Etrian Odyssey
Gameplay:
- Foe: bosses are shown wandering around the map, you can avoid battling them if you don't touch them, if you take too long in a battle, other foes may move around the map and join the fight = lose
- Preemptive Attacks: Enemies play first, in addition all your party stats are ignored,
attack [cant act], speed [stunned for 1 turn], defense [true damage], hp [%
true damage]. Therefore a random enemy encounter where enemies are so
strong that will ensure 2-3 casualties. So you will have to win a fight
with only few surviving members. Team strategy is nullflied, you have to
act as stand alone machines. Support classes become unviable, maybe buff them with reduced preemptive stun duration.
- Dungeon Revisit: Revisiting a previously completed dungeon
may repopulate it with new side-quests, bosses [which propably outlevel
you = wipe, so evade them], rooms[you didnt have key item to open them]
- Quest Objective: Map entire dungeon. explore it and reveal every tile
- Early Game Damage Balance:
- Enemy: 24 health, 12 dmg auto vs squishy, 5-7 dmg auto vs warriors
- Warrior: 12 dmg auto, 20 dmg spell [+50% skill dmg. 2 uses per floor]
- Mage: 1 dmg auto, 50 dmg spell[5 uses per floor], character slot that doesnt need buffing to obtain full potential
- Healer: 8 dmg auto[front row], 20 hp heal [5 heals], front row priest = unviable, he dies in 2 autos vs 3 enemies that have 50% chance to target him = wipe on first turn.
- Dancer: 5 dmg auto, damage buff song: autos do +5 damage x 5 party members, lasts whole battle [3 uses per floor][multiplicative scaling = useless for mages, 50% damage boost per character]
- Defense: All classes have approximately the same health, only defense stat matters that offers flat damage mitigration, warriors have double survivability because of their high defense stat, hp stat is ignored in early game
- Speed: If you wear heavy armor you take half damage but all enemies play first, therefore you take attritution damage. If you wear agility items you have the potential kill enemies before they act, and take no dmg, but if you lack the damage to kill them you die in 1 turn. Therefore agility party is only viable with mages vs trash mobs. Build: 3 mages + "agility song dancer", the mages wear heavy armor in front row. When combined in this way, you play first, ignore heavy armor penaldies, and have enough damage to kill 2/3 trash mobs before they act = 1/3 dmg taken [surviving mobs] * 1/2 [armor reduction] = 1/6 dmg. Therefore speed and damage contribute to overall tankiness by removing monsters on first turn [balancing heurestic]
Rooms:
- Spring of Holy Water: can rest to fully restore party mana and health
Items:
- Hide Ring: +Def, +Slash Resistance
- Word Chime: repellant chime decreases enemy encounter rate
Enemies:
- Poison Butterfly x3: target becomes "deadly poisoned" taking 75% max hp damage at the end of each turn, if the target is already poisoned he dies instead. if 2 butterflies focus on same target he dies. Hp: takes 1 turn to kill 1 butterfly with full dps, Encounter cost: 3/5 members die
Note: the poison will outdps your heals, you can delay the poison effect by a max of 1 turn before dying = dont bring healers on your party
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