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>> No.3571296 [View]
File: 92 KB, 1214x1042, stat effect scaling MM7.png [View same] [iqdb] [saucenao] [google]
3571296

>>3570534
> day of the gods
See: base stat scaling

> day of protection
No protection against dark makes it situationally useful

> hour of power
No improvements over original spells except for duration. The buff comes too late in game to be useful, unless you have a weakling party that still needs buffing to be effective.

All these spells don't come close to having Shrapmetal, let alone 4x Shrapmetal, which at 30 skill deals 30–180 damage with each of its 9 pieces.

The true power of light is in Paralyze. But at least their GM has Divine Intervention.

>> No.3516548 [View]
File: 92 KB, 1214x1042, stat effect scaling MM7.png [View same] [iqdb] [saucenao] [google]
3516548

>>3516471
> The point is you don't have to split skill points across Fire, Spirit, Air, and even get some freebies.
But as I said, talking about Hour of Power, you don't really need to spend points on fire or air. The effect will be the same, albeit last shorter.

Spirit seems useless, on the one hand. On the other, it has some mildly useful spells along with Spirit Lash. I thought it was pretty cool when my cleric, instead of missing all the time, dealt 100 damage to Titans—more than my monks, because of the enemy's physical resistance.

> You can dump them all into one skill so the effect gets much stronger much faster and can be done by only 1 caster.
Really, the best Hour of Power benefits are all from spirit spells. (for Day of Protection the story is different though).

> Stats do scale poorly, but it isn't like they stop scaling. Until 250, you still get a boost at least fairly regularly.
From 50 to 250, a stat's effect increases by 1 for every 25 points. So, at GM level, every 5 points in Light Magic is -1 speed, +1 damage, +1 melee/ranged attack, and some unimportant SP/HP bonus. This sounds really ineffective, I'd much rather get damage and attack with Heroism/Bless, and speed with Haste.

Now the most complicated thing. Getting stats to 50–100 (9–10 effect) isn't that hard, but not so much beyond that. The next 350 or so stat points give only 11 effect, or 20 effect in total.

At absolute maximum, Light Magic level 60, you get +300 to each stat with DotG. But it still won't reach the sweet spot of 400–500 which scale much better (see picrelated). So in the end, the likely max bonus from Day of the Gods is -10 speed, and that's at max level, if you use the well .

So I think it's only ever useful to archers. Everyone else should probably, likely, get to 30 recovery by that point with Armsmaster enchantments. But then there's Speed Boost+philosopher's stone.

>> No.3461794 [View]
File: 92 KB, 1214x1042, Screen Shot 2016-08-19 at 00.49.58.png [View same] [iqdb] [saucenao] [google]
3461794

>>3461763
Here's the thing: base stats (Might, Endurance, etc) really mean very little in MM6, at least after the beginning stages. Don't worry about it too much.

If you absolutely want to be sure, give might to melee classes, intellect to sorcerers, and personality to clerics/paladins. But it in the long run it won't matter at all.

>> No.3436269 [View]
File: 92 KB, 1214x1042, Screen Shot 2016-08-19 at 00.49.58.png [View same] [iqdb] [saucenao] [google]
3436269

>>3436242
>Intellect - Intellect governs elemental magic. Sorcerers, Druids, Archers, Thieves, and Rangers get bonus spell points for high Intellect Scores, other classes gain no bennefits from this attribute

>Personality - Personality governs Self magic. Clerics, Druids, Paladins, Monks, and Rangers all get bonus spellpoints for high Personality. Charachters also require high personality scores to qualify to learn Expert and Master ranking in the Merchant skill. Clasess without Self
magic or the Merchant skill gain no bennefit from this attribute.

But! In the end, the basic stats—Intellect/Personality included—don't matter much. Why? See picrelated. In the whole game, you probably won't get them over 80, where the bonuses become gradually smaller and smaller.

For maximizing your spell points, you need:
—get 2 promotions
—level up Meditation.

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