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Extremely healthy fodder
#21
To dumb it all down into the simplest possible form:

Distributing stats in a way similar to how you'd level in the old system is nothing but pain and suffering since you're effectively just gimping yourself; an extra 6 points in defense will make that 50 hit you for a whopping 3 less damage, whereas that same 6 points in an offensive stat will end battles one or more rounds sooner. Unless you pump your intended main stat and capitalize on it (Example: A skill-based duelist spamming R1 Crystal Rose with Vent Petale to mitigate FP costs early on, etc) and basically have 40+ in your main stat by level 10, PVE just becomes a painful boring slog.

While every stat does have ways of being used offensively, which helps this, immensely, sometimes using specific classes just goes against your roleplay. For example, if you want a high HP Vit/San vampire, your early game offensive options are Water Magic (Curate or Summoner) or the Mugendai fan (70% San scaling, light damage.) I'm sure it doesn't take a genius to see why this would not be ideal for a vampire.

To give you an idea of just how silly this optimizing to simply not suffer needlessly can be...

[Image: 8c45d6aaaee3803b522302679f1cabb0.png]

This character is previously LE'd and equipped with a Narcus (22 power) and still takes multiple hits to kill a goblin or black beast of the same level. A level 29 with 57 Scaled Str, a 100% Str scaling weapon, and a 50% weakness bonus. It'd easily take the vast majority of similarly-levelled characters far longer just to wear down that one goblin, as it's unreasonable to assume any random level 30 has dragon swords.
*loud burp*
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