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Tactics ogre vyce
Tactics ogre vyce








tactics ogre vyce
  1. TACTICS OGRE VYCE MOD
  2. TACTICS OGRE VYCE PLUS
  3. TACTICS OGRE VYCE PSP

Armor is a bit different, such as light armor getting a slightly heavier and more protective version to heavy armor getting even heavier and tanky. 2H Sword sidegrades are heavier and more damaging, but come with an AGIL penalty, Hammers have a high change to knock a target back, Cudgels trade caster bonuses for bonuses fighters would enjoy, Fists damage the target’s MP as well as HP, and so on. I didn’t mess with crafted weapons but I imagine they break the ‘same thing, better stats’ pattern.Ĭrafting got overhauled, so instead of getting +1 gear that’s clearly better than the original, you get sidegrades. The Cutlass, Khora, and Damasc Sword are all the same weapon, but their stats are different. Ranged weapons have much higher RT values across the board, to make up for their users not moving as often as your frontliners. Light armors boost evasion, while heavy armors boost HP and VIT for soaking up damage. Armor is split between cloth/caster, light, and heavy. So 2H Swords all deal damage with a chance to inflict Stagger, and they give a bonus to AGIL, so late-game ones would do more damage and give more bonus stats–weight and RT stay consistent. Gear is now normalized and every class of weapon or armor now does the same thing with higher tiers having better stats. Draconic Magic now uses the caster’s weapon power in the damage formula and I often had it dealing the most damage between plain elemental magic and using the weapon normally. Wizards and Spellblades get access to missile spells, but Warlocks can only use indirect magic. Magic availability got shuffled around too. You can save someone from death with two new items, the Lifeline Gem that Shiftstones them from the field (but never to return), or the Lifeline Gem that revives the ally and restores their HP, but removes the user instead so you’re still permanently down one ally for that fight. Oh, and resurrect magic no longer exists as far as I found. Knights lost the ability to heal too so thankfully all of the enemy leader Knights won’t tank and heal all the hurt you’ll bring. I seriously exploited this several times since rushing Hawkmen to deal with them was potentially fatal for my guys. Enemies still have a ton of HP so enemy healers are priority one…or you can trick their AI and beat the crap out of another enemy in range so they heal that one instead.

tactics ogre vyce

This makes enemy Clerics straight goddamned bats because they can and will undo a lot of the damage you’re dealing to the enemy leader and several fights field one or two in the very back. It now scales slightly with MND but it also heals a percentage of the target’s maxHP as a secondary effect, but this won’t happen when using heals to hurt the undead.

TACTICS OGRE VYCE PLUS

Reagents are no longer used and use MP/TP/sometimes HP to fuel them instead, though the buffing Ninjitsu still requires them plus a pittance of TP. Elemental magic now inflicts Averse of the opposite element so it’s possible to set up elemental volleyball combos with two mages. Instill spells are now learnable Skills that cost TP and quite often I’d get an Instill off after moving and attacking someone instead of sacrificing my attack to power up. If you want magic, you actually need to field people that naturally use it instead of stocking up on one-shot spells. You’re no longer able to use grimoires during battle, so you can’t have your Warrior throw out Exorcisms when your Cleric is busy. You have to look at the blue bars on the hiring screen to tell what archetype they fit into, and they change each time you enter the screen too. Hired generics also are set to randomly be set under four different base stat distributions, for frontline fighters with lots of STR and VIT, archers with lots of DEX and AGI, mages with lots of INT and MND, and all-rounders. So if you have a character class change to a Lv20 Dragoon, they would have comparable stats to one who was a Dragoon from level one.Ī screenshot of the patchnotes, but this is still a good guide to follow. Instead, classes confer a percentage of given stats at each level regardless of their taking the field or not. The first biggest change is that characters in battle no longer get 0.1 added to all stats when the class they’re in levels up. There’s now a v0.92 available as of August 15 2018, so that’s worth consideration. This review covers v0.91a, the latest version available when I started playing again.

TACTICS OGRE VYCE MOD

The intent behind the mod was to balance things, make the OP things less so, change things around, make the game different but not change it at its core.

TACTICS OGRE VYCE PSP

As far as I know, One Vision is the only mod for the PSP version of Tactics Ogre.










Tactics ogre vyce