Zotmaster wrote:As for the Flowing Rune on Riou and still wanting additional healing, I do that out of my experience as a veteran RPGer. Redundant healing is never a bad thing. One, if someone drops - like one of the people who can revive - you can pick them back up - although I don't think I recommended a Flowing Rune for Luc as well, it's certainly viable - and two, since the healing spells go off at different times, it can save you if enemies wedge an attack, or multiple attacks, after your heal. I was aiming for balance with a fairly negligible cost to damage (the damage you'll deal will still be mind-blowingly incredible).
Well the idea of the best party is to be able to defeat the opponent ASAP by taking as few damage as possible. So if you managed to kill the opponent earlier, you'd eliminate the chance of getting hurt totally.
As for "if enemies wedge an attack, or multiple attacks, after your heal." situation, then it'd prove that your healer (let's assume Riou) is faster than the enemy. It wouldn't hurt at all to heal on the next turn instead because he'd go earlier than the enemies anyway. And how would Luc be able to help in that case considering that his speed is even quicker than Riou? He'd most definitely go even earlier than Riou and most likely you'd get two healing spells back to back instead, which means a total waste. Unless you have 1 quick healer and 1 slow healer (like Luc and Viki for example), that wouldn't help you at all.
I do like your Rina model, although I'd still have to go with Luc since I don't have a save file handy for a few reasons.
Just a small thing, but it wasn't my idea though. The setup was done by SARSadmin. I don't want to take credit of what's not mine.=)
The Kite Rune would be kind of dead weight if only a few enemies were around. True, Suikoden does have encounters with lots and lots of enemies, but an encounter with only a few (ie, one or two) would make the Kite Rune kind of a waste.
Not really true. If you encounter 1 enemy (let's assume a boss fight), just ignore the Kite Rune, and you'd deal 2250 damage (because you don't halve the damage for Kite Rune) to that enemy. 2250 is still more than of what Luc ever could do with any spell.
Also, to bring her up to Luc speed (I like how that sounds), you have to chop a lot off her damage (with other modifiers, missing out on +60 STR is a lot).
Not at all. The key is the Kindness Rune trick. With 999 ATK, you don't need (and you can't anyway) add any more ATK. So her 3 accessories could be used for anything that is not ATK related, such as 3 Speed Rings.
The other, larger, problem with this is that it puts a big burden on Riou to keep everybody alive.
Realistically speaking, we only need to stay alive whenever we face bosses. So basically it only happens during boss fights. How many turns roughly do we need to beat a boss? Honestly, with a party consisting the likes of Tir, Killey, Sheena, Riou, Rina, and Hai Yo, we'd be looking at 2000-3000 damage in total/turn. So we might only need anything between 2-6 turns at the most. With 3 Battle Oath spells and let's say 5 Kindness Rain spell (if you put Flowing), basically we got it all covered. And honestly, I doubt it that any of those characters would get KO'ed in 1 turn. They are too good to be KO'ed like that. If you managed to get any of them KO'ed in 1 turn, then obviously that's not the best party member to have.
Great Blessing is a Level 1 spell, sure, but it really doesn't heal that much in terms of HP: at least not enough to guarantee survival. Riou might be a stat juggernaut, but not in terms of his Magic stat. This also limits the spells he can cast.
Nah, no need to use Great Blessing at all. Unless you run out of level 2 or 3 spells that is.
Even so, though, it still leaves him as the only healer, and having to cast Mother Ocean costs you Forgiver Sign (I'd have to resign myself to only getting one of those: you aren't likely to get more than that). Plus, you could only ever do it once.
As mentioned earlier, with that kind of party, no one should ever get KO'ed. Honestly. There is definitely something wrong (or terribly unlucky) to get KO'ed in 1 turn.
It seems like the risk doesn't outweigh the benefit, unless a field test proves that Tir, Rina, Sheena, Killey, and Hai Yo/Chaco can kill everything before damage is sustained.
They definitely could kill everything in 1 turn assuming that we're talking about normal enemies. 1125s damage from Kite Rune would definitely kill 99% of normal enemies with the exception of Collosus and another monster that I forgot the name. But even so, that'd leave them with at the most around 500 HP which wouldn't be a problem for the other 4-5 characters to kill. So it's proven that they should be able to kill everything in 1 turn. Unless of course you're terribly unlucky and managed to miss all the attacks other than the Kite Rune.
While Luc isn't likely to get five Level 4 spells, I would have to say 3 is a realistic number - especially if you use Magic Rings - and that would allow you to cast Shining Wind and still be able to revive someone if they die. That, I think, is striking a balance, unless the damage boost with Rina is so incredible as to be a "must have".
Well it's not a "must have", but Luc as healer/reviver isn't a "must have" either. I guess it's down to own personal way of playing.
One more thing, which I just thought of. Again, sorry I don't have a save game handy to test this one, but what's the point of having a Double-Beat Rune on Rina if you're going to use Kite? Can't you only Kite once in the turn and then the Double-Beat is wasted?
Actually that's my mistake. I meant the setup was Double Strike, Fury and Kite Rune. Which means that you can't get her berserked by Battle Oath and never deal 1700 damage, but only 1125s damage all the time. Sorry about that, I missed that part.
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