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About aslee4

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  1. At least early on, racking up stress seems like a good thing. Stress level controls how quickly you can train the stress related skills, and you can get upto 90-100 stress fairly easily (if you're trying to get stress) about halfway through Egypt. This means you can cap or 90+ all of the stress skills a little ways past Egypt (of course, drop the stress immediately after you're done). Your skills control how good your inspirations are, and lot of the top level inspirations end up influencing a lot of skills (plus they provide a high general bonus). So by having very high stress related skills, you can get very good inspirations quickly, which let you get through the adventures effectively.
  2. Curious about the multiple SS abilities - are they actually multiple raises or one big raise? From what I've seen in the game, if you get more SS in one action than you need, you still only get 1 skill raise (and the excess is lost). From a power build perspective those abilities are relatively minor use because you'll have sufficient base stats to reduce most costs to 1; even if you can't, it's tough to beat the sphinx's +4 raises (even if 3 are random) - plus Selective Focus effectively renders almost every skill cost 1 for a power build. Also, Emilia's Charm is not an activated ability but passive, making Emilia the #1 power build choice friend. +3 base stat is basically an unbeatable advantage from one person, at least at the beginning, and still pretty good later. In my opinion none of the study bonus actions from friends are particularly good, since you need to cap up study points ASAP for the extra stat boosts, rather than get it over time. That makes the Library the best option since it also naturally opens up the sphinx basically for free as long as your base stats are decent.
  3. Hmm, so the benefit from spells and phemes stack? Is there a limit? I never really understood how the spells and phemes operated during my playthrough (stacking, etc.) but from reading the forums here, the following seems to be how I gather it works: Quick math - 6th finger adds 2 to Enchant (and Forge, but not directly relevant), and has difficulty 3. Since Int + Enchant is the roll and Int can roll down to 1, this effectively means the 6th finger spell has a 'payload' of (Enchant - 2) (i.e. you can add phemes upto Enchant - 2 to this spell and be guaranteed to succeed). Enhance pheme adds 2 difficulty and adds 1 Enchant. Therefore, by adding nothing but Enhance pheme to 6th finger, one can increase Enchanting like: E(n+1) = E(n) + floor((E(n) - 2)/2) + 2 = floor(3*E(n)/2) + 1 written as a recurrence relation (the +2 is from the spell itself), where E(n) is the enchant skill after casting 6th finger n-times (at maximum power each time, of course). So your enchanting skill increases exponentially with the number of casts. Assuming this is the case, this implies that there should be a fixed value of casts at the end of the sequence that you want to use the payload for non-enchanting related stuff (before that point, you get more benefit from increasing your enchanting skill). By inspection, an example: E(n+1) ?? 2 * E(n) + 2 (this is comparing 1 cast at maximum power versus 2 casts at 2nd to highest power - the +2 is because the spell itself still provides 2 additional 'payload') => floor(3*E(n)/2) + 1 ?? 2*E(n) + 2 => 0 ?? ceil(E(n)/2) + 1 => 2 casts at the end is better than 1, always. Since (3/2)^4 > 5 but (3/2)^3 < 4, we would expect the cut-off to be <5. Example: Suppose you have 10 Enchant skill and 7 time periods you can use to buff your stats. Then your skill goes like: 10 -> 16 -> 25 -> 38 -> 58 -> 88 -> 133 -> 200 If you'd used the last cast to buff, you'd have been able to spend 131 points on the buff phemes (2 to ensure your cast succeeds). If you'd used the last two, 86 + 88 = 174 Last 3 = 56 + 58 + 60 = 174 Last 4 = 36 + 38 + 40 + 42 = 39 * 4 = 156 So optimal stop point would have been with about 2-3 casts remaining. If you'd just buffed stats from the beginning, you would have only gotten 8 + 10 + 12 + 14 + 16 + 18 + 20 = 14*7 = 98 points of buffing (and 'only' 20 points of enchanting) - about half (it would also be harder to fit in phemes with 7 different casts, since most phemes don't seem to cost 2). Then again, I guess the question is if you really need 174 points worth of phemes (I suspect for some things, the answer might actually be yes). As a side note, this would seem terribly broken if this is how it actually works...the downside I suppose is that it does take a fair bit of time to set up, but the duration of 6th finger means you might be able to have absurd stats for at least a couple of days. Something else to note is that you could potentially be able to 'roll' the buffs - that is, on the last time period with your ridiculous enchanting level, you cast another 6th finger at maximum enchanting boost. This essentially means you can keep the high enchanting level as long as you cast the spell at least twice a week (which also means you can get the other boost whenever you need for effectively one cast). Edit - apparently there's a maximum of 9 of a pheme per spell, but since Arid adds 2 for 4 difficulty, it seems like the maximum you can carry this out is to at least +54 (which is around 80 skill). After that the gains become linear, so there's diminishing returns on improving enchanting instead of the actual skill. Edit 2 - Actually, Arid is in opposition to 6th, so doesn't work. Maximum practical boost then may be only about 22 (9+2, 2x), which also essentially gives base enchant x 2 + 4 'free' payload for maintaining the enchanting score (plus whatever buffing you do during the rest of the week).