoc-using groups can last - every so often I switch attacker to defender, the green spirit to supporter and cast a Cure.
One value of Apocalypse in lower difficulty levels is that it deals with things you don't have the levels to banish. Selia doesn't get Ice Banisher IX in Hard mode, so you only have Aselia's IX to fight level 16 spells, and you can dispose of a reasonable number of those (Elemental Blast, Stardust) via Apocalypse.
Re: Gameplay FAQ / Walkthrough 1.11
Is it just me or Nanaru just have a major stat DOWN when she change class at 20?
I remember her having 2xx% attack at lv 19, and it drop to 15x when I class her up at 20
I remember her having 2xx% attack at lv 19, and it drop to 15x when I class her up at 20
Re: Gameplay FAQ / Walkthrough 1.11
I guess if you're worried you could Sword Release her, and get her to KK before she has a chance to class change to Austet/Amumahart, which is what I did (without sword releasing).
Re: Gameplay FAQ / Walkthrough 1.11
Yeah, some characters lose stats pretty hard on class-up. Nanaru loses 70% attack and 2k health in exchange for some resist and defense. Uruka loses health, but gains stats. It varies and not all class-ups are good. Fortunately, she's powerful enough to still be useful for the your first palythrough and you can Sword Release her and level her entirely as KK in a second run in normal if you really don't like it.
Edit:
Minor thing I noticed about the guide. On mission 19, it mentions that capturing Seleris triggers events and capturing Shios gets information on the trainer. I had it occur the opposite way (I captured Shios first) - so it seems whichever city captured first triggers events and the second gets information.
Edit:
Minor thing I noticed about the guide. On mission 19, it mentions that capturing Seleris triggers events and capturing Shios gets information on the trainer. I had it occur the opposite way (I captured Shios first) - so it seems whichever city captured first triggers events and the second gets information.