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.
damage balance SOUNDS LIKE FUN
FiEt LETS GO
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-
Do we already know if Damage Balancer is a skill activated by default or if players can choose to take it or drop it ?
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.
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?
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