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Edit: It seems much more manageable once I reached 300+ luck, but still ... ;P
If it gave everyone the same element, maybe that would help - but at the same time, a bad roll may just screw you harder. Hope you don't get En-Water against a boss that absorbs water! But that'd at least allow you to strategize around, e.g., dropping Aqua Breath on things for more water vuln?
As for Gravity stuff, that's more relevant for removing Float than its dmg. But I'm easing up on the resist of regular enemies going forward, so they'll be more useful there, and Diabolique I think needs to change anyway. Its riposte was never all that useful.
Gambler is meant to be more of a support job than a main dps, but looking over my notes for 4.0 it looks like I'm trying to address that side specifically when building for Luck. Do you mind giving more detail? Is it just the damage that didn't feel good, or was the support not that great either?
The castle skip's already a thing, so the Levistone just makes something you can already do easier. That said, it has six bosses (including the intended final battle- the New World/Heart fight is more of a sendoff) and some major cutscenes in it, and all of that only happens when you enter from the foyer. I really think it's worth doing. I don't lock the New World chest behind it for the sake of randos and other challenge runs.
Not for damage though. All of the percent-based attacks (Graviga etc) suffer horribly from how everything resists percentage damage due to debuffs. Diabolique's counter was especially useless because of that, sadly.
Lot of good synergies to be found. DK/Blue is a nightmare for enemy MP and lets you go hog-wild with your own; she was primary damage, primary healing, and secondary tank with all that. And Dancers are absolutely nasty if you have them dual-wielding since every hit increments the status effect. Overall, loved my time with it! Was really impressed with the Levistone, didn't realize new movement items were possible, but it was a little finicky about interactions with mount switching.
Try as I might I just couldn't make Gambler work. Maximizing their luck to make their output sufficient comes with too much sacrifice, it's easier to just run literally anything else. And that was even with a stat respec to get more luck.
Team's core classes were Dark Knight/Red Mage/Blue Mage, Dancer/Thief/Ninja/Arcanist, Bard/White Mage/Chemist/Gambler, Mystic Knight/Samurai/Paladin/Warrior. Other than Gambler, all of those worked pretty well.
Dark Knight passive "See You In Hell" does magic damage to every enemy when you die. But if you have a source of Magic Lifesteal, like the Crimson Choker, you just get right back up. And can immediately use it again and again.
It's funny but it's also kind of an invincibility cheat
It'll be resolved in 4.0. Thanks for bringing it to my attention!
The Cherry Staff, when added to the shops in Sequoia, goes into the Exotic Weapons shop instead of the Magic Weapons shop, even though it's a staff with a significant spirit boost.
What I would do is run a Thief and sub-Dragoon with Lamia's Kiss. You'll only really need Doom Spike and Backstab for dps, but that way you are just passively keeping up the Poison.
That way your Paladin/Warrior (who should keep the Black Mage covered) can keep Mind Break up (try to get Shake it Off if you can).
Then Black Mage/Arcanist with a Candle. Just spam Fire, and occasionally use Fear. When Spore Spawn pop up, Spread + Fire and Doom Spike should do most of the work. The goal there is to CC or kill them before they can Toxic Gas.
A Red Mage/White Mage can handle the rest, since the innates on Red Mage let them dualcast faster and also sustain MP.
But I was having bad sleep problems, so I'm seeing a few mistakes now. I only really had one black mage squared away, and I'd been leaning more on keeping Aero's DoT up and Vampiring some health back to take the load off my healer - and then keeping Poison up on top of that when my Thief wasn't doing that was a bit tricky. Maybe Lamia's Kiss on Arcanist/Thief...
The big issue I ran into is how many mitigation options are a one-off (per target) - one interrupt, one silence, one stop. My Paladin was making as much use of Cleansing Strike, Mind Break, and Shield Oath as he could, but just wasn't cutting it.
The rest is down to your choice of dps. Black Magic messes Plant Brain up (remember to attack w/ Candle for free Fire). Dragoon can infuse itself with En-Fire using Dragonfire Dive and deal a ton of damage as well. Thief is the weakest link for this fight, but you can always buy yourself time with Dash.
Consider also: Just a few LP into Paladin can net Shield Oath (-10% damage taken), Judgment Blade (Stop works wonders on Spore Spawns and Plant Brain) and Cleansing Strike (Burn reduces physical damage).
An Arcanist (whether as main or sub) can accomplish a lot here. Fear/Bio are both starter skills and Curse is just 1 LP. All of these neuter Plant Brain's damage and Regen. Warrior can cover whatever debuffs the Arcanist doesn't (Power Break is available at 0 LP).
You want mitigation on your tank. Monk can do this using Steel Peak, but Warrior/Paladin will need support. Skip: Defend is very powerful at this stage of the game- you can cut a LOT of Thunder IV's damage just by defending when you see it coming, and its only 1 LP.
In all seriousness tho, keep up the great work, and I'm greatly looking forward to seeing what 4.0 will bring.
also keep cooking
This is easily my favorite Crystal Project Mod, keep up the good work!
4.0 is going to come with a rework to all of those mentioned classes. I'm not going to change the focus of them (Black Mage and Seer aren't going to get CCs for example), but there will be the aim to give them a better resource management game and a more varied playstyle.
I've got my eye on Mystic Knight atm. I'll see what I can do there. Thanks for the feedback!
Keep up the fun work! Can't wait for the 4.0 run!
The above is just wishful thinking because your mod is great, and I want more cool stuff from you.
(Found out about the 1000 Character Limit so now this will be in multiple comments.)
Still working hard on it.