EternalLurker
Anyway, a Sharpshooter's maximum HP is extremely low, so he can still easily die before he even has a chance to heal. He's got, what, 3000 HP and negligible (15) Defense? He'll still have to stay out of the way of damage and field attacks will still crush him.However, a Soul Bonded Sharpshooter... ^_^ Even better HP leech rate, Agility boost, and the HP to make that leeching no longer be complete overkill, for an 8-point decrease in Power. His only real weaknesses will be Energy issues and enemies with high Black resistance but low Defense. Unless you're planning on making overwhelmingly powerful enemies in ITRH (I approve whole-heartedly!!!), that could be a bit ridicul
chamomileess
QUOTE (EternalLurker @ Dec 7 2009, 09:45 PM) quotecFalcon Eyes: 100 Dodge Piercing, +1 Agility - old version, 200 Defense Piercing, is pretty much useless since it weakens Armor Crusher and only boosts Trigger HappyBeholder Eyes: +25% Black Resistance, -50% White Resistance, 30% Black Resistance Piercing - old version had the useless 100 Defense Piercing, and Dodge Piercing was basically moved to Falcon Eyes, though weakened since that's a lower-tier perkQuoteEndQuoteEEndI think this is fairly balanced, although it would be nice if B.E followed the same trend as its prerequesites. Is there a way we can still add some dodge piercing to this? I doubt An is going to be adding any enemy with more than Saber's ridiculous 850 dodge to ITRH, but if he does, that additional dodge piercing will render all that dodge as moot.)As for Battle Rhyme ( Have we officialy moved on to Neraine?) it is somewhat useless...If you're on the defensive position, you use 66% of your power/damage. Granted, we wouldn't want to make Nera and her perks too formulaic, (ie, Add blahblahblah stats), so I suggest that Battle Rhyme swaps defensive/offensive positions of Nera and the enemy if she is attacked. (In other words, if Nera is attacked, she can continue to deal 100% damage, but the enemy deals 66~90% damage)Thoughts on t
an
I often use it in battle that has lot of strong melee characters like Saber, Tale of Forest, Tale of mem
chamomileess
QUOTE (An @ Dec 8 2009, 01:52 PM) quotecI feel that battle rhyme is actually very useful, specially if Neraine is the tanker with Moon Waltz. Lower max HP will make sure she get targeted often and the extra damage from Battle Rhyme is very high. (say if Nera deal 10k damage per attack on defensive position, she now will do a full 15k damage).I often use it in battle that has lot of strong melee characters like Saber, Tale of Forest, Tale of memory.QuoteEndQuoteEEndTrue, although I think that most people want to think of the Offensive phase as the real damage dealing-turns, so they tend to ignore the fact that 100% damage on defensive is . However, just doing that seems a bit... bare...Which is why I suggested that B.R. decreases the enemy's damage by 10~33% ( Just like Nera and the attacker switched places
EternalLurker
The only reason that I don't use it is that it's overshadowed by Absolute Authority's 25% Defense reduction solely due to the fact that you can combo it with Enchanting Rhyme for a full 50% Defense reduction in part 1. In part 2, I think Battle Rhyme will get a lot more use for anyone who's not using a pure Power Neraine, since Neraine's Magic score will become high enough that x1.5 general damage on defense is way more significant than Absolute Authority's 25% Defense reduction, because AA doesn't do anything against Res
si.ner.ge
(16/18 Nera, Endurance Gely, 20/14 Sisi)* Essence of Sorrow is critical to Waltz Neraine's tanking ability, because (early, at least) she'll be at full health when she buffs herself with Moon Waltz. The extra damage from Essence of Winter does not nearly make up for having high HP all the time without HP's help.* The Hanged Man's 2 range largely went to waste, but Dark Gravity is great for pulling units into range without wasting time double-Castling.* Even with Pain Eater, I found the HM to do the worst damage of the party. Whether the problem lies with the Hanged Man himself, not attacking enemies with low enough Resistance, or the fact that characters are supposed to do more damage than Tarots on average, I'm not sure.* The Fool is interesting in that he was designed to be an all-around unit; mediocre at everything but useful in any situation. His overall stat variance is the lowest of all of the Tarots for most of the game. If the Fool's Magic is buffed, he becomes quite good "normally" and is just as good Soul Bonded. Where, then, is the Hanged Man's niche?* Even if the Hanged Man and the Fool are "balanced", the Hanged Man costs 10 more Energy, so he should actually be better in multiple areas to compensate. (For example, Death compensates for a higher price tag by her ability to buff any black-using character, her stunlock, and her ability to actually do damage with her 0 energy attack. The Lovers compensate by being better at virtually everything, especially Endurance, though they require more more energy to fuel their abilities. I have no complaints about the HP's and Death's balance.)Since we appear to have moved on...EL, do you want to go over the relative strengths and weaknesses of Neraine's perks and tarots now, and whether you think they're balanced?What do you think of Light St
chamomileess
Take Nera's 3 movement, and combine it with all three of her green perks (LS, FS, GS) and activate Sky Dancer. What you get is a nearly impossible to hit (20 AGI= Uber dodgeness) Power-happy ( Every 2pts of enemy AGI = 1 power for Nera) who can access pretty much the entire map (6 movement+ Flying? SWEET)I say Nera's green perks are pretty good as they are.As for her Tarots, they're both Un-freaking-believable. Both HP and Death have stupidly good soul-bursts, and HP as the added bonus of increasing a character's power stat every time she heals. Her ability to reveal exactly what weaknesses an enemy unit has is very useful in determining what elemtal attack to use. Death is just god like with her HP leech (add the Fool's Essesnce of Slyness= pwn /happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />) and her Essence of Sor
EternalLurker
and Essence of Winter, so that's an issue. I think HM should have better resistances and a faster Agility growth so that he always does one more attack per turn than his current growths would imply, as I stated previously. If the Magician is out, Grand Cross can reliably kill their Resists (actually, not really; its Resist reduction needs to be increased), so being able to do one more ice attack per round should help his damage considerably.Light Steps is underpowered even as a first-tier perk, but it's supposed to be that way. The Steps tree as a whole, culminating in Sky Dancer, is balanced with the Red tree and Rave Dancer. It's unlikely anyone will want to dip into Light Steps, mixing-and-matching it with other perks, but that's okay since it certainly has its uses as part of the Green tree as a whole. I don't suggest changing it at all. Well, assuming we balance the Hanged Man, that is. If not, then the Fool compensates for the party's mobility issues enough that Sky Dancer is underpowered, but if we make the Hanged Man into the Blue-natured tanking beast that he should be then Sky Dancer has its uses for keeping up with the High Priestess to pick off back-row enemies while HM and Gelyan deal with the front lines.I've never been much of a fan of Death (aside from Soul Ritual) as everyone else on the forum is; I find her inaccurate and far too vulnerable to magic to be of much use. I think the High Priestess is several times better than Death; my Tarot tier list has three steps:High Priestess = Lovers >Fool = Magician >Death = Hanged ManNonetheless, since everyone else on the forum likes Death, I think she gets enough use that I'd be fine without changing her. If I had my choice, I'd give Slice a better hit rate and make Iron Maiden cost 1 more Energy, but that's about it. I don't really care about the issue aside from t
si.ner.ge
lso, someone who has access to the source code - how exactly does Death's Essence of Sorrow work? Is the HP loss in addition to enemies' normal HP recovery, instead of, based on a percentage
EternalLurker
If Death is killed in combat or simply dismissed, enemy HP recovery rates increase by (5 + level/4), returning to what they were before she was summoned.When Death does her Soul Ritual, enemy HP recovery rates increase by (10 + level/4), for a total increase of 5% beyond what it was before Death was summoned. Such is the price of paralyzing an opponent for two rounds; the damage you do during that time largely compensates forĀ it. Against the Tale Memory, however, if you can make do without Soul Ritual you'll have an easier time of it, but if you want time to Soulburst the Hanged Man to bring the Fool into the fray then you may prefer to use Soul Ritual after all.It doesn't take source code access to figure out most of these things, and in fact I wrote most of them down long before I looked into the ActionScript code. The High Priestess' Enlighten is pretty awesome. (As if I didn't have enough reasons to love her.
timbits1o1
is that just planned in DTRH or is that a new update or something?~~~~~~~~~~(EL)D:v_V(-.-)
ripper
I surely don't have the game experience that most of you have, but nevertheless I wanted to share my a balancing question that came to my mind:why does Gely with a tank build dish out very high and unmitigable damage (on par or even more than a sniper build)? Isn't a tank supposed to withstand damage and let his companion play the role of damage dealers?I know that the actual game experience is limited by the impossibility to get 3 perks and unlock the central one, leaving us with without the possibility to test the full potential (and limits too!) of every build, but at the moment playing with a sniper Gely looks, to me, trading some indeed useful range for a huge survavibilty boost (and small damage upgrade too).Any thought to share?By the way it's a great game, I hope to play the next chapter s
EternalLurker
A: No, Power Gelyans do more average damage than Endurance Gelyans. Soul Pact is just better than Armor Crusher against enemies with high Black Resistance. It may seem at the moment that the Red tree doesn't do enough damage, but even if Gelyan doesn't get better Black abilities in ITRH (which is highly unlikely) Armor Crusher will outdamage Soul Pact later. Armor Crusher does damage proportional to Gelyan's (Power*Power). That's an exponential increase in damage as Gelyan's Power increases. Soul Pact, on the other hand, does damage proportional to Gelyan's Endurance, which is a linear relationship. Armor Crusher will therefore outdamage Soul Pact on average after a while.B: Sharpshooter allows a Power-focused Gelyan to become quite the tank as well, so it's not like the Red tree makes him fragile. He has almost no Endurance, so it may be possible for some bosses to kill him in one attack, but since normal enemies don't have much of a chance of doing so, he can heal himself to full by leeching their HP.C: In a sense, the Red tree gives the party equivalent defense to the Green tree. Sure, Endurance-focused Gelyans can tank, but that won't save the party in two important scenarios: against enemies with high range who can shoot past the tank, and on maps where blocking enemies from a single side won't save everyone. Sharpshooters can take out high-range enemies and can defend the lower-health members from anywhere.So I think they're quite balanced. Also note that enemies strong enough to get past Power Gelyans' HP leeching can also outdamage a Green-tree's HP recovery when you include Soul Pact's -30% HP per round, so Endurance Gelyans have to stop attacking in order to survive against stronger opponents, while Power Gelyans survive they att
timbits1o1
or the hanged man, i got an idea from the thread where people were talking about gely's movement. if gely's attack range was zero after he moved but could still summon tarrots and all the other stuff it would solve the issue of the hanged man not being summoned in the right place. I don't know if that's eaisier or harder to do though.
hale
QUOTE (EternalLurker @ Dec 6 2009, 09:10 AM) quotecIs Gelyan's Black perk tree (Eagle Eyes, Falcon Eyes, Beholder Eyes) too weak in comparison to the other two trees? If so, what can be done to make it stronger?[/color]-Falcon Eyes: 100 Dodge Piercing, +1 Agility-Beholder Eyes: +25% Black Resistance, -50% White Resistance, either 100 Dodge Piercing or 30% Black Resistance PiercingQuoteEndQuoteEEndPerhaps I'm out of line but given that these rebalancing issues are focused moreso on the next installment rather than this one, wouldn't it be prudent to see if it had any effect on the other two skills we don't have access to as of yet?I'd assume that at least one of them is a pure damage black skill which doesn't rely on endurance/enemy defense to work which makes lowering the enemy's defense more important. Alternatively, A magic based black(i.e a physical damage that takes mag as it's main multiplier) skill could be interesting(albeit probably underused as mag so far only affects jelly shot.) as well given that you need a fair amount of mag to access these perks to begin with.In the case of the current episode only however, I'd agree, the perk tree is rather lacking in comparison to the others.Something that just popped into my mind though, why does the black perk tree have a magic focus? The only reason you would use Jelly shot is to reduce the enemy's dodge rate and the black perks already reduce it by between 33% and 66% AND the black central perk focuses on reducing dodge rate as well making jelly shot practically useless... Perhaps having a black central perk that changes his Jelly shot into a more viable magic based attack instead of reducing dodge would be a good idea? (I should reiterate, I'm just doing this on a spur of the moment thing. XD; Doubtless I'll need to come back and offer a more solid suggestion)I still have to mess around more with the actual game before I can comment on the others though since in general, I don't really focus on using Gely since I focused most of my offense around a fully Magic'd Sisi(yes she did die to anything and everyone XD;) and a Moon Waltz Neraine the first time aro
mokona96
Please move this post if needed.Also: Sisi's blue tree reduces her magic. This is not good. -6 magic? O
EternalLurker
QUOTE (Hale @ Jan 2 2010, 09:15 PM) quotec...wouldn't it be prudent to see if it had any effect on the other two skills we don't have access to as of yet?I'd assume that at least one of them is a pure damage black skill which doesn't rely on endurance/enemy defense to work which makes lowering the enemy's defense more important. Alternatively, A magic based black(i.e a physical damage that takes mag as it's main multiplier) skill could be interesting(albeit probably underused as mag so far only affects jelly shot.) as well given that you need a fair amount of mag to access these perks to begin with.QuoteEndQuoteEEndYes, of course I've considered that, but unless the new skill is overwhelmingly powerful and efficient -- which I think would be lame, as it means all previous skills are no longer of much use -- then I think the current Falcon Eyes is underpowered even with a new Black skill.quoteo(post=2267:date=Jan 2 2010, 09:15 PM:name=Hale)QUOTE (Hale @ Jan 2 2010, 09:15 PM) quotecSomething that just popped into my mind though, why does the black perk tree have a magic focus?QuoteEndQuoteEEndGelyan's moves may not be directly enhanced by Magic, but Magic helps him and his Tarot afford them. Gelyan's moves tend to be expensive. But yes, since Magic doesn't increase the damage of his current moves and it's a major pre-req of the Black tree, the only ways to make the Black perks viable are to give him a magic move (I'm kinda already assuming he'll have a Black Magic attack, which is why I've never suggested it, but yes, it's pretty much a necessity) and to make them not cripple Armor Crusher, which is a move that doesn't require as much Power as Trigger Happy to be useful on certain enemies.Changing the Magic focus of the Black pre-reqs isn't really an option, if that's what you were suggesting. Red is Power and Green is Endurance. Making Black focus on Agility and have Magic as an afterthought, instead of the current reversed situation, would make Agility too useful for Gelyan, since it's already a more powerful stat for him than Magic is. The core perks of each character should be versatile, but not overwhelmingly powerful, since you can pick-and-choose them without affecting the Central Perk.quoteo(post=2276:date=Jan 3 2010, 11:59 AM:name=Mokona)QUOTE (Mokona @ Jan 3 2010, 11:59 AM) quotec...there should be another central perk, just so that (for example) you go with a full magic Sisi, you can still get a better central perk. This goes for Nera as well. By doing this, you can also fix the eyes problem by giving Gelyan a super perk for black which pretty much owns everything.QuoteEndQuoteEEndWhile that's not really a mechanically infeasible idea, I think that kills the flavor of the core perk tree, which is that you can pick-and-choose them without affecting your character's other abilities for high customizability.quoteo(post=2276:date=Jan 3 2010, 11:59 AM:name=Mokona)QUOTE (Mokona @ Jan 3 2010, 11:59 AM) quotecSisi's blue tree reduces her magic. This is not good. -6 magic? Ouch.QuoteEndQuoteEEnd...Sisily's Blood tree makes her Power godlike. How would not dropping her Magic be balanced? Even if she didn't get any more Magic+Power attacks, Warp Tornado would be ridicul
hale
QUOTE (EternalLurker @ Jan 4 2010, 09:02 AM) quotecYes, of course I've considered that, but unless the new skill is overwhelmingly powerful and efficient -- which I think would be lame, as it means all previous skills are no longer of much use -- then I think the current Falcon Eyes is underpowered even with a new Black skill.QuoteEndQuoteEEndNot really, it doesn't need to be overwhelmingly efficient. You already have Trigger Happy for a lower cost rating, having it cost like 10-20(i'm assuming we get a higher energy cap in part 2 >.>;) energy and do heavy damage is a pretty good deal in my opinion. Use Trigger Happy on lowered defense opponents to soften them up and blow em apart with the new skill if you need the extra damage. Having low accuracy to deter power based Gelyans from relying too much on it(or rather changing it up to Jelly Shot -> Unknown Ability rather than spamming 2 or more of them as black perk users can do) should work. Come to think of it, this would even make the magic requirement for black perks more sensible.In case you're thinking it will be overpowered, as it is, a Power Gelyan can hit around 10-20k damage on Tale using Armorbreaker and an Endurance Gelyan can hit approximately the same using Soul Pact. I don't think it's overly optimistic to give him a third option for dealing somewhat similar damage.quoteo(post=2286:date=Jan 4 2010, 09:02 AM:name=EternalLurker)QUOTE (EternalLurker @ Jan 4 2010, 09:02 AM) quotecGelyan's moves may not be directly enhanced by Magic, but Magic helps him and his Tarot afford them. Gelyan's moves tend to be expensive. But yes, since Magic doesn't increase the damage of his current moves and it's a major pre-req of the Black tree, the only ways to make the Black perks viable are to give him a magic move (I'm kinda already assuming he'll have a Black Magic attack, which is why I've never suggested it, but yes, it's pretty much a necessity) and to make them not cripple Armor Crusher, which is a move that doesn't require as much Power as Trigger Happy to be useful on certain enemies.Changing the Magic focus of the Black pre-reqs isn't really an option, if that's what you were suggesting. Red is Power and Green is Endurance. Making Black focus on Agility and have Magic as an afterthought, instead of the current reversed situation, would make Agility too useful for Gelyan, since it's already a more powerful stat for him than Magic is. The core perks of each character should be versatile, but not overwhelmingly powerful, since you can pick-and-choose them without affecting the Central Perk.QuoteEndQuoteEEndI forgot raising Magic raises the amount of energy gained to be honest, huge oversight on my part, I apologise for that. Given that Gelyan is a major energy hog when you want damage. (Each Armor Breaker = 7 energy and Soul Pact = 8 energy) perhaps he doesn't need a magic based low cost attack but rather have it as a drawback for using a black perk only build.(i.e since you have high magic and your best attack costs a lot of energy, you'll have to deal with using low powered jelly shots or the more expensive trigger happy(which also won't have very high damage compared to a power build) which lowers your damage per turn since you can't spam your best move.)Also, focusing Gelyan on agility should NEVER be an option, damage wise, he's got the range and the firepower even without any stat ups to be decently damaging against any enemy. Having him focus on getting more attacks(i.e hit even HARDER than he already does) would be painful for the enemies in my opinion.This should make it so that there's 3 general Gelyan builds, a Power one which relies on Trigger Happy and Armor Breaker for normal fights and an expensive unknown ability for bosses(which he can't spam unless you have a magic battery and even then it will hit for less i think due to higher armor rating.), an Endurance build which focuses on Soul Pact and a Magic/Agility one which focuses on lots of Trigger Happy's or Jelly Shots and spamming the expensive unknown ability for bosses.It sounds reasonable though I'm worried that people will start to favor a power build and build Sisi/Emi as magic batteries instead. On the other hand, Moon Waltzers will already want Sisi as a backup magic battery of sorts to ensure they have enough energy(particularly Agility/Magic builds due to 5 turns) so I suppose a magic battery build is already implied in the current scenario.The other thing I believe would happen is that each perk tree would be even harder to mix and match if this happens however... Endurance Gelyans will probably want to mix Green and Black perks(the loss of defense isn't too irritating given that most of your damage will come from soul pact anyway), Power Gelyans will focus on Red almost exclusively(since black perks can reduce the efficiency of armor crusher) and Magic/Agility Gelyans will want to focus on Black perks almost exclusively to maximize the damage done...Edit: Figured I should also note that I'm still messing around with the mechanics a fair bit so what I say may or may not be entirely accurate as they're based on scenarios I imagine rather than actual experie
chamomileess
QUOTE (Hale @ Jan 3 2010, 07:19 PM) quotecNot really, it doesn't need to be overwhelmingly efficient. You already have Trigger Happy for a lower cost rating, having it cost like 10-20(i'm assuming we get a higher energy cap in part 2 >.>;) energy and do heavy damage is a pretty good deal in my opinion.QuoteEndQuoteEEndTrue, Trigger Happy does have a lower cost in terms of energy, but you need to factor in its horrid accuracy rating (75) and how the damage is reduced by defense. Because we've already decided to buck the defense piercing in favour of a stronger Armour Crusher, Trigger Happy will become VERY useless against high dodge/ high defense opponents.quoteo(post=2289:date=Jan 3 2010, 07:19 PM:name=Hale)QUOTE (Hale @ Jan 3 2010, 07:19 PM) quotecUse Trigger Happy on lowered defense opponents to soften them up and blow em apart with the new skill if you need the extra damage. Having low accuracy to deter power based Gelyans from relying too much on it(or rather changing it up to Jelly Shot -> Unknown Ability rather than spamming 2 or more of them as black perk users can do) should work. Come to think of it, this would even make the magic requirement for black perks more sensible.QuoteEndQuoteEEndWhile this makes sense, it should be noted that this works on lower defense opponents. This will still bring us back to the issue of high defense. If the New Ability is Black-natured, it will be very dependent upon the defense of the opponent, which means that you'll have to rely on Armour Crusher. All in all, when the three skills are used together to cover various weaknesses, Gelyan will be balanced. For example:Opponent with 100 defense and 0 dodge(125 -100 and minus however much Gely's perks allow him to) could be easily dispatched with Trigger Happy due to its low cost: damage ratio.Opponent with 1000 defense and dodge should be taken down with Armour Crusher for obvious reasons.Opponent with 600 defense and 450 dodge. This one is a bit difficult, as the high dodge makes Armour Crusher unreliable, and the combination of High dodge and defense make Trigger Happy useless. This would be when you bring in the new mystery skill, assuming that it has some newfangled special effect that reduces these two somehow. ( A Magic based effect, perhaps?)quoteo(post=2289:date=Jan 3 2010, 07:19 PM:name=Hale)QUOTE (Hale @ Jan 3 2010, 07:19 PM) quotecsince you have high magic and your best attack costs a lot of energy, you'll have to deal with using low powered jelly shots or the more expensive trigger happy(which also won't have very high damage compared to a power build) which lowers your damage per turn since you can't spam your best move.)QuoteEndQuoteEEndThat part of your post confused my a bit. Are you saying that a magic-build Gelyan will be weaker in the long run? If that's what you mean, then it's very obvious that that is true, seeing as how two out of his four attacks now are based on Power, not magic.I think what you're doing is trying to make Gelyan the "all-purpose" party member. You're saying that a power Gelyan should invest points into magic just so that he can have access to his stronger moves more often; it seems that you've overlooked the fact that this game is a game about a party of people, which means that Gelyan has support. There's a reason why most people make Sisi and Emi into Energy-batteries, so Gelyan won't need to cover that. You can, conceivably, build a Gelyan out of nothing but power, and he'll have stupidly low HP, he'll only be able to act twice per turn, and he'll only generate 6 energy on his own per turn, but his damage will be utterly insane. He can even spam any move he wants, since he has Sisily in front of him (in terms of turn order) and Emi behind him. So even though Gely needs magic for his perk tree, he won't be dependent on magic for energy.quoteo(post=2289:date=Jan 3 2010, 07:19 PM:name=Hale)QUOTE (Hale @ Jan 3 2010, 07:19 PM) quotecAlso, focusing Gelyan on agility should NEVER be an option, damage wise, he's got the range and the firepower even without any stat ups to be decently damaging against any enemy. Having him focus on getting more attacks(i.e hit even HARDER than he already does) would be painful for the enemies in my opinion.QuoteEndQuoteEEndAgain, your post confuses me. You're saying that if Gelyan gets more attacks per turn, he can hit harder? O_O Maybe in cumulative damage, but not overall. The way I see it, an endurance/agility Gelyan would make the most sense, seeing as how he can get three Soul Pacts in every turn, and still do decent damage with every one if he has 14 agility. The only con of this is that Soul Pact takes 15% of his max HP each hit, which means that Gelyan will lose 45% HP every turn, so he'll be dependent upon his own healing abilities as well as the High Priestess from time to time.quoteo(post=2289:date=Jan 3 2010, 07:19 PM:name=Hale)QUOTE (Hale @ Jan 3 2010, 07:19 PM) quotecThe other thing I believe would happen is that each perk tree would be even harder to mix and match if this happens however... Endurance Gelyans will probably want to mix Green and Black perks(the loss of defense isn't too irritating given that most of your damage will come from soul pact anyway), Power Gelyans will focus on Red almost exclusively(since black perks can reduce the efficiency of armor crusher) and Magic/Agility Gelyans will want to focus on Black perks almost exclusively to maximize the damage done...QuoteEndQuoteEEndI think the perk trees are there simply for the effect of getting the final Central Perk. Each of the perks are impressive on their own, but the Central Perk is what takes the cake. I doubt anyone would want to mix and match perks, except in a few extreme cases. As well, mixing and matching will cost you valuable attribute points just so that you can unlock it.For example, you said that Endurance Gelys will want to focus on Green and Black perks. Since there's only three, I'll list the possibilities:Unshaken Heart+ Falcon Eyes+ Nature Heart= Minimum 20 Endurance, 10 agility, 7 magic.Unshaken Heart+ Falcon Eyes+ Beholder Eyes= Minimum 10 Endurance, 14 Agility, 12 magicUnshaken Heart+ Rejuv. Heart+ Beholder Eyes= Minimum 16 Endurance, 14 Agility, 12 magic (<--Attribute point waste-age)Eagle Eyes+ Falcon Eyes+ Nature Heart= Minimum 20 Endurance, 10 agility, 7 MagicEagle Eyes+ Rejuv. Heart+ Nature Heart= Minimum 20 Endurance, 8 Agility, 7 MagicEagle Eyes+ Rejuv. Heart+ Beholder Eyes= Minimum16 Endurance, 14 Agility, 12 magic (<-- Another waster)Really, mixing the perks will give you a minor boost in an all around sense, but nothing really solid. Plus, you lose access to the Central Perk, which requires three perks of the same colour to become activated.OhGodWhatAHugePost D:
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