Nice! Here come the new classes! I can't wait to see this group through the story. I'm curious about how the Spellblade's Impart ability works. Do you use it first and then enchant the weapons or vice versa? I kinda wish the Archer/Hunter could heal the group with the poaches of certain kinds of monsters. But it's only been one episode. haha
Only Paladin heals and potions this run. Post-promotion the Archer can scavenge on the world map though, which either gets a free crafting arrow material or causes a fight on the spot, which if you're grinding you probably want anyway. The Impart ability just straight up gives the other characters the Bladecraft trait for the round, so they'd need to have elemental or anti-family traits active on their weapons (the Monk takes another L here) to take advantage of it. Weapons that are innately elemental or anti-family benefit from Bladecraft even without having EN-anything cast on them. So even if you aren't hitting an actual weakness, you still get +50% base damage and +4--8 bonus damage. The bonus damage also ignores absorb, which isn't actually revealed in the description. The decision about how to handle Xcaliber is going to be rough with both a Spellblade and Fighter, though. Because now they have not one, not two, but three options of what to do with it.
Whoops. Well at least the magic budget will be affordable this run. Every character in the original game got a strong HP up at level 2 to reflect how it works in oldschool D&D, where characters start out very squishy but their survivability basically doubles on the first level up. To have a character not do that is a complete departure from that design ethos. AIM adds +120% damage per round it's held, so on paper it's better than attacking for two rounds, provided you're hitting something tough enough to justify it. Important note about bows, so you aren't surprised later: They never multi-hit except under the effects of FAST. Instead they gain damage from additional hit% and crit a lot. Even then the Archer's basic damage is going to be pretty meh, but then he gets a disgustingly broken ability after class change that synergizes with melee characters. Literally an "F that guy in particular" move.
This party of yours is gonna be so powerful
Oh? The new classes are finally here? I guess I'll need to go try them out. Mystic Knight is my fav FF class.
Nice! Here come the new classes! I can't wait to see this group through the story.
I'm curious about how the Spellblade's Impart ability works. Do you use it first and then enchant the weapons or vice versa?
I kinda wish the Archer/Hunter could heal the group with the poaches of certain kinds of monsters. But it's only been one episode. haha
Only Paladin heals and potions this run. Post-promotion the Archer can scavenge on the world map though, which either gets a free crafting arrow material or causes a fight on the spot, which if you're grinding you probably want anyway.
The Impart ability just straight up gives the other characters the Bladecraft trait for the round, so they'd need to have elemental or anti-family traits active on their weapons (the Monk takes another L here) to take advantage of it. Weapons that are innately elemental or anti-family benefit from Bladecraft even without having EN-anything cast on them. So even if you aren't hitting an actual weakness, you still get +50% base damage and +4--8 bonus damage. The bonus damage also ignores absorb, which isn't actually revealed in the description.
The decision about how to handle Xcaliber is going to be rough with both a Spellblade and Fighter, though. Because now they have not one, not two, but three options of what to do with it.
Sorry you had to restart, but this looks like a fun team
Yessssss
Edit: oops! McSpaz LoL
I love the Archer, idk how to feel about the spell blade, i'm hoping it gets better when he promotes
Whoops. Well at least the magic budget will be affordable this run.
Every character in the original game got a strong HP up at level 2 to reflect how it works in oldschool D&D, where characters start out very squishy but their survivability basically doubles on the first level up. To have a character not do that is a complete departure from that design ethos.
AIM adds +120% damage per round it's held, so on paper it's better than attacking for two rounds, provided you're hitting something tough enough to justify it.
Important note about bows, so you aren't surprised later: They never multi-hit except under the effects of FAST. Instead they gain damage from additional hit% and crit a lot. Even then the Archer's basic damage is going to be pretty meh, but then he gets a disgustingly broken ability after class change that synergizes with melee characters. Literally an "F that guy in particular" move.