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Golden Deer Pub Community Forums • EOIV Rantage!! - Page 35
Page 35 of 79

Re: EOIV Rantage!!

Posted: Tue Mar 26, 2013 11:55 pm
by Doktor_Q

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 7:56 am
by Dangerus

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 10:19 am
by PLA
^ 'ggdroid. :3

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 2:59 pm
by scy

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 3:04 pm
by PLA
^ From all the discussion I've read so far, I've gotten the impression that Charge Edge is unpopular, but I don't know why.

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 3:29 pm
by scy
If you're going to make it to Turn 5*, your best damage output comes from that rotation into Ignition. If your goal is Turn 4*, you'd rather Heat Sink -> Sharp Edge.

Basically, you have these:

Turn 4:
Elemental Drive -> Heat Sink -> Sharp Edge -> Elemental Drive
Total Damage: 1730% Damage (780% -> 0% -> 170% -> 780%), 64 TP (20 -> 14 -> 10 -> 20)

Turn 5:
Elemental Drive -> Sharp Edge -> Cool Edge -> Charge Edge -> Elemental Drive
Total Damage: 3678% (780% -> 170% -> 350% -> 350% -> 2028%), 82 TP (20 -> 10 -> 14 -> 18 -> 20).

*Add 1 if you're Charging due to Bushi sub or Power Gloves on the first turn.

The big problem with Charge Edge is that many fights don't even make it to that second Elemental Drive, much less an extra turn to get the ChE -> ED off.

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 3:35 pm
by PLA
^ Makes sense.

Edit: How strong is the glove-Charge? Less or more than 200 %?

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 5:34 pm
by scy
Less. It's 180%. Which makes it a waste for most people (since you'd do more damage just using the ability twice) but Imperial's want to front-end their damage so it makes a bit more sense that way.

Re: EOIV Rantage!!

Posted: Wed Mar 27, 2013 10:56 pm
by Doktor_Q
Anyway, Bushi's blood surge is not safe. It can and will kill you if you're low on HP, BUT it doesn't check for death until it finishes the calculations for a single attack, meaning that Ferocity does heal you before you'd die. The only problem is that if your Blood Surge is doing more damage than Ferocity heals in a single hit, it gets to check "is he still alive" when you are, in fact, not.

Also, it's actually possible for moves to trigger between the hits of a Nightseeker's Blade Flurry, a la any form of instant counter attack, but not between hits of the Dancer's Sword Dance- the different between two attacks and one attack that hits multiple times, I think?

Re: EOIV Rantage!!

Posted: Thu Mar 28, 2013 9:39 am
by PLA
^ Good to know. What's the magnitude of Ferocity at max?

Re: EOIV Rantage!!

Posted: Thu Mar 28, 2013 12:30 pm
by Snowdome

Re: EOIV Rantage!!

Posted: Thu Mar 28, 2013 2:53 pm
by scy

Re: EOIV Rantage!!

Posted: Thu Mar 28, 2013 3:19 pm
by PLA
Think Lv 4 Ice Slash is more efficient than Freeze Drive? Can't benefit as easily from Charge/Edge, but it can be used every turn.

Re: EOIV Rantage!!

Posted: Sun Mar 31, 2013 8:38 pm
by Doktor_Q
Trying to build a medic is becoming a horrifying clusterfuck. Why can't we have Princess's passive healing this time, too? Sigh.

I've been trying to build each character around one skill, or specific set of very similar skills, and a big chain of related and beneficial passives. The Night/Arcanist with every throw and basic DPS, the Lands/Night with duel-bladed speed and an emergency use Vanguard, a Fort/Rune with survivability, shields, and a ton of TP...

And then I hit medic, and suddenly "oh hey, single heal, line heals, a bushel of status cures, after-battles heals, revivals, automatic revivals, some full healings, maaaaaybe a full party heal, and oh can't forget a subclass" and then everything falls apart and they have two pages of skills and I'm never happy with the setup!

So in light of that, does anyone know a good way to make a medic, or some other healing, both genuinely useful and also not need one skill for every possible situation?

Re: EOIV Rantage!!

Posted: Sun Mar 31, 2013 8:46 pm
by Dangerus