EOIII Questions thread
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- Ragelope
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1) For the Hoplite's Overguard skill, does that mean that the skill actually nullifies the damage for a party member if that damage is higher than the Hoplite's current HP or max HP?
2) How does the Monk's Focus Energy skill factor into their healing abilities? Does it simply add onto the percentage that the healing abilities do?
2) How does the Monk's Focus Energy skill factor into their healing abilities? Does it simply add onto the percentage that the healing abilities do?
- neverknowsbesta
- Ragelope
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Very helpful thread. So helpful, I registered to post in it.
I have some questions about long term plans for power leveling and ridiculous farming strategies, for example:
Five farmers with the exp up skill maxed: at 30% per farmer, that works out to be a 150% INCREASE, totalling to 2.5 times the normal gain rate.
First question: does this stack with listen to experience, allowing people not in the active party to gain 25% of the party's exp instead of 10%?
If this is true what I would probably do is roll a core party for bosses and FOEs, some subs for exploration and farming, and then fill the rest of the guild roster to the max and give them all Listen to Experience. While I doubt that I will run with five farmers for anything real, in the late game I could powerlevel my entire guild with them. And even if I didn't have any farmers, it seems like it would only make sense to have 20-some people back home leveling slowly.
Unrelated question: I see that three of the classes use a summoning mechanic that occupies the sixth slot (or empty slots if you want to do ridiculous things with androids and shinobi, although that seems impractical). Anyways, I assume this means there’s not much point in using more than one in the same party? Related question: I assume summons take up whichever row has two people in it (assuming a party of five). Given this, it would follow that you want a setup that puts the summon in whatever row it’d be best in? (like making sure your empty slot is in the front row if you’ve got a Beast King and you want to summon a melee monster). Related question: I assume you have to think about all of this if you have a Phalanx as well, what with all the row-jumping they do.
Thanks for your help.
I have some questions about long term plans for power leveling and ridiculous farming strategies, for example:
Five farmers with the exp up skill maxed: at 30% per farmer, that works out to be a 150% INCREASE, totalling to 2.5 times the normal gain rate.
First question: does this stack with listen to experience, allowing people not in the active party to gain 25% of the party's exp instead of 10%?
If this is true what I would probably do is roll a core party for bosses and FOEs, some subs for exploration and farming, and then fill the rest of the guild roster to the max and give them all Listen to Experience. While I doubt that I will run with five farmers for anything real, in the late game I could powerlevel my entire guild with them. And even if I didn't have any farmers, it seems like it would only make sense to have 20-some people back home leveling slowly.
Unrelated question: I see that three of the classes use a summoning mechanic that occupies the sixth slot (or empty slots if you want to do ridiculous things with androids and shinobi, although that seems impractical). Anyways, I assume this means there’s not much point in using more than one in the same party? Related question: I assume summons take up whichever row has two people in it (assuming a party of five). Given this, it would follow that you want a setup that puts the summon in whatever row it’d be best in? (like making sure your empty slot is in the front row if you’ve got a Beast King and you want to summon a melee monster). Related question: I assume you have to think about all of this if you have a Phalanx as well, what with all the row-jumping they do.
Thanks for your help.
- Lord Mutton Chops
- Killclaw
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- Lord Mutton Chops
- Killclaw
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