theprof00 said:
I must be missing what is hard to understand here. Let's use this enemy. It takes 3 to break. Then every second sequence, you break, and do some extra damage on the next hit. You go again and 2x. It is the enemy turn. you do 2x. it hits you back. you do 2x, break and do some extra damage. You use a boosted spell. It is enemy turn. You 2x, it attacks, etc etc. Now if you do this sequence: Now, break hits deal 50% more damage, charged up moves do 55%, and every boost of a spell is 100% more So the total damage breakdown is: (using 30 base) 2) The math is hard to deny here. on top of which, the enemy attacked three times in your scenario.
This is a video of someone overhitting, as you say is the best way: This is someone who used the system correctly: (her voice sucks, so just mute it) This is a level 4 (top) with an upgraded dagger I read the OP and saw the update. As far as I can tell, his sytem for the boss would be 1,1,1,1 break, max special, 1, 1, An alternative pattern would be so it's 1680 + 300 hp loss, potion loss I understand your point that you can beat them anyway without the min-maxing (minimal strategy). But games like these ramp up over time, as others have said. It's likely that the game was simply at an easy enough level where you not giving af didn't affect win. |
That's not what I said about a three shield battle, you would be forced to use a 2-2-3-1-3-1 - with the 1 being replaced with abilities to save time, since otherwise it is insufferably long. Like I said, there's nothing brilliant about doing this, it's just one more encounter type you will experience dozens to hundreds of times, and another chore-ish type thing you have to keep doing repetively; every battle with 3 shields will be pretty much the same. My issue is the bloat of the battle system. Why add additional steps in the interface to a game with so few encounter situations? Especially when those encounter situations are extensively repeated? This extra fiddling with the interface isn't depth, its complexity for the sake of complexity - and that complexity is just repetitive actions, there isn't variety; the exact same tactics are applied to the same encounters - which are frequently repeated. This is why it only took 2-3 hours, in my experience, for the battle system to feel like a real chore. Ramping up over time doesn't fix these issues, it compounds them by further bloating the system in adding more steps to be repeated dozens and dozens of times.
Take a game like Chrono Trigger, for example, the addition of enemy positioning and scripted actions is something that created depth. There are LOTS of unique encounters in that game.
In addition, when you factor in the large variety of magic, single techs, dual techs, and triple techs, you end up with dozens of different types of damage and statuses you can deliver to enemies. So you have a large variety of options to deal with a large variety of situations. One of which, using a lightning bolt to stun a dinosaur, and deliver more damage, is just one of the ways to take down an enemy in Chrono Trigger - it's every way to take down an enemy in Project Octopath. Chrono Trigger, in addition, didn't bloat its interface to get the actions done. It was done far more simply - you select attack, and the character attacks - no extra fiddling around; no extra interface burden.
I describe myself as a little dose of toxic masculinity.