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Re: EOIII Questions thread
Posted: Sun Jul 08, 2012 2:02 pm
by Liferake
I think that I do wish that they had a solo option that didn't give you the armor/weapon rewards, but allowed you to bring your party. However, my team has no binding attacks, so the second option for the final sea boss was a lifesaver for me.
Re: EOIII Questions thread
Posted: Mon Jul 09, 2012 3:13 am
by Wolkenritter
Re: EOIII Questions thread
Posted: Mon Jul 09, 2012 3:49 pm
by siroun20
well, it would still be I while for me to be ready to fight those sea bosses.
Can i ask for datas about the wildling's cow,elephant,lion and tiger's damage output and the like?
I have my monk subclassed with W, and if i'm just considering the amount of damage it can do and punishment it can take, which of the four is the more useful/ potential.
Re: EOIII Questions thread
Posted: Mon Jul 09, 2012 8:38 pm
by Liferake
Since you won't have Beast Soul: Supposing the Call (Animal) is maxed
Cow: 200 HP, 90% Power during its random-hit attack (2-5 hits). 50% base chance to stun. 33TP
Elephant: 250 HP, 120% power during its party-hit attack. 50% base chance to confuse. 33TP
Ooze: 40 HP, 190% power against one random enemy. 40% chance to inflict Plague. Plague will spread amongst the enemy team and does 300 damage. 39TP
Lion: 320 HP, When the Lion wakes up, it deals 200% power, or 250% if the enemy already has a status, then goes back to sleep. 57% base chance to Paralyze or Petrify the enemy. 39TP
Tiger: 320 HP, 20% chance of ID. Every time Tiger is hit it will counter attack with 100% power. 39TP
After being summoned, they will do 100% power attacks, except for the Lion (Who goes to sleep.) and Tiger (Who only attacks when attacked.). All Summons are more powerful in the front than in the back. The chances are improved as Wild Mastery is leveled up.
Re: EOIII Questions thread
Posted: Tue Jul 10, 2012 6:26 am
by siroun20
Re: EOIII Questions thread
Posted: Fri Jul 13, 2012 6:37 am
by siroun20
hey,
i noticed something on napier's firm while shopping.
the two strongest available shields right now the Kite Shield and Somatemus.
Kite shield - 5560 en, 41 def
Somatemus - 5310 en, 40 def
looking at these two, they're almost identical, except that somatemus is colored yellow, which i take as a rare item.
so if it's rare, why is there another normal shield that is almost the same.
are there special effects for yellow colored items?
Re: EOIII Questions thread
Posted: Fri Jul 13, 2012 6:44 am
by Reynard-Miri
Can chasers activate multiple times against a single enemy in the same turn?
Re: EOIII Questions thread
Posted: Fri Jul 13, 2012 9:13 am
by Wolkenritter
Re: EOIII Questions thread
Posted: Fri Jul 13, 2012 2:39 pm
by Kaname
Re: EOIII Questions thread
Posted: Sun Jul 15, 2012 10:56 am
by siroun20
another question.
which has a bigger damage multiplier
attack order lvl 10
or
charge tactics
same goes for guard order/tactic.
if the orders are better, at what level do can they surpass the tactics
Re: EOIII Questions thread
Posted: Sun Jul 15, 2012 2:34 pm
by Liferake
Conducting Science, Brb.
Non-Critical hits against Fanged Fish, with a monk using a Sentence Hammar at 68 STR (516 Attack). The ATK Order is Maxed:
Regular Damage: 1095
W/ATK Order: 1486
W/Charge Tactic: 1282
W/Both: 1858
I did Deadly Durians as well:
Deadly Durians:
Regular Damage: 496
Critical hit: 709 (Love how the critical bonus is higher than the buffs.)
W/ATK order: 681
W/Charge Tactic: 592
W/Both: 858
I don't know when attack order becomes better, I don't have time to test it right now.
Re: EOIII Questions thread
Posted: Sun Jul 15, 2012 5:01 pm
by Reynard-Miri
Going off of:
http://kumicyou.sakura.ne.jp/sq3/Looks like Charge Tactics does a 125% increase, where are Attack Order rank 10 does a 145% increase. In fact, it looks like Attack Order outstrips Charge Tactics at the 4th rank.
Re: EOIII Questions thread
Posted: Sun Jul 15, 2012 5:04 pm
by Wolkenritter
Re: EOIII Questions thread
Posted: Sun Jul 15, 2012 6:45 pm
by Katt
of course, you can always use the limit for free TP recovery as well, don't overwritten ones count as 'expired'?
Re: EOIII Questions thread
Posted: Sun Jul 15, 2012 7:46 pm
by Reynard-Miri
The limit has a number of significant advantages over the order. It effects the entire party, doesn't take up a regular action or cost TP, occurs at the start of your turn, and lasts longer. Magnitude is the only area where it is lacking. Plus they stack with each other, so having both is only a bad idea if you're pushing off buffs that you really want to keep (like, say, provoke).
No clue if overwriting buffs counts as losing them for Nobility Proof. I'll go check that now.
edit: Yep, it does. Sweet. =3