As far as I know, everyone in your active 4 person party is what the traits affect.
However when you have the original party members and then expand past that to 8+ the passive skills affect everyone i.e. you can turn on no environmental damage, or no random encounters/half encounters for anyone not in the main party.
So I would assume you need to move people into the active battle of the main 4 for the active or passive skills to take affect.
Anyone else have thoughts on this?
Traits / Abilities that affect overworld work even if your members are in the reserve party
But when it comes for the fights, this only works for the active members
Example : Gold drop *5, Recruit rate *5, Item drop *5 etc...
The only exception are the "Job XP multiplier" and "XP multiplier" in the abilities, this works for both the active and reserve party members (this only affects the character that have theses abilities but he doesn't need to fight)
I did some tests on "150% Gold multiplier" fighting a Bee Girl. I got:
- 37G without a character with the effect. (control)
- 55G with Vanilla in reserve. (Merchant passive)
- 55G with Eri + Vanilla in reserve. (2 Merchant passives)
- 55G with Bunny-chan in reserve. (Trait)
- 55G with Bunny-chan + Vanilla in reserve. (Trait + Merchant passive)
So, my observations were:
-
These traits work from reserve. (This is
cool!)
-
The passive doesn't stack, but I think it's because it does exactly as its name suggests, setting the gold drop multiplier to 1.5/150% (instead of adding +0.5/+50% for each character).
Now for some extrapolations:
- I don't have the Lv9 Merchant ability, but I would assume I'd get the same result.
- Stacking definitely exists: I stack "Encounter half" (Lv2 ability from Gadabout) to almost completely avoid fights. My assumption is it's tied to the skill wording
if anything.
Thanks for responding. I really appreciate it.