I just tried it and it can be a bit rigid sometimes and sometimes has broken english but it's mostly good and sometimes I can barely notice it's an mtl. I'll probably avoid mtl'd sex scenes though because they require very specific language which is hard to do for mtls. Thanks for this.The gender thing was mostly for the mtool translation. Bob Mtl is pretty much the best because someone spends time correcting most error. If you are a native english speaker, you are probably going to see minor problems but for me who played with the mtool version pretty much until the end I think bob really did a great job.
I don't know but I assumed those skills were meant to be paired with things like that accessory that makes your normal attack hit 8 times or something. Seems like a meme to me even if you do build around it and I think usually it would probably be used when your character is countering with their normal attack but other than that you're probably not meant to be using it as a main source of damage. I guess it could also make it more useful if you need to normal attack or defend to regain sp but it feels kind of redundant.Can someone please tell me how to strike\on hit effects work (things like "Innate bound strike 30%" of Luxury character).
They are being showed off like a selling point for some characters and jobs (and even abilities like 10% confusion strike seem to be a big deal, since they are placed on high levels of jobs), but the rules for application seems kinda vague - aside that you can trigger than from normal attacks, but since you won't be attacking via normal attacks a whole lot I wanted to understand how (if at all) they apply to skills\magic skills, especially aoe ones (or, say skills that hit one character 5 times since it seems to have great synergy with strike effects enchanting chance of it triggering at least once)
I guess they don't apply to magic and they don't seem to trigger off of Makina skills (but then again why not since I imagine they would from bow attacks), but I imagine there's gotta be a way to benefit from these effects
Check the detailed info of the skills(A-key). Most skills have something next to adds status. Also most enemies have status resistances.Can someone please tell me how to strike\on hit effects work (things like "Innate bound strike 30%" of Luxury character).
They are being showed off like a selling point for some characters and jobs (and even abilities like 10% confusion strike seem to be a big deal, since they are placed on high levels of jobs), but the rules for application seems kinda vague - aside that you can trigger than from normal attacks, but since you won't be attacking via normal attacks a whole lot I wanted to understand how (if at all) they apply to skills\magic skills, especially aoe ones (or, say skills that hit one character 5 times since it seems to have great synergy with strike effects enchanting chance of it triggering at least once)
I guess they don't apply to magic and they don't seem to trigger off of Makina skills (but then again why not since I imagine they would from bow attacks), but I imagine there's gotta be a way to benefit from these effects
Counter seems a mechanic that sounds great on paper, but hard to take advantage of in practiceI don't know but I assumed those skills were meant to be paired with things like that accessory that makes your normal attack hit 8 times or something. Seems like a meme to me even if you do build around it and I think usually it would probably be used when your character is countering with their normal attack but other than that you're probably not meant to be using it as a main source of damage. I guess it could also make it more useful if you need to normal attack or defend to regain sp but it feels kind of redundant.
Oh wow - I had no idea about this button, thanks for the hint. I'm unsure whether it reflect the innate strike effect application or not thoughCheck the detailed info of the skills(A-key). Most skills have something next to adds status. Also most enemies have status resistances.
The Ability version straight up say Physical attacks inflict [status] [percent] of the time which means any Physical attack can apply it so for Slimed strike 50%, any Physical attack will inflict slimed 50% of the time if the enemy can be effected by it.I didn't mean status effect infliction from skills themselves - I meant how innate (or say, given by ability or equipment - e.g. Slimed strike 50%) "strike effect" interact with skills. So it's a question like if I use Roundhouse (martial artist melee skill that targets all foes) will I trigger innate Slimed strike on all of them or not? And what skills will trigger those effects and what won't, because clearly not all of them will, but I remember reading somewhere that these things are always applied (I couldn't find where I read it though - could be some random NPC in the world that gives you tutorial info \NOT in the Ilias temple)
Yeah, thanks, it seems if skill says "100% of equipped effect chance" it will apply the strike effect (it doesn't say that it will apply slimed - at least in my version, but it does apply it). Very helpful menu for sureThe Ability version straight up say Physical attacks inflict [status] [percent] of the time which means any Physical attack can apply it so for Slimed strike 50%, any Physical attack will inflict slimed 50% of the time if the enemy can be effected by it.
aka the attack or skill needs to do Physical damage as least as part of it can have multiple elements and still work(right now my Alice is using Burn, death, poison, silence and petrify as part of Raiper skills due to either her weapons or own ability(and does 4 different elements when she its)
I think it's not really a main strategy but rather a side bonus you can spend ability points on so that when they do counter you might status the enemy or drain hp or whatever. The main counter I use is "flash counter" which is a lest exclusive move and with his exclusive items he has like a 70% flash counter chance with a 20% chance to null the enemies physical attack and flash counter them which is great against AOE physical attacks. Only downside is that he doesn't counter magic.Counter seems a mechanic that sounds great on paper, but hard to take advantage of in practice
Ai often ignores your counterer even if you give them "gets targeted twice as much" item (and this item has to compete the same equipment slot with the actual counter chance, which at this point the highest I've seen is counter rate 46%) - basically in my testing I almost never triggered it - consider all these complications against something like double bite, that kills everything I encountered so far with the exception of Mimics that just kill my fighter with kajillion untyped damage on turn 1
You can consider ~solo-playing with only your "counter specialist", but it seems to not ideal, considering presence of insta-kill moves and various nasty status effects(that you can't necessarily always easily resist, which tells me that game is more geared toward playing with full party that can revive\cure status effects)
Anyway, I think if you can trigger status effects from aoe skills (which was first things I thought of when I saw "innate strike effects") it's be much more useful (and useable) than having any use from counters. Say, you have the the garbage-tier on hit paralysis effect chance 10%. If you hit 4 enemies with it (and if I remember how probability theory works and provided that have no resistance to it) you get smth like 40% chance it paralyzes at least one guy, which is pretty great, I think (and consider that you often have more than one strike effect all of which can trigger independent of each other)
Oh wow - I had no idea about this button, thanks for the hint. I'm unsure whether it reflect the innate strike effect application or not though
Edit: it seems like it does
It seems it depends on the attribute [of normal attack] which nearly all skills with the physical element have. (job, combat, some racial skills, but not weapon skills and magic)I wonder if there's a way to apply "physical element" to otherwise magic-only skill, so it'd carry the strike effect the same way you are able to make your physical attacks deal magic damage (maybe it's a bit much, but considering how elaborate this system is I wouldn't be surprised it's possible \gotta love these old-school-type rpg for that)
So is it joiplay 's fault or the game'sHow do i fix this (I'm playing on joiplay and the gallery is fully unlocked)
Afaik going there and overwriting old saves is the only way to get stuck accidently. I've done it. If you have Mtool you can change your coordinates to get out. Go to san ilia and get the permission to harvest the ore. It bugs out for some time, but it will work.Uhm, so I went to St. Amos mountain and I seem to become stuck on it. When I try to leave the text says "I need to find out what's happening on the summit", yet there's nothing happening on the summit as I seem to have went in every possible inch of it with nothing happening (teleportation doesn't seem to work either, with message appearing "You cannot escape from here")
I assume I wasn't supposed to go here at this point, but the game usually locks you from going into places you aren't supposed to go, so I wasn't expecting to run into these issues.
It's a good thing I paranoidally save on separate slots every so often, yet I'm not psyched about redoing a bunch of stuff -maybe there's a way of fixing this? Maybe I could suicide somehow and get out that way? (or it will bug the game even more?)
Oh - maybe there's autosave feature?
effects from the personal traits or abilities aren't going to show up in the skill's effects on the menu. Imagine making an addendum to the skill description of all your skills of a type just because of something that is equipped would be a nightmare to code. Her trait just means that skills of that type can cause the status effect. Personal traits are something to keep in mind when using the character and for simplicity sake you can hide skills that don't pertain to that trait to clean up your battle menu.Yeah, thanks, it seems if skill says "100% of equipped effect chance" it will apply the strike effect (it doesn't say that it will apply slimed - at least in my version, but it does apply it). Very helpful menu for sure
I wonder if there's a way to apply "physical element" to otherwise magic-only skill, so it'd carry the strike effect the same way you are able to make your physical attacks deal magic damage (maybe it's a bit much, but considering how elaborate this game's system is I wouldn't be surprised it's possible \gotta love these old-school-type rpgs for that)
By the way - to expand on the topic of skill effects you know Marion character? (dark elf magician with tentacles) Her trait says "Black magic has 30% to apply Blind and Silence", yet when I press A to view Dark magic skills in that menu I don't see anything about these effects there, so it might not be 100% accurate
I want to ask is the Bob version uses its own translation or is it the latest ArzorX translation added up by another translation?You can actually search it up be here you go:You must be registered to see the linksPick your version
I am typing a ton of thing to catch the search now: 3.04, 3.04 Mtool, 3.04 version, version 3.04, translated, chaos route, chaos guide, chaos walkthrough, cheat, cheese, item limit
Not sure, I think it has its own translation but also use some old translaions from ArzorX. Up to how far? I think somewhere after the Great Decision.I want to ask is the Bob version uses its own translation or is it the latest ArzorX translation added up by another translation?