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>> No.4074894 [View]
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4074894

>>4073368
Yeah, this is definitely something I had to drill into other people when I talk about the game with other people. Special Units aren't really that broken except for the two you mentioned and it's arguable that they're still not as bad as Summoner can be in the US version. They just give the player more tools at their disposal, which is a fantastic thing in TRPGs.

>>4073385
Chemist is arguably one of the most broken classes in the game just due to its sheer utility. A lot of people fail to realize just how strong some jobs really are because of other more offensive candidates.

They're really not that bad at all, you just need to optimize for them. It's better to slap something like a robe on the Samurai, especially a wizard's robe, since it will boost their MA. Magic Attack Up will also boost it as well. This means that Draw Out on a high MA class like Wizard makes them a ridiculously powerful killing and healing machine.

A Lancer with concentrate will be able to snipe people across the map with their skills. Here's a neat tidbit from the challenge FAQ on Gamefaqs I remember reading back in the day that really helped me visualize it.

>Jumping Fact: A jump lands (50/Speed) clockticks after being used. A Lancer with 10 Speed lands in 5 clock ticks. A clock tickis the moment of time in which characters' CT increase. A brief example follows to make things crystal clear. The same 10 Speed Lancer has two targets. Both have Speed 8. The Bomb's current CT is 50. On the other hand, the Goblin's CT is 70. In 5 clock ticks, the Bomb's CT will be 90 (50 + (8*5)), and the Goblin will have his turn, and end up at 10 CT (70 + (8*5)). Obviously, the Lancer should choose to Jump on the Bomb, since it won't have a chance to move beforehand.

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