Since you're likely to be using powerful weapons by the time you can grind Vigor bonuses, Vigor never really makes a difference. But try making your character unarmed and you'll see that the high Vigor character attacks 3x harder then the other one. Stamina looks like it was intended to affect HP growth early in development, but the idea was scrapped and now it only affects your chance to resist instant death from magic sources and gravity effects.
It also makes regen slightly more effective, but at the same time, poison and bleeding does more damage and you'll be in those status much more often then you'll have regen so it's not a good deal. Being permanently immune to instant death attacks from magical sources is cool, but this game doesn't really punish death and revives are cheap, so you'd better raise a damage stat instead then this.
Stamina really isn't worth raising. Speed would be great if two characters could attack at the same time like in FFX-2, but this game only let one character act at a time, so your high-speed character will still be stalled until it's his or her turn, greatly dimishing the value of speed.
Pwr is by far the most effective stat, it is a direct damage or healing multiplier so if you raise Terra's Mag. Personally I'm giving Mag. Pwr to every character I use, even Locke, because it's much more beneficial. User Info: funkydiscogod. JobeStroud posted So vigor and stamina DO they even do anything? Short answer: no, they don't do anything. In any case the difference is not noticable, because it's either small or the damage is capped anyway.
For stamina, it increases the amount of regeneration a character gets, the amount of poison damage a character receives, and the amount of health they heal with Tintinabar. Since the cap for regeneration and poison damage is low, characters hit the cap naturally, so you won't notice anything from an increase in stamina.
Also, since tininabar's health regeneration is so low, you won't notice the difference anyway. User Info: CKK User Info: MeepleLardicle. Just to illustrate this: Cyan's Vigor is 40 base, using those numbers with Quadra Slice, you get damage at level 40 per hit. Higher Vigor makes the relative boosts even higher due to the additive nature. Too lazy to math it out. Return to Narshe. Exploring with the Blackjack. Now flying in style, the party regroups in Narshe.
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Signup for Free! Bible Trivia Online Bible. About Users Help. User Notice. Last User View Shebakoby. Last Updated AM Staff. Game's Characters. Game's Hacks. What if cover is determined by vigor instead? It pairs well with vigor mitigating physical damage as a character 'knowing' they'll take less damage would be more willing to jump in front of an ally.
Counter being based on stamina seems logical though, as higher stamina indicates better recovery in responding to an enemy attack; it also provides a smidge of balance because either you'll counter more often, but with lower damage, or vice versa. Furthermore, having cover and counter key off different stats means that countering off covered hits isn't as likely.
IMO, from a balance perspective, stamina needs to be catch-all in order to keep up with the other stats vigor, magic, speed. For Cover specifically, that's a defensive strategy, so it's logical for the defensive stamina builds to be better at covering the party. I'm apathetic to counter keying off of stamina though. I wouldn't mind stamina affecting both magical damage variance and physical damage variance. It seems more intuitive than "stamina for magical damage, vigor for physical damage.
However, I think the problem arising is that if stamina is meant to be viewed as the 'defensive' stat, then it shouldn't influence offensive attacks that strongly if at all. Maybe the attacks currently using stamina should instead use some combination of stamina and magic so their power doesn't escalate quite as quickly and would give stam Cyan additional incentive to equip Kirin for the magic boost. This could also make Sabin's non-physical blitzes more consistent if they all followed this approach.
Maybe this is just the exception, though, as trying to use some combination of stamina and vigor could make Ramuh Locke pretty powerful. Separate idea not sure how hard to code : What if attacks that have a chance of setting statuses are dependent on the caster's stamina when determining if the status is set?
Then Bad Breath essentially becomes the stamina based attack that some want for Strago maybe all Lores that have associated statuses could work this way. This might also give stam Gau a few more legitimate rage options, particularly if the current stamina rages are nerfed as described above. Vigor being physical defense was a deliberate choice I made as a key balance point for heavy vigor builds i.
Cyan to make them a little better suited to being in the front row. If I recall right Stamina actually was a full tank stat covering both physical and magical damage back in version 1. But I have to agree overall it is better to have Vigor be the physical stat for both attack and defense so Vigor builds can stand up better in the front, keeping Stamina as more of the utility stat.
Like I said, I'm fine with physical damage mitigation keying off either vigor or stamina, it just seems like whichever one it is should be the driver for cover, especially since covered hits will always be front row damage.
Tying stamina to both cover and counter was another very deliberate balance decision so as to provide meaningful synergy with stamina and vigor since the two often come from the same source i. Phantom, Genji equipment. Just me, but I feel that Stamina should have about as much impact on the game as Vigor, Speed, or Magic do. They also either lack unique mechanics for stamina Strago or said mechanics aren't of major importance Relm.
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