SuperHario

Member
  • Content count

    46
  • Joined

  • Last visited

Community Reputation

11 Good

About SuperHario

  • Rank
    Member

Personal Information

  • Favorite Games
    Board games
  1. I don’t think the claws are entirely ignored in a vig build if you use Berserk Sabin.
  2. I’m not saying the other C/C options are not better, just trying to make Stam Sabin relatively viable since the verdict now is that he’s not. And his use comes down to Kefka’s Tower, when you have to use nearly everyone, so the question is where would he best fit. Other places, of course you can use others, that’s the case now and each player is going to have preferences about who to bring, with Stam Sabin being pretty low in the pecking order. An alternative option to slightly improve Sabin’s cover capability is to put minor PDef and/or PEvade stats on his claws. You could argue that the claws are like gauntlets, providing some protection, and he’s more agile with them relative to someone with a broad sword. This latter point gets me thinking - is it possible to start with high PEvade and weapons reduce it by varying amounts? As to Stam-based claw counters, this does not really fit thematically (Omega being the exception, of course). But to make the new blitz more unique, I suppose it could be a Stam-based cover chance of any single target attack, and guaranteed counter with Stam-based damage. If equipped with Black belt, I think it would only offer a claw counter chance in response to physical attacks, though (I.e., current practice).
  3. As funnyman says, Stam Sabin implies a generous amount of Terrato, and a Royal Jacket or Red Cap (if Force Robe becomes a thing) give +25% to HP, so Stam Sabin will not be lacking HP. Plus Golem gives the (slight) boost to PDef. Could also give Sabin the option to equip Snow Muffler for more HP+ possibilities; he is a ‘bear’ after all and certainly a closer physical resemblance to Umaro than Gau or Gogo. As to losing a turn, the ability to cover potentially saves a revival of an ally (making up for the lost turn), and putting a life bell on him could do wonders for not needing to dedicate a healer to him (even more so if Mantra sets regen, again to save a relic slot). With all these skills and using no relics (summon Golem, then self-cast Safe once it expires), Sabin with some status protection relics becomes pretty tanky, with respectable damage (to answer your question), and is primarily there to facilitate the full activities of his allies. This is his selfless monk build. I see him best suited to supporting frail nukers (Relm, morphed Terra, X-mages), if you don’t want to bother with self MP management or using items.
  4. Remember though that a 100% counter would pair really well with cover, as long as Sabin has enough HP to survive the attack. Slight tweak to the new blitz could be 100% counter, plus normal cover chance (100% for low HP allies, stamina chance for others), but only applies to physical attacks. Then Sabin can C/C while having both relic slots available, albeit for the hefty price of using up a turn. Edit: Realized you could equip the Black Belt and get a double counter chance, which would be pretty cool.
  5. An idea for a new blitz is something similar to Cyan’s Retort from vanilla, which if I remember correctly was a guaranteed counter upon being attacked (physically). Maybe Sabin’s new version of this would counter any form of damage with a stamina-based attack. Looking here, logical name options are Dharma (truth) or Jhana (mental absorption, understanding), though there are lots of options. Maybe the Air Blade animation is still used since he spins and that could be thought of as a reversal of the energy of the enemy’s attack. It would be obscure, but if more of Sabin’s blitzes had meditation-related names, that would be interesting. For instance, the five spiritual faculties could be used for his attacking blitzes: Faith=Saddha (Aurabolt), Energy=Viriya (Pummel), Mindfulness=Sati (Suplex), Concentration=Samadhi (Fire Dance), Wisdom=Panna (Bum Rush).
  6. I don’t think that Force Armor and Robe are both needed. Cyan, Edgar, and Setzer can use Diamond and Crystal for Mg def, giving those some longevity (lazy shell too? I forget if they can equip that). Plus all of them are tanks, not every character needs a perfect option for every scenario. Furthermore, if Sabin is wearing a robe, that frees up the Royal jacket, so Edgar still has another option. Additionally, even Stam Cyan wants Genji to get the vigor for C/C, so the only one really losing out is Setzer. But I don’t see why he can’t be a robe wearer, hell his sprite is wearing a robe. If Sabin’s blitzes stay magic based, there’s your use for the +7 magic.
  7. I agree they’re flavor, but that’s important too (see script complaints). As BNW stands now, it’s a vast improvement over vanilla gameplay wise, no doubt, but there are still plenty of story tweaks that could be incorporated to better reference real life source material, or make the game feel more rewarding when you see the reasoning behind why an item is earned for a certain event and maybe learn something in the process.
  8. I second the Force Robe recommendation.
  9. I understand why Palidor and Fenrir locations were swapped, but the incongruity still irks me. Mobliz is rife with stray dogs (Fenrir), likewise birds on the solitary island (Palidor). However, this inconsistency can be remedied. Both Sabin and Edgar can be present in the first visit to Mobliz, and they serve as protectors of the village from Phunbaba after Terra falls, so getting Golem after the first Phunbaba fight can sort of be justified story-wise. Then Palidor can be moved back to the solitary island and Fenrir can be moved somewhere else (Veldt cave probably makes the most sense, but Narshe is a possibility). The big question is then: does not having WoB Golem matter? My guess is not really, the summon becomes much more useful in the WoR with more HP, and neither Bserk or safe are vital. Could always swap Bserk and Sleep on Golem and Stray if you really want Sabin to have WoB Bserk. (I know suggesting changes to the spell distribution is verboten, but this really seems pretty minor.)
  10. As to buffing Mantra, what if it set regen on Sabin? So it gets around the drawback that it doesn’t heal him, while saving a relic slot. Plus a mantra is a phrase repeated during meditation, so regen tics duplicate this repetition and support future use of Mantra by boosting HP. If this is OP, maybe Sabin just gets one regen tic, but immediately prior to casting Mantra to slightly increase its effectiveness.
  11. Losing control during his dance isn't much of a loss. If you have him do a frequent healing dance with the ability to C/C, he'll be a monster, and something of a bore cause there'd be little reason to do any other build.
  12. The elemental mixing topic got me thinking about Merton - some about the etymology, Thomas Merton perhaps? - but mostly why isn't this Terra's most powerful spell instead of Celes? Here are some supporting arguments: - Terra learns Fire spells naturally, and Maduin (her father) is the wind esper, so a fire/wind combination makes quite a bit of sense; - Terra is a quasi-religious figure due to her unique birth, transformational powers, and frequent characterization as a savior, so her being the Crusader fits thematically; - Crusader is obtained in the Fanatic's Tower, which is also where her pendant is found in the WoR, maybe there's some attraction between the two? - Like Merton, the Crusader summon hits all targets on the battlefield, which exhibits Terra's difficulty in controlling her powers. Furthermore, Celes using Ragnarok/Ultima aligns much more with her storyline as well (besides the fact that Celes looks of Nordic ancestry): - The Ragnarok myth correlates pretty strongly with Celes experience upon awakening in the WoR; - The Ragnarok summon is just a sword, appropriate for Celes the soldier; - Non-elemental Ultima is the logical progression from ??? Arguments against are: - Ragnarok is (currently) found very late, so that reduces the potential utility of the Stam/Speed esper bonus for Celes (see spoiler below); - It removes Celes access to fire-elemental spells, but I don't see this as a huge drawback. To address some of these drawbacks, you could:
  13. As long as an enemy is weak to one element and neutral to all others, then the weakness should still apply. Weak (-1) + Neutral (0) = -1, then divide by two (-1/2), and round DOWN (back to -1). And I’ll chime in voting nay against the option that would potentially negate absorb (at least without a major overhaul to the elemental properties of spells and equipment). As I said, this would have a major impact on the utility of various hidden items.
  14. If I’m interpreting the logic correctly, Tritoch will be resisted by wall change bosses (two nulls, one weakness, totaling 3, divide by two and round down to get 1). I guess this is fair accounting for the two nulls, just a bit underwhelming. To get Null + Resist = Null, you could change the divisor from 2 to 1.5, and no other 2-element combinations would change, as far as I can tell. However, if this were done Tritoch would be nulled, rather than resisted, by wall change bosses. Tritoch vs wall change bosses is pretty niche, so this tweak is probably warranted as it at least gives players a chance to Null Merton with proper gear if Flameguard x4 is not the desired approach. Note, if dividing by a non-integer is a problem, just double all the counts and make the new divisor 3. Way too complicated. Let elemental shields do what the player thinks they will do. Plus, this would causes major problems for strats with a hidden relic.
  15. RE Hidon: Since Hidon is no longer undead, the fire and holy weaknesses don’t really fit thematically. Nor does a water weakness seem appropriate since we have to assume Hidon is amphibious considering it lived in a submerged Ebots Rock. Thus for Strago to be most effective, a poison or ice weakness would work, but maybe Hidon has inherent Shell? (It does sorta look like Hidon is equipped with some sort of exoskeleton.) Then poison attacks do essentially normal damage to stay on par with defense ignoring spells (cough, Relm, cough), which juxtaposes nicely with Hidon using powerful defense ignoring attacks.