Nuburan wrote:[...]at least one shine rapier (to pass around between leader and birdfolk as needed) for HP regen and demon property.
The Shiny Rapier is not a demonic weapon, it's a magical weapon, like all rapiers except the God Rapier, which is holy.
Swalchy wrote:Again, attacking. Gigantic Axe is better than Berserk in this regard (despite the resistances granted by the Berserk). However, the resistance increases don't really factor too much when you've pretty much annihilated everyone before they get a chance to attack.
That you cannot be arsed haggling is not really a valid reason. The weapons are there and will not cost a Large Mithril.
The Dragon(Berserk) Axe is significantly superior to the Gigantic Axe. It's a demonic weapon (and has more attack, since you seem to care). Ragnarok is not stronger than Mega Wheel.
You claim to be focused solely on dealing damage, yet you consistently suggest the factually weaker options. If damage is your main focus, then the only weapons you should go for are weapons that have additional damage types, such as the Dragon Axe, as they are unbeatable in damage, not even orichalcum weapons beat those.
Higher defence = less HP taken when been attacked = less need to heal the character in question.
Plus, Justin's defence *is* abysmal, no matter what you do
Still no reason to get Demon Breaker Arrow in Sc1. Justin usually gets to 60 DEF without a defence-boosting accessory.
Whilst the increased Agility of the Sonic Wing looks good, Eldar and Fynnding *hardly* need the increase of Agility. The fact that the Zero Wing can instant-kill an enemy is better than the Sonic Wing. Even the Cosmic Wing is above the Sonic in this case. Also, the Silk Wing does give the ability to regen 3 HP per turn, which might make it more useful than the Sonic as well.
Are you now suggesting a wing without a special attack is better? Be more consistent in your argumentation; you have been saying that additional weapon specials are the reasons for your choices.
The reason Sonic Wing is the best wing in the game is because Hyper Boom inflicts Slow, not because it adds agility.
Instant death specials are atrociously overrated and will not work on any monster with 8+ luck (and such monsters are usually dead in one attack, instant death or no), while no enemy is ever immune to slow.
Slow is life.
Meh, Kahn/Irene usually have the Apollo/Artemis Pins equipped, plus neither he nor Irene really need the extra defence that the Giant Cestus grants. Plus no special either. With the Mist or the Wire Cestus, it's more than likely the special get's used anyhow, usually either one-shotting, or at the very least inflicting more than enough damage for just one more attack to be done on the enemy.
Again, Buddha's Palm Mirage and Backstep Blinding Fist - although really good attacks - are not stronger than Conquer King or Machinegun Soul.
Additional damage type = most damage, always.
Flame X-Bow is also a holy weapon. Whilst it only gives +5 critical, the special is extremely powerful, with pretty much what I said regarding the Cestus' for Irene/Kahn above to apply here too.
I don't see the point of spending a Large Mithril to get a weapon that is basically the same thing you get without using up a Large Mithril, but fair enough. The original question by Cullsoft was about which to get in Flagard, not in Malorie, and you are usually limited there.
I'm afraid I don't share your "Holy trumps everything" motto
It's not really motto, more like a fact. Holy is the most useful damage type in any of the scenario, while demonic and magical are only a bit better in Sc2 and really, really good in Sc3.
I also disagree that it's the most "useful" Claw. Tiger is superior in this regard, as the main aim of any battle is to defeat all the enemies, whilst having as little casualties as possible, which even though the Tiger is only +5 Crit, the special (and indeed, technically, the basic attack without special) inflicts more damage to the enemies. Not to mention the friendships between the characters, I believe, reduce the usefulness of the crit/counter increase of any weapon, IMHO.
No, no and no.
In Sc1, Holy >>>>>>>> Demonic. Tiger Claw is insanely good in Sc3 if you get it early for Cyclops, though.
Storm Fang is not stronger than Sky Dragon or Wolf Rush. I'll admit it's an amazing special, though (slow is life).
If you think 1 ATK makes any difference in damage, you will be disappointed to learn most mithril weapons trump orichalcum weapons...
I always get friendship level 1 or 2 as soon as I get a new character, and I heartily disagree. You cannot have ALL characters next to Hayward or Justin, anyway.
Killer Knife = +2 Luck and special that, iirc, gives instant-kill. That is far superior than the crit increase of the Mithril Knife.
Luck is hardly needed by Synbios, unless you have also used a Lucky Cookie on him to make him immune to ailments. Assassin Knife has no additional damage type, so it will always lose in pure damage comparisons. Silent Kill is actually weaker than Laser Edge, should the remotely useless instant death effect fail.
Light resist of +25 and a special skill that can freeze an enemy in place makes the Rune Spear far more useful and therefore superior to the Silver Spear.
You said about the Dragon Axe that resistances were not very useful (and I agree).
Freeze is virtually useless, but you might have found a use for it. At least the weapon type is ranged.
Flash Gazer is not stronger than Thunder Fall and Thunder Fall paralyses.
The Rune Spear has no additional damage type, the Silver Spear does. Whether you favour holy weapons or not, 1 is better than 0.
It is inferior in every way except the light resistance, which you dismissed yourself.
Wind Shuriken wins this then. Most attack value, plus instant kill.
ATK = overrateeeeeeeed. Instant kill = overrateeeeeeeed.
Highest basic attack + demon + special > poison. Plus, as mentioned with Cesti, an attack with the RS will either instant kill or require one last shot for most of the enemies encountered in SF3.
The Rumbling Sea is not a demonic weapon. The only katana with an additional damage type is Kusanagi, which is exclusive to Sc3.
Umi Zatou is not stronger than Fine Mist, Oni Hyakusoku or Kamaitachi, so your second argument falls quite flat.
Other than usually kill an enemy. The Archers usually attack an enemy second due to their lack of decent agility, so having a weapon that "confuses" a dead enemy is hardly worth it.
Meteor shell has highest attack + most damaging special. As said already, even a basic attack with this shell won't require too much to be done after it's struck.
My archers do not usually attack last, but Ratchet does, so you have that.
Planet Dance is not stronger than Explode and in fact not stronger than Armour Shot.
Meteor Shell is also a demonic weapon, but I see little to no point in using up a Large Mithril to gain Planet Dance, when Armour Shot and Explode are already so damaging.
Gestalt gives instant death.
Hmm, no, Gestalt inflicts confusion.
That would not even be a good argument, anyway. Disregarding the fact that instant death is not amazingly useful, you have just said that characters with low agility do not need weapon specials with additional effects since they will attack second and kill off the target. Agility hardly gets lower than Ratchet's.
Anyway, if you want to deal the most damage in SFIII, always go for weapons with additional damage types, not higher ATK or pretty specials, it takes a lot of ATK (15+ in Sc1) to beat the damage bonus from the target being weak to your weapon nature.
Additional weapon natures also override weapon weaknesses, so if for instance you use the Silver Spear on an axe-wielding evil target, you will get the bonus from using the holy weapon against an evil target instead of getting the penalty from using a thrusting weapon against a bashing weapon. I'm not sure there are any instances of this in Sc1, but it's quite useful to know regardless.