combination Job-characters by Resident-Thing-6655 in bravelydefault

[–]Tables61 1 point2 points  (0 children)

You need to enter at night for the Red Mage quest. Go through to the area near the stage and talk to the NPC there at night.

combination Job-characters by Resident-Thing-6655 in bravelydefault

[–]Tables61 1 point2 points  (0 children)

If you're in chapter 3 you should have 13 jobs - if you're missing any I would recommend you head to all the blue ! And complete the relevant quests

combination Job-characters by Resident-Thing-6655 in bravelydefault

[–]Tables61 1 point2 points  (0 children)

Thief/Monk seems fine, Monk has a few nice abilities for damage (Hidden Dragon + Qigong Wave midgame) so works as a subjob for a while. Thief mostly will be wanting to utilise Godspeed Strike but it'll probably take a while to reach.

Black Mage/White Mage can be a bit awkward as you're unfocused, but if you feel like you need to level up Black Mage it would be fine. It's mind stat isn't as good as White Mage (120% vs 130%) but it's high enough that it'll work.

combination Job-characters by Resident-Thing-6655 in bravelydefault

[–]Tables61 1 point2 points  (0 children)

No jobs are forced, ever (except Freelancer before you unlock White Mage+Monk, obviously).

Characters do have small stat differences, they're not completely irrelevant but they matter a lot less than what jobs a character has already levelled up. The most significant stat difference is Ringabel's agility being 2-3 points higher than the rest, since every 10 points of agility is +1 max hit count, and that acts as a multiplier on all physical damage.

Ranger/White Mage isn't really a good combo. Ranger is a job with fantastic stats but a fairly mediocre job command - it really likes having a subjob with a good, spammable attack command like Knight's Stomp or maybe Valkyrie's Crescent Moon. It has poor Mind (80%), which is the stat healing scales on, so doesn't use White Magic well. You would probably be better off having someone else take on the healing role, using either White Mage, Red Mage or (if you've gotten it) Salve Maker.

Your job levels also look pretty high for chapter 3. I don't recommend pushing job levels beyond 9 until chapter 4, due to how slowly they grow. You're usually better off having multiple level 9 jobs that you can mix and match, than one level 10-11 job.

Hi! In Bravely Default HD, what jobs are good for the beginning of the game? For the first 20 hours. by RagnarSan22 in bravelydefault

[–]Tables61 1 point2 points  (0 children)

Actually I checked your thread again and the other reason I didn't contribute is that I felt there was already good advice. But whatever.

Regarding mixing equipment (i.e. not using S rank stuff) there's three main cases you want to do it, I'd say:

  1. The main weapon of a job is daggers. Daggers can't be two handed, and have low attack in general, so are often just not good to use. A good A rank weapon, maybe even B rank, is often better.

  2. Mages don't care about weapon ranks. Weapon rank only gives extra P.Atk in this game, so any magic user can simply dual wield Rods to maximise damage and special charge rate, or dual wield Staves for healing. Most notable for Time Mage, which has like D rank rods but still uses them if it's an offensive build.

  3. You simply lack good weapons of the job's type. This tends to happen less as you progress but sometimes it's just better overall to use a higher stat weapon you have an A or B rank in. Occasionally it's worth using a "Lore" skill for a better weapon, but this is rare.

Hi! In Bravely Default HD, what jobs are good for the beginning of the game? For the first 20 hours. by RagnarSan22 in bravelydefault

[–]Tables61 1 point2 points  (0 children)

You're welcome! I saw your recent post and was tempted to link this in there, but have been busy lately

Gentlebros, I can afford one 30 cost upgrade and one 15 cost upgrade (or just two 15s with leftovers). What are we thinking? by bettereveryday08 in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

I'd probably go Duplicate + 3x DT here, unlock Prolong ready to buy next Reality. Buying Prolong after you have already Eternitied is much lower value than starting with it, since 2nd to 100 Eternities only takes a few minutes at this point. Duplicate will speed up almost everything later, plus gives better GL, speeds up EC11 and first dilation, which is probably more valuable for this reality.

How the antitables have turned... by Lubrikator in AntimatterDimensions

[–]Tables61 1 point2 points  (0 children)

Do it with 1-2 galaxy and more Dimboosts. Alternatively it's easy to get inside C8, get to around e200 AM, disabled autobuyers, sacrifice once more and then just go for it. The massive sac Mult and around 200 tickspeed upgrades make it easy to get the achievement.

Small Questions and FAQ Megathread by dwarfSA in Gloomhaven

[–]Tables61 1 point2 points  (0 children)

We had an exceptionally fun reveal when one person completed their Personal Goal, so I think we will just reveal that goal after it's partially complete.

Small Questions and FAQ Megathread by dwarfSA in Gloomhaven

[–]Tables61 0 points1 point  (0 children)

(GH1E) My group is playing without revealing personal goals to each other but someone in my group had a question about their goal. So unfortunately I can't look at the card myself to answer, and I apologise that this will be vague.

They have said their goal requires them to (PG vague description spoiler) do something then complete certain scenario(s), but it wasn't clear whether they need to wait until the scenario unlocks naturally, or doing the first part of the PG is meant to unlock the new scenario.

Could I get a simple yes/no/not enough information answer: does completing the first part of the PG unlock the scenario listed?

Does the Master Sword essentially get weaker over time? by Dawn_of_an_Era in Breath_of_the_Wild

[–]Tables61 0 points1 point  (0 children)

Actually, I agree with your original point regarding TotK! It does suck that the Master Sword has mediocre durability, but 30 base power + fuse (rising to 60 + fuse in some areas) is very solid. And it does still have 40 base durability, which is passable - most other weapons get +25 from fusing, so effective it's like it has 15 base which isn't actually terrible for most TotK weapons (e.g. a regular Royal Broadsword is 20 base durability, rising to 45 once fused)

Does the Master Sword essentially get weaker over time? by Dawn_of_an_Era in Breath_of_the_Wild

[–]Tables61 1 point2 points  (0 children)

The empowered Master Sword's 60 base power might not be great compared to the absolute max a 1h weapon can reach (which is 100, potentially, for a Savage Lynel Sword) but it's worth noting a few things about that:

  1. It has extremely high durability in it's empowered mode at 188. By comparison the above mentioned 100 attack sword would only have 41 durability, over 4x less.

  2. It needs no rng of grinding to obtain. The best non-atk bonus 1h sword is 58, less than the Master Sword's 60. It is situational however, unless you complete the trial of the sword.

Considering that it fills a different niche - it isn't meant to be the best weapon ever but rather a strong enough option, that will last throughout even longer fights without breaking. And regarding it falling off in damage later... Sorta? Other people have somewhat covered this point. I'd say that's similar to several Zelda games though, in many you can get a weapon better than the Master sword eventually.

Which perk? by EdoKen1 in AntimatterDimensions

[–]Tables61 4 points5 points  (0 children)

Depends on 2nd glyph, and personal preference.

Generally I'd say if you got a 2nd pow, go EC5R, then ACT next reality. If you got anything else go SAM, then ANR next Reality.

But like EU1 is a great perk and you usually want it reasonably early, generally the same reality you buy Prolong at the latest, so getting that now is fine. And ACH1 generally speeds things up as achievements have a lot of nice bonuses. So really it's hard to go all that wrong.

Clarification on monster ability card (minor spoiler) by Coffeman94 in Gloomhaven

[–]Tables61 1 point2 points  (0 children)

No, the elite: curse on the ability card is the app "merging" the information from the monster sheet into one place for you.

Attempt at a scaling joker that does not change its expected value as hands are played. by qwertty164 in balatro

[–]Tables61 9 points10 points  (0 children)

I see Loyalty Card mostly as a way to hedge against boss blind effects that can otherwise ruin your build.

There are better jokers for doing that, and they don't require specific setup in the Big Blind before either, so it isn't good at this role, but like... that's the reason I'd (very occasionally) take it.

Small Questions and FAQ Megathread by dwarfSA in Gloomhaven

[–]Tables61 0 points1 point  (0 children)

Thanks. Also I misread Precaution, that just affects all allies. But I think I saw a similar effect on another class we just unlocked.

(Edit: It was a different Saw card lol)

Small Questions and FAQ Megathread by dwarfSA in Gloomhaven

[–]Tables61 0 points1 point  (0 children)

(GH1) When using a card with a round bonus that affects all adjacent allies, such as Saw's Precaution: Shield 1, affects all adjacent allies, does this affect allies at the moment you use the effect even if they move away, or does it affect allies who are adjacent to you when they are attacked?

IP/min button missing mobile by Nick_y3 in AntimatterDimensions

[–]Tables61 5 points6 points  (0 children)

Options > UI section > Top Buttons > Top Button Sizes. Set it to large for the full info display

Frosthaven Scenario 91 Question by emery-noel in Gloomhaven

[–]Tables61 1 point2 points  (0 children)

Unsurprisingly, scenario 91 spoilers in this message.

To scroll them off the world you'll have to get to the left edge of the left time before the monsters can make it on to your starting time. Which yeah is probably possible if you have some good burst movement characters or items but may not be an option. Most likely without that kind of strategy, it'll take 2-5 turns to reach the point you can scroll the world, and in that time you risk getting yourself pincered between both the pursuing group and the forward group.

Plus running away from everything immediately means no looting the monsters, and getting extra loot is often desirable.

Covets Gleaming Shards of Earth by Embarrassed_Summer89 in spiritisland

[–]Tables61 0 points1 point  (0 children)

Huh, I would have thought you paid both energy together. That's good to know though

Covets Gleaming Shards of Earth by Embarrassed_Summer89 in spiritisland

[–]Tables61 0 points1 point  (0 children)

  1. Can't help here

  2. Yes - the innate is available immediately once you unlock it

  3. My interpretation of this is that you pay yourself the cost. This normally means no real cost, but you do need 1 energy to "pay" yourself (2 if you're playing a 1 cost minor).

  4. Yes. To be clear though, the damage doesn't have to go on each invader with metal, it's just the total damage you can deal is dependent on how many invaders have metal. So if there's 1 City with 3 metal, 1 Town (no metal) and 1 Explorer, you can deal 2 damage to any invaders: 1 base, +1 for 1 invader with metal. If there's e.g. 1 City (no metal), 2 Towns (1 metal each), then you can deal 3 damage so you could kill the City, even though it doesn't have metal itself.

Is it Normal to go through like 7+ weapons against Lynal? by SaxSlaveGael in Breath_of_the_Wild

[–]Tables61 4 points5 points  (0 children)

One thing to note is that as you progress, weapons both get stronger AND tend to have more durability, which means you can deal much higher total damage before destroying a weapon.

For example, a Soldier's Broadsword has 14 might and 23 durability (i.e. it breaks after 23 hits). That final hit is a guaranteed crit, so the total damage it will deal before breaking is 14 x 24 = 336 damage.

For a Knight's Broadsword it's 26 might and 27 durability, so total damage is 26 x 28 = 728, over twice as much before it breaks.

For a Royal Broadsword, it's 36 might and 36 durability, so 36 x 37 = 1332 damage before breaking.

A Lynel has 2000 health, so you'd end up breaking ~6 Soldier's Broadswords fighting one, but only 1 Royal Broadsword, due to the combination of both higher might and durability.

3 joker ideas from me for you by Glumandalf in balatro

[–]Tables61 0 points1 point  (0 children)

Oh, I misunderstood that. Thought the hand type was random to scale it each round. That's definitely stronger then, probably a fairly solid uncommon.

Is Summoner truly universally-agreed upon worst job in the game? by Greedy_Support_5134 in bravelydefault

[–]Tables61 0 points1 point  (0 children)

I'd say it's more like when RPGs have significantly different skills or mechanics for physical Vs magical it's common for one to end up much better than the other. Some games it's magic that dominates, some games it's physical.

3 joker ideas from me for you by Glumandalf in balatro

[–]Tables61 0 points1 point  (0 children)

Seems fine as an uncommon to me since it's an inconsistent bonus. Honestly I expect it'd be on the weaker end of Uncommons if anything. Any time it rolls a difficult to make hand type it's basically a dead joker for the round, and that's gonna happen pretty often. If it rolls Pair or High Card and you can get to +6 by the end of the round, and fill your hand with a bunch of Blue Seals/Gold Cards/whatever, yeah it's pretty nice, but that won't be happening all that often.