Hi sham Apparently on the Gauntlet Runner You gain a Stat point Every day on an interval of 5 if you use the toilet it's random but thought you should know it's a free stimy
So, the explanation I had of buffs was somewhat wrong in the last vod. Buffs in fact work EXACTLY THE SAME as SMT V. The only thing that was making them seem like they lasted less long in the demo was that minotaur’s charge gimmick dekundas and dekajas himself, getting rid of any buffs or debuffs and even his charge effect. The way it works in both V and this game is the turn you cast tarukaja is turn one. The next turn you will have no blinking. But the turn after that it will be blinking cuz that’s the third player phase with the buff active. It’s with debuffs that things get confusing. They technically work the same way as buffs which is actually to their detriment specifically in the case of tarunda. For example: you jump thrust, and then have that player phase to take advantage of lowered defense (turn 1). Enemy gets a turn. When it’s back to player phase no blinking icon. Enemy gets a second turn. Back to player phase and it’s blinking. This blinking player phase is technically your third turn to take advantage defense down. But, when enemy phase comes around for the third time, it goes away at the start. This means that enemies really only suffer from debuffs for 2 enemy phases. Tarunda offers no benefit on player phase, so it’s basically just a two turn buff which is kind of sad. This is almost certainly the case in any of the megaten games with timed buffs because buffs and debuffs always disappear at the start of turns.
Also, I’d hazard a guess that the reason you thought the buffs work differently or that they were expiring faster is simply because they’re not always on screen for you to see and the game speed is idk, 10 times better paced than smtv.
Hi sham Apparently on the Gauntlet Runner
You gain a Stat point Every day on an interval of 5 if you use the toilet it's random but thought you should know it's a free stimy
I just found out about this a couple days into the 4th dungeon, I'm so mad
@@kurimiaisukurimu I just beat the game and only found out when I opened Twitter
So, the explanation I had of buffs was somewhat wrong in the last vod.
Buffs in fact work EXACTLY THE SAME as SMT V. The only thing that was making them seem like they lasted less long in the demo was that minotaur’s charge gimmick dekundas and dekajas himself, getting rid of any buffs or debuffs and even his charge effect.
The way it works in both V and this game is the turn you cast tarukaja is turn one. The next turn you will have no blinking. But the turn after that it will be blinking cuz that’s the third player phase with the buff active.
It’s with debuffs that things get confusing. They technically work the same way as buffs which is actually to their detriment specifically in the case of tarunda.
For example: you jump thrust, and then have that player phase to take advantage of lowered defense (turn 1). Enemy gets a turn. When it’s back to player phase no blinking icon. Enemy gets a second turn. Back to player phase and it’s blinking. This blinking player phase is technically your third turn to take advantage defense down.
But, when enemy phase comes around for the third time, it goes away at the start. This means that enemies really only suffer from debuffs for 2 enemy phases.
Tarunda offers no benefit on player phase, so it’s basically just a two turn buff which is kind of sad. This is almost certainly the case in any of the megaten games with timed buffs because buffs and debuffs always disappear at the start of turns.
Also, I’d hazard a guess that the reason you thought the buffs work differently or that they were expiring faster is simply because they’re not always on screen for you to see and the game speed is idk, 10 times better paced than smtv.
I hated this so much in SMTV
Balthier's Pants deserve its own sidequest
Ngl I'm a sucker for dire battle dialogue and the one at 3:40:06 is an easy fav
14:38 First time I'm seeing it.