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  1. #41
    Hardcore Casual Dark Mits's Avatar
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    Quote Originally Posted by Shear View Post
    On another side note this might be even more valuable if we get a hand on that S-Ability from units that gives you Invulnerabilty while chugging down a Mate.
    Most likely we will be using L/Mate Lovers and L/Atomizer Lovers to reduce risk when recovering HP. Which means that we will have 2 or 3 L-ring slots for offensive stuff. Current compound L-rings do not seem to benefit Etoile unless I miss something.

  2. #42

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    We don't know if the specifics yet.
    Etoile HP Restore only heals 2.5% every 5s. Only 1/3rd of what summoners version does. If it is influenced by Damage balancer its safe to assume it would restore 7.5% HP without it.

    Ofc Damage Balancer is just a product of Sega not increasing our HP and DEF pools proportionally with our ATK stat. Stuff like Resta and Megiverse and Vamp potentials wouldn't be op if we weren't stuck at 1000-ish HP for half a decade.

  3. #43
    Sega Stockholm Syndrome GHNeko's Avatar
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    damage balance SOUNDS LIKE FUN

    FiEt LETS GO



  4. #44

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    PA combo that people that have tried Etoile recomend

    DS
    PA1 to Any attack(General usage)
    PA 2 skip PA1(High damage area attack)
    PA3 to PA4(Aerial attack can be use during jump or falling)

    High level combo
    PA 4 first half, PA 4 first hal then normal attack

    Dual Blade
    PA 2 to PA 1(Useful for closing distance)
    PA 3 to various attack(Attack on high enemy)
    PA 4 to lock-on normal attack(Mediam distance to close distance combo)

    Wand
    Long press PA1 to various attack(Can be use to close inenemy
    PA 3 to various attack(Gather enemy to damage them)
    PA 2 to PA 3(PA 2 once rise, can be repeated with PA3)
    PA 2 to PA 4(Once has height shoot PA 4)

    How overdrive work currently
    Full recovery of HP/PP of party member and increase max PP by 50 for 20 second
    Can't be used inthe beginning, but can be used 180 second, and as long as one stock can be used again.(Max of 2 stock)
    Sizustar Fo/Te 75/75 - Ship-2


    Screenshot dump
    url]https://www.flickr.com/photos/118177547@N08/[/url]
    Drawing and junk Twitter https://twitter.com/Sizustar - please don't send blank request-

  5. #45

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    Quote Originally Posted by a silver king View Post
    Is there a release date? Or just winter.
    Right now just Winter; just like with Phantom, it looks like they are going to do some player testing at events first to fine-tune it before giving an official date.

  6. #46

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    Do we already know if Damage Balancer is a skill activated by default or if players can choose to take it or drop it ?

  7. #47
    Sega Stockholm Syndrome GHNeko's Avatar
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    Quote Originally Posted by Terrence View Post
    Do we already know if Damage Balancer is a skill activated by default or if players can choose to take it or drop it ?
    to my understanding its a subclassable skill meaning you dont have to take it and if you do it's a passive that's generally always on



  8. #48

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    Also hard to tell if its a pre-learned skill but i doubt it'll be one.
    Yeah, so far it looks like Ra/Et and Fi/Et gonna be fun to try out.

  9. #49
    Hardcore Casual Dark Mits's Avatar
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    Damage Balancer seems to have heavy gameplay implications, so it makes more sense to be a skill that is activated or deactivated on demand, like a stance. It's because it isn't just a bonus to something, but it also brings negatives which are too important to require relearning all skills from scratch.

    However being able to activate and deactivate freely also seems to make it extremely overpowering, because we could then deactivate it to recover, then reactivate. So maybe it gets an internal cooldown to prevent this?

  10. #50

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    Quote Originally Posted by Dark Mits View Post
    Damage Balancer seems to have heavy gameplay implications, so it makes more sense to be a skill that is activated or deactivated on demand, like a stance. It's because it isn't just a bonus to something, but it also brings negatives which are too important to require relearning all skills from scratch.

    However being able to activate and deactivate freely also seems to make it extremely overpowering, because we could then deactivate it to recover, then reactivate. So maybe it gets an internal cooldown to prevent this?
    it is a passive ability. You can easily tell what skill is active and what is passive. A passive ability has a dark background on its icon, a Active ability has a bright background.
    For example: Damage Balancer Icon vs Massive Hunter Icon.

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