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Firemind

Member
Oct 25, 2017
15,546
what kind of level/setup do you need to beat the four
extra jobs temples?
You can beat them at lvl. 40-50. As for setup, it depends on the boss. You need different skillsets for each to break them as fast as possible. I mix and matched a few times after I died once they were at half HP and activated berserk mode.
 

Łazy

Member
Nov 1, 2017
5,249
If you get Dancer's 3rd passive skill which is Second Wind which gives you a SP recovery at the end of the turn based on the characters maximum SP, then there is the Merchant's 4th Passive which is SP Saver which reduces all SP costs in half.

Combine the two and you essentially can cast offensive spells for free.
I mostly go only with SP saver. But I can see the use for the other. It just seems too much to use both seeing all the other really important passives.
 

Namyu

Banned
Oct 25, 2017
1,562
I'm starting to think Scrutinize vs Inquire is more lopsided than originally expected. My level 56 Cyrus had a 60% of passing on some random little girl whereas my level 9 Alfyn was able to do it without being gated
 

TheWanderer

Member
Jul 14, 2018
230
Yeah, I got sloppy with the first part (I had a thief that could handle it).

As to the latter, I thought about that last night after I posted. Might do a mixture of dancer skill plus that (it is a group debuff). Problem would be timing it right.

If it's a group debuff, you'll definitely need the dancer's divine skill on someone who has the appropriate buffs to counter said debuffs so that it applies to everyone (or maybe someone with rehabilitate or rest, if I'm not mistaken, I'm pretty sure at least rest removes all debuffs).
 

Totakeke

Member
Oct 25, 2017
1,674
I'm starting to think Scrutinize vs Inquire is more lopsided than originally expected. My level 56 Cyrus had a 60% of passing on some random little girl whereas my level 9 Alfyn was able to do it without being gated

Alfyn is great with little girls.


Yeah it tends to be kids, and it makes sense really. It's harder to read kids while much easier to just talk to them about stuff. I think that applies to old people too.
 

TheWanderer

Member
Jul 14, 2018
230
If you get Dancer's 3rd passive skill which is Second Wind which gives you a SP recovery at the end of the turn based on the characters maximum SP, then there is the Merchant's 4th Passive which is SP Saver which reduces all SP costs in half.

Combine the two and you essentially can cast offensive spells for free.

I mostly go only with SP saver. But I can see the use for the other. It just seems too much to use both seeing all the other really important passives.

If you don't want Second Wind, there's functionally a similar accessory or two. There's an accessory that gives you SP after every turn/action (I forget) and an accessory that gives both HP and SP every turn/action (Also one that only gives HP every turn/action but not relevant). I've never tried them though so I don't know exactly how much is given or how it works.
 

wrhwk

Member
Oct 27, 2017
681
Szeged, Hungary
So, started this without much jrpg knowledge (don't judge, I liked the demo). Did the first chapter for all 8 characters. Now, the lowest 2nd chapter requirement is around lvl22, my character with the highest level is around lvl18, the rest are between lvl8-17. Is this the part where I should start roaming the wilds and fight countless enemies until I match the level criteria or is there anything else I can do? I did a couple of sidequests but they don't seem to help in getting a lot of XP.
 

Totakeke

Member
Oct 25, 2017
1,674
So, started this without much jrpg knowledge (don't judge, I liked the demo). Did the first chapter for all 8 characters. Now, the lowest 2nd chapter requirement is around lvl22, my character with the highest level is around lvl18, the rest are between lvl8-17. Is this the part where I should start roaming the wilds and fight countless enemies until I match the level criteria or is there anything else I can do? I did a couple of sidequests but they don't seem to help in getting a lot of XP.

It's fine being underleveled, at least at that point. If it feels too difficult after you attempt it, then you should look for gear rather than grinding as well.
 

RDreamer

Member
Oct 25, 2017
14,106
So, started this without much jrpg knowledge (don't judge, I liked the demo). Did the first chapter for all 8 characters. Now, the lowest 2nd chapter requirement is around lvl22, my character with the highest level is around lvl18, the rest are between lvl8-17. Is this the part where I should start roaming the wilds and fight countless enemies until I match the level criteria or is there anything else I can do? I did a couple of sidequests but they don't seem to help in getting a lot of XP.

Explore a bit, make sure your equipment is pretty up to date, visit the chapter 2 towns to steal and purchase some, and find the subjob shrines while going to ch 2 towns. By then you should be fine. Level 22 isn't an absolute requirement, so you can definitely take it on before then but just cover some of that other stuff and you'll be fine.
 

thefro

Member
Oct 25, 2017
5,996
Beat Tressa's Chapter 4. Ending and Credits
with showing your party and how you beat each chapter boss
were nice.

I have Olberic, Cyrus, and Ophelia's Chapter 4's to go, then I'll switch to the other party and start on those Chapter 2-4s.
 

duckroll

Member
Oct 25, 2017
11,220
Singapore
How easy does this team seemed for you to set up ?
I'm ending my rogue run and going to do the noble one.
I imagine it might be easier for me with a gigantic pool of items for Alfin.
It took a while early on to find my footing, but part of that was also learning the game for the first time, dealing with subjobbing, etc. But by late game, Tressa and Alfyn are SO GOOD at being BP batteries, it's kinda nuts. Concort is probably the most broken thing in the game, and I'm looking forward to seeing if there's something else as broken in the other classes. I didn't really use Guide in battles at all in my noble run, so that's something I would want to play around with in my rogue run.
 
Oct 25, 2017
9,053
So, started this without much jrpg knowledge (don't judge, I liked the demo). Did the first chapter for all 8 characters. Now, the lowest 2nd chapter requirement is around lvl22, my character with the highest level is around lvl18, the rest are between lvl8-17. Is this the part where I should start roaming the wilds and fight countless enemies until I match the level criteria or is there anything else I can do? I did a couple of sidequests but they don't seem to help in getting a lot of XP.

No need to match the level criteria. It is more of a suggestion that can easily be overcome with gear/strategy/group build, etc.

The game is essentially grind-free for all of the regular-game content unless you're only trying to do a single character's plot. Switching between four plots with a group of four, or rotating your group and doing 8 simultaneously, or just doing 2-3 while exploring, are all totally feasible strategies. All of the Path actions can be notable jumps to your combat power, by accessing NPC inventories, recruiting powerful summons, or inquiring to find extra stat Nuts and better shop inventories.
 

Zedark

Member
Oct 25, 2017
14,719
The Netherlands
So, started this without much jrpg knowledge (don't judge, I liked the demo). Did the first chapter for all 8 characters. Now, the lowest 2nd chapter requirement is around lvl22, my character with the highest level is around lvl18, the rest are between lvl8-17. Is this the part where I should start roaming the wilds and fight countless enemies until I match the level criteria or is there anything else I can do? I did a couple of sidequests but they don't seem to help in getting a lot of XP.
No, the game has relatively little emphasis on level (that is, stat boosts from leveling pales in comparison to stat boosts from getting better gear): if you make sure you have good gear, you should be able to tackle bosses somewhat above your level.
 

Hecht

Blue light comes around
Administrator
Oct 24, 2017
9,735
I find it both interesting and odd how we never find out who the criminal man was/what he did, who Esmerelda really was and what she wanted, or the true backstory of the book's original owner (we find out a bit but barely anything).

Finish Alfyn's story
 

QisTopTier

Community Resettler
Member
Oct 25, 2017
13,717

Gyoru

Member
Oct 27, 2017
1,598
The Runelord elemental enchants get even better when you use a weapon with a matching element bonus.

Staves:
- Bishop's Staff +352 EATK - Increased Light damage

Bows:
- Primeval Bow of Storms +342 EATK - Increased Wind damage

Daggers:
- Heathcote's Dagger +346 EATK - Increased Fire damage
- Adamantine Dagger +299 EATK - Increased Dark damage

Spears:
- Tradewinds Spear +380 EATK - Increased Wind damage

For reference: the highest EATK weapon is the Battle-tested Staff with +399 EATK, but it doesn't have an elemental bonus.

My Tressa!Runelord was doing 65k hits with a Wind enchant with the Tradewinds Spear on the postgame boss while my Sorcerer and Starseer were only doing around 40-45k with Battle-tested Staves.
 

Deleted member 1839

User requested account closure
Banned
Oct 25, 2017
11,625
I'm trying out this team setup right now and it seems to be pretty good so far.

Therion/Cleric
Primrose/Sorcerer
Cyrus/Starseer
Tressa/Runeblade

The Runelord elemental enchants get even better when you use a weapon with a matching element bonus.

Using BP Eater and Elemental Edge on all the characters probably helps with that as well.
 

Nothing

Member
Oct 30, 2017
2,095
It seems like for the late-game stuff you're going to want to need about 5K JPs for all of your main characters to take the cleric subjob all the way to Saving Grace passive, and another ~5K JPs to get them to the final merchant passive bonus of SP saver. That seems to be my next priority. Does that sound about right? Am I off?
 

Deleted member 36578

Dec 21, 2017
26,561
It seems like for the late-game stuff you're going to want to need about 5K JPs for all of your main characters to take the cleric subjob all the way to Saving Grace passive, and another ~5K JPs to get them to the final merchant passive bonus of SP saver. That seems to be my next priority. Does that sound about right? Am I off?

Saving Grace more of a priority than SP Saver, but if you can do both SP Saver is great for certain classes.
 

Kain-Nosgoth

Member
Oct 25, 2017
15,587
Switzerland
i'm doing useful damage only with the scholar and now the sorcerer.... can't seem to get tons of physical damage aside from the divine skill of therion...

tons of people are using olberic i see but i'm don't really want to grind him since he's level 8 and my team is 45, lol

but damn once i get enough point to get half SP from the merchant and putting it on the sorcerer, it will become so OP
 

MoonFrog

Member
Oct 25, 2017
3,969
Some "closing" thoughts on Octopath before I move on (tentatively). Light, non-explicit spoilers (including in what I tagged):

First, with all the confused squabble over FFVI: What did Octopath remind of and to what extent?

Dragon Quest IV: There's the general "put yourself in the shoes of such and such character type" conceit, but also some of the character types and basic narratives are very DQIV. In particular, Primrose being a dancer bent on revenge for her father and Tressa being a small-town merchant who wants to make it big and explore the world. Now, where they go with those stories is different. The mechanics are also different. Octopath takes an episodic approach to story-telling, where each character has chapters that are far-flung and designed to be mostly gameplay non-continuous with each other. Dragon Quest IV presents a series of continuous journeys that reach an end and hen extend into the fifth chapter. Dragon Quest IV also uses the conceit to say a lot with little, so to speak, whereas Octopath takes a quite verbose path with each character chapter, coming across as a sort of interactive TV episode in part.

Trails in the Sky: The approach to roads--making them quasi-dungeon, town-scale paths--reminds me of Trails. The detailed towns and town-life extend this resemblance. Unlike Trails, Octopath is not, however, a focused journey so it doesn't have the same road-trip feeling of Trails. Moreover, the story chapters aren't located next to each other in such a way that easily encourages a seemless journey experience. Octopath strikes me as, after the first chapter, very much a game built around fast travel.

The Elder Scrolls: In a lot of ways Octopath strikes me as a strange combination of character-driven, party-based, turn-based Japanese RPG and a sandbox RPG, like the Elder Scrolls. You have the verbose, character-centric main vignettes juxtaposed against an open structure, plethora of side-content, villagers you can steal from and persuade to give you more information, and formulaic but plentiful dungeon design. In this juxtaposition, there already is built in why it also doesn't remind me of The Elder Scrolls, but I can continue along those lines: The town-life, sharp relief in regions, and narrow connective tissue are more reminiscent of an open Trails game though. More importantly perhaps, the combat and character growth is a highlight rather than "just there."

Shin Megami Tensei and Bravely Default: The combat reminds me of an evolution of Bravely Default with a heavy influence from Shin Megami Tensei bred into it, namely the weakness system. Like Bravely Default, Octopath takes class-based Final Fantasy and runs with it. Moreover, it also experiments with the idea of building charges although it displaces the default option onto defense stacks on the enemy and just allows you to accrue charges naturally. Like Shin Megami Tensei, those defense stacks are removed by striking weaknesses so much of the game revolves around figuring out what enemies are weak to and exploiting them, layered in with managing the charge and the break system for maximum damage and incoming damage control. It is a game about control and exploiting the chances you create maximally. The Final Fantasy VI inspiration seems light, imo. It seems to be mostly in each character having a command tied to their character on top of being customizable.

Second, as to content pacing: Octopath is not a "grindy game." You can probably create grindy moments by your chosen play order, but in both my runs I had a ladder of content that never had me suddenly go "I have to grind some levels instead of progressing something." Moreover, in the run of my first four I did almost no side content.

Continuing this area of discussion thoughts on character growth versus challenge pacing (from an earlier post):
As to the game difficulty, more of the stats seem to be in the gear than in the levels imo. I left my main team fairly high-level (on the cusp of 60) to go train my other party. I also actually did the side content training my second party (to make up for not exploring the map while getting places). So I got a lot of great equipment from doing those sidequests and just looting even more final dungeons. Coming back to my main party with all that gear...Olberic jumped from doing <20K buffed & debuffed Brand's Thunder to doing 35-40k, for example, which is, to put it in context, almost half a chapter 4 boss's HP pool.

Now, a lot of that gear I could've had for a long time--I could've been stealing and doing side content the whole game; Olberic's chapter 4 (my second) unlocked that super sword that really changed things--but I didn't. I was just scrounging and the game had a nice difficulty. I had some trouble with two of my first four bosses, the first and second (although I ended up going back to it last and the gear/levels I got in that process solved the issue for me).

For my second four, I had a ridiculous surplus of great gear that kept accruing. I didn't use all of it--I kept my best armor on my mains--but I did use an important amount of it--I used my best weapons and second best armor. I ran them through somewhat underleveled against the guidlines--more so than my first party, which had Olberic/Therion lower than the guidline, Ophilia just about at the guideline and Primrose over it by a good amount (until the chapter 4's accrued and they all ended up in the upper 40s, lower 50s by the end of that)--but as long as I wasn't taking one-shots and stuff, my offensive power could cut through the content extremely well and the last four chapter four bosses were mostly non-events.

As were the extra job bosses. I had struggled with them (well, one of them) before going to my second four, and they had just seemed above me. I was taking ridiculous damage. I didn't try too many times and instead did the level 55 side-dungeon in Everhold, wondering what that held. I came out with my first party in the upper 50s and then decided to start my second party, thinking to ping-pong between it and trying the extra job bosses. I didn't really do that in the end, and pretty much just did the second party and sidequests.

So when I got back to them I had an over-leveled party and an over-geared party that just trashed them. It was kind of unfortunate and I feel I missed that experience.

Honestly, the most fun I had with the game was probably when I broke off from leveling everyone, made my first party, and climbed through the chapter 3's sequentially, starting with Olberic, then Therion, then Ophilia, and then Primrose. Chapter 4 was fun too. This is when I truly fell in love with the game--I liked it before but I was anxious about how to consume the content best and unsure of my play-style.

The second most fun I had was actually seeing the world with my second party and, again, going through their stories in a focused fashion, even if the character growth versus content pacing wasn't as thrilling.

I kind of wish I'd blended my two playthroughs better, namely, I wish I'd done more sidecontent at first, explored the villages for more gear at first, but still leave some for the second quest. The reason I didn't is I was honestly made anxious by having Primrose stuck in my party, namely, she was always going to be overleveled if she did all the side-content and that made me want to do only what was immediately in front of me and come back and do the rest later. This is what propelled me to choose one party of four after being noncommittal for quite a while there. I like that decision to focus. It made the game more manageable and also gave me the experience of playing the game twice (going over things again) within one playthrough, which is cool. I probably wouldn't have made that decision if I could've swapped Primrose out, or at least I'd have been slower to do so. Basically, I'm of two minds on this design decision of theirs.

Third, Octopath surpassed my expectations: as I wrote in the RPG community, I expected a game that delivered a solid and interesting character growth and combat systems and that appealed to me more than Bravely Default on an aesthetic and narrative level. I was intrigued by the core conceit but criticism and my limited experience with the demo encouraged me to have relatively low expectations of how much it would be an improvement on Bravely Default with respect to the latter consideration.

I think the combat and character growth is better than it was in Bravely Default. I like the simplified ability list and the short class list. I like the break system and the weakness play better than default. I had a better experience with the content challenge pacing. Etc.

I also think Octopath has a much better world and characters. This is both a statement of preferring the flavor and thinking it is better developed. Octopath had less of the sort of "trashy" anime vibe that Bravely had a tendency to devolve into. It also had a whole host of well-developed and interconnected cities and regions, complete with NPCs you could engage on multiple levels. The characters had fairly simple stories but they all drove towards a focused characterization that was, again, a cut-above the characters in Bravely Default, in my opinion.

Fourth, I had a lot of fun with the combat :).

Fifth, as to the narrative quality: I think it had its ups and downs. As to mechanically: The chapters tended to be way to exposition heavy and the method of delivery was too heavy on cutscene over delivery through gameplay. It was sort of like watching a short vignette on TV with a dungeon tacked on, at times more like this than at others. I wish there had been more complexity in path action interactions particularly in the story segments--it is less of an issue with respect to low-key world building and quest progression. E.g. the game never made you actually look for a way to sell at a profit with Tressa, rather it just handed that to you, directing you to buy a certain item and then turning a profit on it in a cutscene. The game could've done much better in this area, in my opinion. (Cutscene fatigue would set in at times and over-dependence on them made the town sequences much more rote than they needed to be).

Also, mechanically speaking, I was disappointed with how incongruous the journeys were, namely, the stories had each character zipping all over the place rather than working towards a goal (physically) and having meaningful events along the way. On the one hand, this acknowledges the structure of the game, both in the sense that it encourages you to be playing multiple tales at once and just in the sense of how the map is laid out. Most of the stories provide a context as to why the journey has such a strange shape--some more convincing than others (e.g. Stillsnow being close to Noblescourt was satisfying in Primrose's story)--but Alfyn's story really lays the structure bare and it puts me off a bit. This goes back to the game being built around fast travel, rather than a seamless, intelligible journey. It is very game-y in this respect, and this game-yness taken in general is the source of a lot the game's charm but, from a narrative standpoint, it is somewhat disappointing.

I also think the individual character stories had there ups and downs.
The upside, generally speaking, is that the stories were largely focused and had something to say about their character and that something wasn't worthless. E.g. I enjoyed that they left Alfyn's dilemma as a dilemma; I thought the nature of Primrose's antagonist was relevant to her character; I thought, generally, the stories brought in an interesting cast of side characters. As to some downs: I felt Primrose's narrative played some things too much for personal melodrama and "woe-is-me" when it was touching on themes often avoided in JRPG that could've used a more nuanced perspective; I felt Ophilia's middle chapters missed the opportunity to build up the thematic resonance of the last chapter by failing to really examine the suffering masses and the church as related to them; I felt Tressa's villain was very tacked on.
 

Holundrian

Member
Oct 25, 2017
9,163
It seems like for the late-game stuff you're going to want to need about 5K JPs for all of your main characters to take the cleric subjob all the way to Saving Grace passive, and another ~5K JPs to get them to the final merchant passive bonus of SP saver. That seems to be my next priority. Does that sound about right? Am I off?
Depends on your build. Saving grace just has overall utility but for the latter half of lategame I moved away from both those passives in favor of general damage boosts and craft setups that maximize the dmg on the first break. You don't really need to care that much about survival if you do like 100k+ dmg during the first break.

A good amount of later bosses actually work in a way where if you break them too often(so if your appraoch is sustain + steady dmg) they just keep becoming stronger and stronger. I think building for fast and high burst is kinda what you want but I haven't beaten the secret thing yet. (so maybe it will do something to punish burst builds)

On SP saver not that I know for sure sure but I'm still certain with the way dmg multipliers interact with each other it's probably a mathematically bad talent because the SP per dmg it saves you gets outclassed ridiculously by the dmg you gain from slotting in another dmg passive. It's a very great quality of life farming talent though I guess since it doesn't really matter for trashmobs if you do 99999 x 3/6 etc
 
Last edited:

Deleted member 36578

Dec 21, 2017
26,561
Some "closing" thoughts on Octopath before I move on (tentatively). Light, non-explicit spoilers (including in what I tagged):

First, with all the confused squabble over FFVI: What did Octopath remind of and to what extent?

Dragon Quest IV: There's the general "put yourself in the shoes of such and such character type" conceit, but also some of the character types and basic narratives are very DQIV. In particular, Primrose being a dancer bent on revenge for her father and Tressa being a small-town merchant who wants to make it big and explore the world. Now, where they go with those stories is different. The mechanics are also different. Octopath takes an episodic approach to story-telling, where each character has chapters that are far-flung and designed to be mostly gameplay non-continuous with each other. Dragon Quest IV presents a series of continuous journeys that reach an end and hen extend into the fifth chapter. Dragon Quest IV also uses the conceit to say a lot with little, so to speak, whereas Octopath takes a quite verbose path with each character chapter, coming across as a sort of interactive TV episode in part.

Trails in the Sky: The approach to roads--making them quasi-dungeon, town-scale paths--reminds me of Trails. The detailed towns and town-life extend this resemblance. Unlike Trails, Octopath is not, however, a focused journey so it doesn't have the same road-trip feeling of Trails. Moreover, the story chapters aren't located next to each other in such a way that easily encourages a seemless journey experience. Octopath strikes me as, after the first chapter, very much a game built around fast travel.

The Elder Scrolls: In a lot of ways Octopath strikes me as a strange combination of character-driven, party-based, turn-based Japanese RPG and a sandbox RPG, like the Elder Scrolls. You have the verbose, character-centric main vignettes juxtaposed against an open structure, plethora of side-content, villagers you can steal from and persuade to give you more information, and formulaic but plentiful dungeon design. In this juxtaposition, there already is built in why it also doesn't remind me of The Elder Scrolls, but I can continue along those lines: The town-life, sharp relief in regions, and narrow connective tissue are more reminiscent of an open Trails game though. More importantly perhaps, the combat and character growth is a highlight rather than "just there."

Shin Megami Tensei and Bravely Default: The combat reminds me of an evolution of Bravely Default with a heavy influence from Shin Megami Tensei bred into it, namely the weakness system. Like Bravely Default, Octopath takes class-based Final Fantasy and runs with it. Moreover, it also experiments with the idea of building charges although it displaces the default option onto defense stacks on the enemy and just allows you to accrue charges naturally. Like Shin Megami Tensei, those defense stacks are removed by striking weaknesses so much of the game revolves around figuring out what enemies are weak to and exploiting them, layered in with managing the charge and the break system for maximum damage and incoming damage control. It is a game about control and exploiting the chances you create maximally. The Final Fantasy VI inspiration seems light, imo. It seems to be mostly in each character having a command tied to their character on top of being customizable.

Second, as to content pacing: Octopath is not a "grindy game." You can probably create grindy moments by your chosen play order, but in both my runs I had a ladder of content that never had me suddenly go "I have to grind some levels instead of progressing something." Moreover, in the run of my first four I did almost no side content.

Continuing this area of discussion thoughts on character growth versus challenge pacing (from an earlier post):


Third, Octopath surpassed my expectations: as I wrote in the RPG community, I expected a game that delivered a solid and interesting character growth and combat systems and that appealed to me more than Bravely Default on an aesthetic and narrative level. I was intrigued by the core conceit but criticism and my limited experience with the demo encouraged me to have relatively low expectations of how much it would be an improvement on Bravely Default with respect to the latter consideration.

I think the combat and character growth is better than it was in Bravely Default. I like the simplified ability list and the short class list. I like the break system and the weakness play better than default. I had a better experience with the content challenge pacing. Etc.

I also think Octopath has a much better world and characters. This is both a statement of preferring the flavor and thinking it is better developed. Octopath had less of the sort of "trashy" anime vibe that Bravely had a tendency to devolve into. It also had a whole host of well-developed and interconnected cities and regions, complete with NPCs you could engage on multiple levels. The characters had fairly simple stories but they all drove towards a focused characterization that was, again, a cut-above the characters in Bravely Default, in my opinion.

Fourth, I had a lot of fun with the combat :).

Fifth, as to the narrative quality: I think it had its ups and downs. As to mechanically: The chapters tended to be way to exposition heavy and the method of delivery was too heavy on cutscene over delivery through gameplay. It was sort of like watching a short vignette on TV with a dungeon tacked on, at times more like this than at others. I wish there had been more complexity in path action interactions particularly in the story segments--it is less of an issue with respect to low-key world building and quest progression. E.g. the game never made you actually look for a way to sell at a profit with Tressa, rather it just handed that to you, directing you to buy a certain item and then turning a profit on it in a cutscene. The game could've done much better in this area, in my opinion. (Cutscene fatigue would set in at times and over-dependence on them made the town sequences much more rote than they needed to be).

Also, mechanically speaking, I was disappointed with how incongruous the journeys were, namely, the stories had each character zipping all over the place rather than working towards a goal (physically) and having meaningful events along the way. On the one hand, this acknowledges the structure of the game, both in the sense that it encourages you to be playing multiple tales at once and just in the sense of how the map is laid out. Most of the stories provide a context as to why the journey has such a strange shape--some more convincing than others (e.g. Stillsnow being close to Noblescourt was satisfying in Primrose's story)--but Alfyn's story really lays the structure bare and it puts me off a bit. This goes back to the game being built around fast travel, rather than a seamless, intelligible journey. It is very game-y in this respect, and this game-yness taken in general is the source of a lot the game's charm but, from a narrative standpoint, it is somewhat disappointing.

I also think the individual character stories had there ups and downs.
The upside, generally speaking, is that the stories were largely focused and had something to say about their character and that something wasn't worthless. E.g. I enjoyed that they left Alfyn's dilemma as a dilemma; I thought the nature of Primrose's antagonist was relevant to her character; I thought, generally, the stories brought in an interesting cast of side characters. As to some downs: I felt Primrose's narrative played some things too much for personal melodrama and "woe-is-me" when it was touching on themes often avoided in JRPG that could've used a more nuanced perspective; I felt Ophilia's middle chapters missed the opportunity to build up the thematic resonance of the last chapter by failing to really examine the suffering masses and the church as related to them; I felt Tressa's villain was very tacked on.

This post is extremely spot on. I agree with everything you said .I too have wrapped it up, and enjoyed the ride while it lasted .
 

Zedark

Member
Oct 25, 2017
14,719
The Netherlands
Heh, I am currently a bit too strong for the final bosses of the stories it seems. Therion's final boss went down in their first broken state, with me dealing close 100k damage with three well-timed attacks.

And now I plan to do the four stories I have left, going to be a story exposition rather than a gameplay setup, I'm afraid. And then it's on to gathering the other secret jobs and preparing for and unlocking the final dungeon.
 
Oct 25, 2017
12,615
Finally was able to start this.

Chose Ophellia since that is what the quiz said would be my ideal role...

Her first boss fight felt abnormally difficult for a first boss. Maybe because I didn't grind, but I basically needed to tank the bombs.
 

QisTopTier

Community Resettler
Member
Oct 25, 2017
13,717
Finally was able to start this.

Chose Ophellia since that is what the quiz said would be my ideal role...

Her first boss fight felt abnormally difficult for a first boss. Maybe because I didn't grind, but I basically needed to tank the bombs.
The first fight for everyone solo is kinda rough.
 

Totakeke

Member
Oct 25, 2017
1,674
Finally got destroyed by a chapter boss, that was fun. Just did a bit of shuffling around and discovered that tanking really works in this game.
 

Łazy

Member
Nov 1, 2017
5,249
Depends on your build. Saving grace just has overall utility but for the latter half of lategame I moved away from both those passives in favor of general damage boosts and craft setups that maximize the dmg on the first break. You don't really need to care that much about survival if you do like 100k+ dmg during the first break.

A good amount of later bosses actually work in a way where if you break them too often(so if your appraoch is sustain + steady dmg) they just keep becoming stronger and stronger. I think building for fast and high burst is kinda what you want but I haven't beaten the secret thing yet. (so maybe it will do something to punish burst builds)
Non secret boss are easy enough to be broken/killed without much difficulty.
I don't want an answer but I wonder how it's possible to go that hight when I'm doing 20k with the buffed attack, lowered defense on the enemy, break and everything I have to raise the attack stat used. Guess I could double that I could just add one more phys attack of 50 from accessory. Would maybe go up to 50k.

Is it about 3% weapons ?
Or maybe because I can't use every characters yet. I have the feeling concoct helps with that for some crazy team BP potion and a mix of divine skills all at the same time or almost...
You still have to survive the first turns while breaking. Can be hard with the real hard boss.
 

Freezasaurus

Member
Oct 25, 2017
57,009
Personally I use Cleric as it seems the most obvious fit. When I had a surplus of JP (really doesn't take long) you can just dump all that in the Merchant job and only equip the (very useful) final subskill and just switch back to another more useful job. You keep all the subskills you unlock even if you switch jobs.

As a sidenote I find Cyrus to be completely op. With his skillset he can do some absolutely bonkers damage early on. I don;t mind though, I like having an op character.

I have Prim as a Cleric since aside from dark magic and buffs, she seems most useful if she can be the secondary healer after Ophilia. Ophilia is my secondary Scholar, and watching her and Cyrus double-team enemy packs with elemental magic is a beautiful thing.
 

Holundrian

Member
Oct 25, 2017
9,163
Non secret boss are easy enough to be broken/killed without much difficulty.
I don't want an answer but I wonder how it's possible to go that hight when I'm doing 20k with the buffed attack, lowered defense on the enemy, break and everything I have to raise the attack stat used. Guess I could double that I could just add one more phys attack of 50 from accessory. Would maybe go up to 50k.

Is it about 3% weapons ?
Or maybe because I can't use every characters yet. I have the feeling concoct helps with that for some team crazy BP potion and a mix of divine skills all at the same time or almost...
It's about general stats so weapon + using nuts to cap out the dmg stats on your dmg dealers from there it's stacking buffs/debuffs. The starseer one that raises dmg per boosts is especially significant even on its own. I've seen people theory craft that the warmaster sword skill is probably the highest dmg skill in the game if it hits all its hits (the less hp dmg goes up talent is especially potent). But that's like very very rng.
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I'm currently thinking about what I gain with putting the buff talent on everyone given there are enemies that remove buffs. And how you would fill the turns that would be used for those and if it cleans up rotations.
 

Totakeke

Member
Oct 25, 2017
1,674
Has anyone made a critical build work? Crit damage doesn't seem to be worth equipping for it in general.
 

Holundrian

Member
Oct 25, 2017
9,163
Has anyone made a critical build work? Crit damage doesn't seem to be worth equipping for it in general.
Not really a build, but hunter is a mainstay in my party setups because legtrap and take aim are pretty signifcant. Having crits ups dmg consistently to almost double the amount for me(but it's probably cause my guess is crit is multiplicative with other stuff for others not having certain things it might not double the numbers).