The "Prioritize" statement continues to bamboozle me. There's a couple instances of tactics in this video, such as at 4:00 with Yahna, that won't work as I expected due to the "prioritize" condition. Essentially, Prioritize will check for it's condition, and if the intended target isn't there (in this case both Highest Initiative and Back Row) then it'll default to normal targeting, never hitting steps two and three. Totally my fault, I need to be more specific in my condition selections to actually get it to move to the next step. Thank you as always for the corrections everyone, coding was never my strong suit and this is essentially coding lol.
The game even states that the priority system only happens under specific circumstances and that it RANDOMIZES your conditions. It doesn't follow a strict order unfortunately, so units don't actually do what you want them to do. They just have a list of commands to do _a thing you want them to do at some point_ . The only thing the game seems to really adhere to is the priority order of your list, but not the actual conditions. It's nowhere near as good as the Gambit system, which was a far superior If > Then system.
@@Neonmirrorblack It's been a long time since I played FF12, but didn't you have to buy gambits and were stuck with a fairly limited set of instructions until basically late game?
After having tinkering with these skills. I have discovered that they are not OR conditional, but AND conditional. That means that if you set the 2 conditions on the row, both must be true for them to activate the Tactic.
Setting up tactics for all my characters & watching them systematically take down rooms of enemies in Dragon Age: Origins was so much fun! 😁 This game’s custom tactics system looks really similar. 👏
Sanguine Attack isn't a draining HP Skill it heals for 50% of damage dealt meaning that it doesn't matter if the enemy has 5 HP or 50 when you hit, if you hit for 50 damage you will heal for 25 HP. So you would actually want Lex to attack the enemy with the lowest Def/Guard rate to insure he does the most damage and heals the most
Isn't that hp drain though? Damage takes hp away from the hp and the user heals half the hp. Sounds like drain to me. Having him attack lowest defence makes sense tho, imma try that.
@@degreeskelvin3025 HP drain implies if you dealt 50 damage to a 10 HP target you would remove that 10 HP and add it to your own. However, if you're healing for half of damage dealt and you deal 50 damage then you will always heal 25 HP regardless of if they have 10 or 100 HP. So it's similar but importantly different in certain cases.
@@Scizson thanks that makes sense, though if it's not hp drain, what is it called? Because to me it looks like hp drain just mechanically a little different. Itd be like poison activating at the end of every turn, but instead of dealing a % of hp, it deals a flat amount. It's still poison, just slightly different
@@degreeskelvin3025it’s called sanguine attack …jokes aside, could be “invigorating strike” where the more damage it deals the more confidence you have and the more resilient (hp) you feel (have)
Hey Leg, not sure if you already mentioned this, but I just discovered (after 14 hs) that if you defeat the guys with the sword icon near each fort, they give you 2000 gold. At first I thought they were just a way to check each class, but it turns out it's more like a sort of puzzle that rewards you for beating it. Some of them took me like 15 minutes to find the right combination to win, it's pretty fun (or you could probably wait and faceroll them with a unit of 4 or 5 guys). Edit: they now give you a visual indicator when you win this challenges.
I remember doing one and not getting much Gold, so I figured it didn't matter, but I should have known it had more value than simply practicing considering you can already do so at the forts. Thank you for putting this out there. I will definitely mess around with this now moving forward.
@@LunarwinglunaOhhh, if that's the case it could be that the reward gets bigger the further you get from the starting point. I can confirm for now which of them give 2k gold because I'm writing them down (the game doesn't tell you which ones you already beaten): Fort Veille, Fort Thessalon, Fort Soligie, Fort Rimitz, Fort Chandelis.
This video's been SUPER helpful since I just beat Scarlett's rescue quest (while getting nearly decimated by Galerius) and feeling like I *need* to start paying attention to the tactics I use for each character. The activation conditions are what stumped me so this has been a big help. Thanks for the explanation!
wow this game is much deep than i expected! i love this! i didn't read tutorials in game because the limited time on beta and i don't want to end all beta without getting deep on combat but this looks like when it fully releases i will enjoy spending hours just tweaking my tactical configuration 😁😁
4:00 both condition in tactic 1 are prioritize clauses which are best match clauses that will always be met, as such the flow will never go to tactics 2 and 3 lol this is like debugging code you are looking for the backrow clause without prioritize 5:25 pretty sure overkill still count as damage deal, the ability doesn't actually drain anything
@HZAres Thanks for your comment! Please correct me if I'm wrong-as I'm trying to make sure I understand you-the major issue is the "initiative" condition, right? Since there will always be an answer to "target highest initiative"? Does this mean "target highest initiative" would be a good Condition II, or is it more like this condition will always result in an attack and stop the flow of logic? Admitting my confusion there, it seems like Priority 1 should use condition "prioritize backline," which could then check down into "prioritize armor," correct? Condition "Target Low HP" will always be met, so having that as the final check makes sense. Not sure if you or Tom will take the time to read/respond, but I appreciate it regardless!
You're right, I've added a comment addressing that. My apologies for being dumb, I've always been terrible with code but I thought I had it down this time.
@@TitaniumLegman No need to apologize! It's so fun learning and understanding this stuff together-your video + the comment section has helped me learn, and I'm sure we'll all pick up on more stuff as time goes on! You (and your content, and your community) are awesome ^__^
@@ceasec think we are talking apples and oranges. There is nothing wrong with using those conditions together. If we are talking logic or discrete math, both conditions are "are/or" clauses, in a sense that they will match regardless of the input. One checks given a set of inputs find legal target with the highest X stat while the other checks if backline is present if not target frontline. So neither offers a way for the input targets to go to the next tactic. It is a little confusing because of the lack of prioritize tag in of the target highest initiative condition name, as it becomes more clear reading the condition detail text since it doesn't have the will not rigger if not met warning. Not sure what the Japanese text for the condition is, it might just be a bad translation. Could always test/debug the tactics in mock battle lol
@@TitaniumLegman no problem, all this stuff is a black box anyways. just tested some stuff with ppl in the UO discord the general targeting rules seems to be hard targeting > prioritize row > prioritize condition 2 > prioritize condition 1 2 conflicting hard targets will cause the tactics to fail all the prioritize types have the same weight if you are interested
I made a really long comment, but I provided some incorrect information, and it was too much trouble to edit on mobile, so I deleted it lol. The gist of it was switching weapons prior to combat--since you can't change weapons around once 2 units clash--is a very useful way to move around limited gear that could be useful. My example being the Unwavering Spear, limited to 1 as far as I know in tutorial, is useful on multiple spear users during missions with lots of enemy thieves and limited ally archers. Also great, video. You explain all of this very well. I'm looking forward to seeing more coverage from you. You have the right amount of analysis without it feeling complicated, long-winded, or too brief. Very much appreciated
And here I was going through the entire demo and not once even touching this system. I loved the gambit system in FFXII. I think I'll start a whole new playthrough when I get my retail copy and use these from the beginning.
Thanks for video Titanium Legman. This making me to want to go back for another run at the demo again which honestly, very seldom do I play so many times in a demo and before the game launches hahaha.
I set up a build with an Alain, Yahna, Scarlett, and Melisandre build with Melisandre as the sweeper! She’s built for evasion and crit, with a lapis pendant and master gauntlet. If she evades and doesn’t trigger a parry, she gets the stacking Phys and Crit Damage from Nimble Fighter, if she DOES get hit, she triggers parry and gets another AP. If she’s in a situation where she’s out of PP, Alain is set to block for her. If she’s out of AP, Scarlett has a lyrical want to give her or Alain one free AP to whoever needs another action, with Yahna providing Focus Sight or Magick Conferral to buff up Meteor Slash to deal with Scouts or Armored units respectively.
I love the Gambit system from FF12 - always thought it was an genius solution to taking out the "busy work" of old RPGs, and I'm always surprised that not that many games adopted the system, including other FF games (Dragon Age did something similar but dumbed it down in subsequent iterations). Seems like a no brainer to put it in an SRPG like this. Also, I really appreciate your style in these videos, everything is clearly explained in a logical manner, and the intro quips remind me of od Game Trailers videos. Looking forward to more in-depth coverage when the game comes out!
I like your style! Glad to have been suggested this video. I will have to look at more of your content. Yes… this game is seeming more like coding(for the tactic subcommand portion) For running around the world it feels like metal gear solid + rock paper scissors + animal crossing
I'd love to see you do class guides for each class. Their strengths, weaknesses, recommended growths, skills, recommended tactics, and recommended team comps for them. If I had the time, I would.
Have you been able to test the example setup for Yahna? I could also be wrong but my assumption is that first tactic won't fail due to "prioritize" I believe to do what you want, you need to change to the option "Back row" otherwise she will just try to attack back row but will still attack front row in your example case - making tactic 2 and 3 never hit. Reading the description of the of conditions myself here quick does confirm this.
Easiest way to think about it is make your most restrictive stuff first. For example on the mages i choose target armors then if no armors target the back row with the lowest % HP if no back row then target the lowest % HP with the lowest magic defense.
I was finding this game really hard and sometimes felt like hitting brick walls. I the realised it was because I has never changed any characters tactics.
I was wondering why my healer did not heal my Knight who got beaten to almost death, but I had put the tactic "Heal with least HP" on. Little did I know it means literally... Knight had 12/60 hp, my mage had 18/20 hp and of course the heal went to the mage because he had less HP than my Knight overall :D
Nice videos, enjoying the content. Question for the Yahna setup, what if an enemy has higher initiative than her. Would they go first then she freezes them even tho they have already taken their turn, thus not stopping an enemy action at all. Not sure how it would play out, if the game considers initiative just a stat or turn order. Thanks
It does work exactly like that. Although you get to know who has more initiative and decide if its worth freezing someone or not. Also, there are items that raise initiative (accesories, for example) that you can equip outside of the battle screen.
I think there is a better way to set up his Yahna for stopping the next target. Offhand I think filtering it for "has full AP" + "highest initiative" might be better, but that won't necessarily target the backrow.
that fight early on with the double shaman double Gladiators made me stop and have to really pay attention to these things! they really do make all the difference.
So Im confused on something. Say you set Alain to attack the highest hp unit but that unit is in the enemy’s back row. My understanding is that with the exception of certain units Alain can not attack the back row until the front row is all dead? What would he attack then, the highest hp unit in the front row?
Been watching some other fans of the demo show case hidden things most people would never find. Have you heard about the black market dealer or about the sword that grants +5 to All stats? Next week when the game is live imma hafta find those quests
Your comment on being able to make changes to tactics just before a battle being cheating...that's not entirely true. Think of yourself as a commander. A good commander can give orders in the heat of battle. Making last minute tactics changes definitely fits into the theme. Awesome video, sir!
I found a very strange bug when modifying the formation of my units before facing the enemy...let's suppose there are two enemies in the middle (front and rear)...I wanted to know how it works, how the units vary damage when moving my units to the front or rear, etc, I placed 2 units and pay attention to this, I left my main unit in the middle and placed the other one on the right, it was a guaranteed overkill, but when I moved it to the left of The main unit did half the damage, that logic didn't make the slightest sense...(I was just starting the game, so the only thing they do is basic skills that the position doesn't matter).
@@TitaniumLegman It would be valid if there was more than one enemy in the front/rear, but we are talking about 2 enemies lined up in the middle column, that is where it does not make sense because they only have a single enemy in the front to target....If I position and alternate my lateral unit and from one side to the other, does it do more damage than the other side? wtf
@@TitaniumLegman It happens to me too, even if there is only one enemy unit left in the middle of a row, when positioning my units laterally the amount of damage varies drastically, there was even a somewhat curious bug that I am testing, when I add support with a magician in a battle. archer, the damage I make in total..... it go down? why? I am applying extra damage to the enemy units, or that the hit rate varies depending on where I place my unit, even with a single enemy, The way the AI adjusts attack/crit/evasion rates is a bit cumbersome and not 100% accurate.
@@Oscar-s6w Doing a little research, I saw that more than anything the game randomly re-rolls the existing RNG when you move a unit's position vs with a single/multiple enemies (all this influences evasion/crit/hit rate) this being a bit strange, Literally when it happened to me that before the confrontation the forecast told me that my units would lose/die, I removed an accessory from a unit and the forecast already told me that I would win... same phenomenon with deactivating support attacks...wtf.
Hey Tom, you need to play nier reincarnation asap before March 28 2024. It may seem like a Gacha game at first but make no mistake, once you enter season 3 (people and the world) the story is confirmed to be canon and situated after nier automata ending c and E. The latest chapter shows what happened after ending E of nier automata, and the final chapter will be released on March 28 2024. After that, the servers will run for a month until April 28,2024 before shutting down forever. IMPORTANT: nier reincarnation is canon to ending E of nier automata and will most likely be canon for the next major nier game release that was confirmed. A trailer may be coming out later this year in 2024! I hope you read this! I’m sure most of us would love to see you play and enjoy the story (it’s really good).
@@TitaniumLegman March 28th is the release of the very final chapter of nier reincarnation. Starting from march 28th, you’ll basically have a 1 month deadline until the servers shut down forever and the game will be no longer available. As they have announced that nier reincarnation will officially shut down on April 28, 2024. On average, each chapter takes about 1-3h to complete with the addition of grinding for character levels and weapon levels which takes an additional 1-2h, (I suggest focusing on 3x 5 star characters and maxing them out as the main party). Arc 1 has 12 chapters, arc 2 has 6 and arc 3 has 7 chapters (chapter 7 is the final chapter as mentioned above) Please note: Replay the last chapter of arc 2, this will unlock a hidden option and a hidden cutscene that will be important for arc 3 in terms of context. The game is heavily focused on narrative so the combat is semi automated. It’s like reading a story in a way. The game has a stamina limit that replenishes daily, however with all the events going on, you can bypass that with the stamina regens that they hand out. Regardless, I do hope you enjoy the story and have fun, would love to see your reaction and thoughts when you get to arc 3. It may seem slow at first, but pay attention to the story and artworks of the characters. Weapon stories and character stories will be very interesting and they will all tie together for the final chapter.
I did play that Nier Reincation previously and I do admit the story is pretty good but other than the story, the overall game is not well balance and get pretty boring very fast.
I don't think that changing tactics before combat is like cheating. It's just more realistic. A formation leader should be able to change his plan of action before a clash is about to happen after all.
It's good design. Basically you are going to change what you are doing depending on what you are fighting. You can also change party leader as you want also. You can also change out your party if you recall them as well to resummon them. I did this on a map where it suited me to change out the character at a garrison point.
I do think seeing, pretty much the exact outcome is too strong, you can trial and error every combination of tactics until it says you win on the amount of damage you do V's them.
Those are action point and passive points, they consume themselves to active abilities. If u have any problem undesrtanding the game jn the menu there is a tutorial function that explains everything
Basically, they're how many points you have to activate your skills. Red ones are your active skills, which are the same color in your character's status screen, and blue ones are passive points, which also correspond to your passive ability color in the menu.
@@smugyoshi5927I think people are confusing the red/blue triangles with red/blue diamonds. The diamonds mean active/passive points, but the triangles shown for conditions like "target hp is
So I haven't messed around too much with the conditions but is there one that says "not frozen". It'd be nice to freeze someone and then leave them alone lol
If you mean like, there's three archers and you want to hit the lowest hp one, yup. You can set the condition "archer, lowest hp" using both the conditions you can set.
you do a perfect job on explaining and thanks to that I will not buy this game. I do like srpgs but I come from the fire emblem school of games.never played ogre tactics or anything like that. it seems so complicated and tedious I srsly hyperventilated a little. I want to like this game so bad and understand it but man this is just too much!! of course you did a great job explaining and my problem is not with you but the genre itself. God all of my work stress went away the moment I saw how complicated everything is here!!!
Ah, this is what made Dragon Age: Origins so great when they did this in a deeper way in ‘09 (too bad the series fell off almost immediately after the first game)
This is neat and all but wouldn't it just be better to choose all the actions yourself like a normal turn-based rpg? Seems like it'd get tedious really fast.
You can have them smart target things. Choosing for every battle would make it super slow. If you set good tactics it does what you'd want. For example mages targeting the armored tanks is something you'd probably choose to do.
The "Prioritize" statement continues to bamboozle me. There's a couple instances of tactics in this video, such as at 4:00 with Yahna, that won't work as I expected due to the "prioritize" condition. Essentially, Prioritize will check for it's condition, and if the intended target isn't there (in this case both Highest Initiative and Back Row) then it'll default to normal targeting, never hitting steps two and three. Totally my fault, I need to be more specific in my condition selections to actually get it to move to the next step. Thank you as always for the corrections everyone, coding was never my strong suit and this is essentially coding lol.
I actually think it makes the video even more useful haha since it helps understand some of the nuances of the conditions more deeply!
It really does remind me of coding, its just a bunch of If & else statements 😂 the devs said “code the the game yourself” JK lol
The game even states that the priority system only happens under specific circumstances and that it RANDOMIZES your conditions. It doesn't follow a strict order unfortunately, so units don't actually do what you want them to do. They just have a list of commands to do _a thing you want them to do at some point_ . The only thing the game seems to really adhere to is the priority order of your list, but not the actual conditions.
It's nowhere near as good as the Gambit system, which was a far superior If > Then system.
If you really want to get into coding, try playing Carnage Heart. Either the PSX or the Vita one.
@@Neonmirrorblack It's been a long time since I played FF12, but didn't you have to buy gambits and were stuck with a fairly limited set of instructions until basically late game?
You explain it a lot better than Josef.
😂
Hey! Josef has just been busy. He recruited that one guy!
@@PeterEvansPeteTakesPictures 😂
I just started the game now i haven't stop laughing after reading this cuz i was a still lost with tactics, lolz made my day
After having tinkering with these skills. I have discovered that they are not OR conditional, but AND conditional. That means that if you set the 2 conditions on the row, both must be true for them to activate the Tactic.
That's a big help, thanks.
You should still be able to use 2 “prioritize” in the same row right?
Setting up tactics for all my characters & watching them systematically take down rooms of enemies in Dragon Age: Origins was so much fun! 😁
This game’s custom tactics system looks really similar. 👏
Sanguine Attack isn't a draining HP Skill it heals for 50% of damage dealt meaning that it doesn't matter if the enemy has 5 HP or 50 when you hit, if you hit for 50 damage you will heal for 25 HP. So you would actually want Lex to attack the enemy with the lowest Def/Guard rate to insure he does the most damage and heals the most
Isn't that hp drain though? Damage takes hp away from the hp and the user heals half the hp. Sounds like drain to me.
Having him attack lowest defence makes sense tho, imma try that.
@@degreeskelvin3025 HP drain implies if you dealt 50 damage to a 10 HP target you would remove that 10 HP and add it to your own. However, if you're healing for half of damage dealt and you deal 50 damage then you will always heal 25 HP regardless of if they have 10 or 100 HP. So it's similar but importantly different in certain cases.
@@Scizson thanks that makes sense, though if it's not hp drain, what is it called? Because to me it looks like hp drain just mechanically a little different. Itd be like poison activating at the end of every turn, but instead of dealing a % of hp, it deals a flat amount. It's still poison, just slightly different
@@degreeskelvin3025it’s called sanguine attack
…jokes aside, could be “invigorating strike” where the more damage it deals the more confidence you have and the more resilient (hp) you feel (have)
Better yet, you want to give it to someone who actually does damage instead of Lex
Hey Leg, not sure if you already mentioned this, but I just discovered (after 14 hs) that if you defeat the guys with the sword icon near each fort, they give you 2000 gold.
At first I thought they were just a way to check each class, but it turns out it's more like a sort of puzzle that rewards you for beating it. Some of them took me like 15 minutes to find the right combination to win, it's pretty fun (or you could probably wait and faceroll them with a unit of 4 or 5 guys).
Edit: they now give you a visual indicator when you win this challenges.
I didn't know
I remember doing one and not getting much Gold, so I figured it didn't matter, but I should have known it had more value than simply practicing considering you can already do so at the forts. Thank you for putting this out there. I will definitely mess around with this now moving forward.
@@LunarwinglunaOhhh, if that's the case it could be that the reward gets bigger the further you get from the starting point. I can confirm for now which of them give 2k gold because I'm writing them down (the game doesn't tell you which ones you already beaten):
Fort Veille, Fort Thessalon, Fort Soligie, Fort Rimitz, Fort Chandelis.
All the forts in the
Action: Smash
Condition 1: No PP
I have no idea why this channel flew under my radar for so long. Love your content! Keep it up!
For a game so damn pretty (as Vanillaware is apt to do) it's pretty amazing that the systems in the game are the shining star.
Unparalleled Depth!
This video's been SUPER helpful since I just beat Scarlett's rescue quest (while getting nearly decimated by Galerius) and feeling like I *need* to start paying attention to the tactics I use for each character. The activation conditions are what stumped me so this has been a big help. Thanks for the explanation!
You're welcome! Do make sure you check out my followup video to this one, as I made some mistakes here that I correct there.
wow this game is much deep than i expected! i love this! i didn't read tutorials in game because the limited time on beta and i don't want to end all beta without getting deep on combat but this looks like when it fully releases i will enjoy spending hours just tweaking my tactical configuration 😁😁
4:00 both condition in tactic 1 are prioritize clauses which are best match clauses that will always be met, as such the flow will never go to tactics 2 and 3 lol this is like debugging code
you are looking for the backrow clause without prioritize
5:25 pretty sure overkill still count as damage deal, the ability doesn't actually drain anything
@HZAres Thanks for your comment! Please correct me if I'm wrong-as I'm trying to make sure I understand you-the major issue is the "initiative" condition, right? Since there will always be an answer to "target highest initiative"? Does this mean "target highest initiative" would be a good Condition II, or is it more like this condition will always result in an attack and stop the flow of logic?
Admitting my confusion there, it seems like Priority 1 should use condition "prioritize backline," which could then check down into "prioritize armor," correct? Condition "Target Low HP" will always be met, so having that as the final check makes sense.
Not sure if you or Tom will take the time to read/respond, but I appreciate it regardless!
You're right, I've added a comment addressing that. My apologies for being dumb, I've always been terrible with code but I thought I had it down this time.
@@TitaniumLegman No need to apologize! It's so fun learning and understanding this stuff together-your video + the comment section has helped me learn, and I'm sure we'll all pick up on more stuff as time goes on! You (and your content, and your community) are awesome ^__^
@@ceasec think we are talking apples and oranges. There is nothing wrong with using those conditions together. If we are talking logic or discrete math, both conditions are "are/or" clauses, in a sense that they will match regardless of the input. One checks given a set of inputs find legal target with the highest X stat while the other checks if backline is present if not target frontline. So neither offers a way for the input targets to go to the next tactic.
It is a little confusing because of the lack of prioritize tag in of the target highest initiative condition name, as it becomes more clear reading the condition detail text since it doesn't have the will not rigger if not met warning.
Not sure what the Japanese text for the condition is, it might just be a bad translation.
Could always test/debug the tactics in mock battle lol
@@TitaniumLegman no problem, all this stuff is a black box anyways. just tested some stuff with ppl in the UO discord the general targeting rules seems to be
hard targeting > prioritize row > prioritize condition 2 > prioritize condition 1
2 conflicting hard targets will cause the tactics to fail
all the prioritize types have the same weight
if you are interested
I made a really long comment, but I provided some incorrect information, and it was too much trouble to edit on mobile, so I deleted it lol. The gist of it was switching weapons prior to combat--since you can't change weapons around once 2 units clash--is a very useful way to move around limited gear that could be useful. My example being the Unwavering Spear, limited to 1 as far as I know in tutorial, is useful on multiple spear users during missions with lots of enemy thieves and limited ally archers.
Also great, video. You explain all of this very well. I'm looking forward to seeing more coverage from you. You have the right amount of analysis without it feeling complicated, long-winded, or too brief. Very much appreciated
And here I was going through the entire demo and not once even touching this system. I loved the gambit system in FFXII. I think I'll start a whole new playthrough when I get my retail copy and use these from the beginning.
Thanks for video Titanium Legman. This making me to want to go back for another run at the demo again which honestly, very seldom do I play so many times in a demo and before the game launches hahaha.
I set up a build with an Alain, Yahna, Scarlett, and Melisandre build with Melisandre as the sweeper! She’s built for evasion and crit, with a lapis pendant and master gauntlet. If she evades and doesn’t trigger a parry, she gets the stacking Phys and Crit Damage from Nimble Fighter, if she DOES get hit, she triggers parry and gets another AP. If she’s in a situation where she’s out of PP, Alain is set to block for her. If she’s out of AP, Scarlett has a lyrical want to give her or Alain one free AP to whoever needs another action, with Yahna providing Focus Sight or Magick Conferral to buff up Meteor Slash to deal with Scouts or Armored units respectively.
I love your videos brother. Thank you as always for your hard work!
My pleasure!
I love the Gambit system from FF12 - always thought it was an genius solution to taking out the "busy work" of old RPGs, and I'm always surprised that not that many games adopted the system, including other FF games (Dragon Age did something similar but dumbed it down in subsequent iterations). Seems like a no brainer to put it in an SRPG like this.
Also, I really appreciate your style in these videos, everything is clearly explained in a logical manner, and the intro quips remind me of od Game Trailers videos. Looking forward to more in-depth coverage when the game comes out!
Lets hear about the black market
I like your style! Glad to have been suggested this video. I will have to look at more of your content.
Yes… this game is seeming more like coding(for the tactic subcommand portion)
For running around the world it feels like metal gear solid + rock paper scissors + animal crossing
I'd love to see you do class guides for each class. Their strengths, weaknesses, recommended growths, skills, recommended tactics, and recommended team comps for them. If I had the time, I would.
Already working on it. 😉
@@TitaniumLegman nice!
@@TitaniumLegman nice!
Have you been able to test the example setup for Yahna? I could also be wrong but my assumption is that first tactic won't fail due to "prioritize" I believe to do what you want, you need to change to the option "Back row" otherwise she will just try to attack back row but will still attack front row in your example case - making tactic 2 and 3 never hit.
Reading the description of the of conditions myself here quick does confirm this.
Yeah, prioritize tripped me up again. Added a comment addressing it, thanks.
I didn't realize you could change tactics in this way at all (well, that's Demo rushing for you). All right, now I'm ready for anything!
Easiest way to think about it is make your most restrictive stuff first.
For example on the mages i choose target armors then if no armors target the back row with the lowest % HP if no back row then target the lowest % HP with the lowest magic defense.
Right, that's what I was trying to do too. I just flubbed it with the "prioritize" statement. 😭
When you have 6 units all with 4 AP and PP. Things are going to get very complicated. Excited for strategy.
Oh yes, gonna be wild.
And now I've subscribed 😊
Mooore! I need more videos!
can't wait till March 8 😱 why everyday is going so slow? xD
Should be noted a pp guard ability is not always the best to leave on when the guarded unit is high evade
I was finding this game really hard and sometimes felt like hitting brick walls. I the realised it was because I has never changed any characters tactics.
I was wondering why my healer did not heal my Knight who got beaten to almost death, but I had put the tactic "Heal with least HP" on. Little did I know it means literally... Knight had 12/60 hp, my mage had 18/20 hp and of course the heal went to the mage because he had less HP than my Knight overall :D
Ah yeah you'd want HP % rather than raw value. This system really is very literal! lol
@@williampounds5191 dang... context really matters when setting conditions huh? Will definitely make note of this. lol
Nice videos, enjoying the content. Question for the Yahna setup, what if an enemy has higher initiative than her. Would they go first then she freezes them even tho they have already taken their turn, thus not stopping an enemy action at all. Not sure how it would play out, if the game considers initiative just a stat or turn order. Thanks
It does work exactly like that. Although you get to know who has more initiative and decide if its worth freezing someone or not. Also, there are items that raise initiative (accesories, for example) that you can equip outside of the battle screen.
I think there is a better way to set up his Yahna for stopping the next target. Offhand I think filtering it for "has full AP" + "highest initiative" might be better, but that won't necessarily target the backrow.
I do mainly want backrow targeting, so getting around the prioritize commands is going to be... Tough.
@@TitaniumLegmansounds like “back row” then “highest AP”
Wow your lvl 2 knight at 11:19 has my name, I have only seen my name like 3 times in my 30 years of life lol
that fight early on with the double shaman double Gladiators made me stop and have to really pay attention to these things! they really do make all the difference.
Nice video thx
So Im confused on something. Say you set Alain to attack the highest hp unit but that unit is in the enemy’s back row. My understanding is that with the exception of certain units Alain can not attack the back row until the front row is all dead? What would he attack then, the highest hp unit in the front row?
First demo run I gave Ailan tbe Runick Sword
he never did Leaib Edge anymore
Second run I kinda forgot to buy it...
Yeah you have to double check their tactics. You can get a more powerful item and make yourself weaker.
Been watching some other fans of the demo show case hidden things most people would never find. Have you heard about the black market dealer or about the sword that grants +5 to All stats? Next week when the game is live imma hafta find those quests
I have heard of them. I haven't encountered them in the demo yet as I haven't really had time to play more, but I do intend to seek thwm out.
Can anyone explain the difference with >< average hp vs >< hp? I dont understand what average makes it different.
Your comment on being able to make changes to tactics just before a battle being cheating...that's not entirely true. Think of yourself as a commander. A good commander can give orders in the heat of battle. Making last minute tactics changes definitely fits into the theme.
Awesome video, sir!
Not ev3n tried anything yet, thought needed higher level
I found a very strange bug when modifying the formation of my units before facing the enemy...let's suppose there are two enemies in the middle (front and rear)...I wanted to know how it works, how the units vary damage when moving my units to the front or rear, etc, I placed 2 units and pay attention to this, I left my main unit in the middle and placed the other one on the right, it was a guaranteed overkill, but when I moved it to the left of The main unit did half the damage, that logic didn't make the slightest sense...(I was just starting the game, so the only thing they do is basic skills that the position doesn't matter).
It might change enemy targeting tho, which could have a big impact on how how things play out.
@@TitaniumLegman It would be valid if there was more than one enemy in the front/rear, but we are talking about 2 enemies lined up in the middle column, that is where it does not make sense because they only have a single enemy in the front to target....If I position and alternate my lateral unit and from one side to the other, does it do more damage than the other side? wtf
@@TitaniumLegman
It happens to me too, even if there is only one enemy unit left in the middle of a row, when positioning my units laterally the amount of damage varies drastically, there was even a somewhat curious bug that I am testing, when I add support with a magician in a battle. archer, the damage I make in total..... it go down? why? I am applying extra damage to the enemy units, or that the hit rate varies depending on where I place my unit, even with a single enemy, The way the AI adjusts attack/crit/evasion rates is a bit cumbersome and not 100% accurate.
@@ponceponte4416 I hope they can adjust it in the next patches.
@@Oscar-s6w Doing a little research, I saw that more than anything the game randomly re-rolls the existing RNG when you move a unit's position vs with a single/multiple enemies (all this influences evasion/crit/hit rate) this being a bit strange, Literally when it happened to me that before the confrontation the forecast told me that my units would lose/die, I removed an accessory from a unit and the forecast already told me that I would win... same phenomenon with deactivating support attacks...wtf.
How do you save presets or make templates?
Hey Tom, you need to play nier reincarnation asap before March 28 2024.
It may seem like a Gacha game at first but make no mistake, once you enter season 3 (people and the world) the story is confirmed to be canon and situated after nier automata ending c and E.
The latest chapter shows what happened after ending E of nier automata, and the final chapter will be released on March 28 2024. After that, the servers will run for a month until April 28,2024 before shutting down forever.
IMPORTANT: nier reincarnation is canon to ending E of nier automata and will most likely be canon for the next major nier game release that was confirmed. A trailer may be coming out later this year in 2024!
I hope you read this! I’m sure most of us would love to see you play and enjoy the story (it’s really good).
Why before March 28th?
@@TitaniumLegman March 28th is the release of the very final chapter of nier reincarnation. Starting from march 28th, you’ll basically have a 1 month deadline until the servers shut down forever and the game will be no longer available. As they have announced that nier reincarnation will officially shut down on April 28, 2024.
On average, each chapter takes about 1-3h to complete with the addition of grinding for character levels and weapon levels which takes an additional 1-2h, (I suggest focusing on 3x 5 star characters and maxing them out as the main party).
Arc 1 has 12 chapters, arc 2 has 6 and arc 3 has 7 chapters (chapter 7 is the final chapter as mentioned above)
Please note:
Replay the last chapter of arc 2, this will unlock a hidden option and a hidden cutscene that will be important for arc 3 in terms of context.
The game is heavily focused on narrative so the combat is semi automated. It’s like reading a story in a way.
The game has a stamina limit that replenishes daily, however with all the events going on, you can bypass that with the stamina regens that they hand out.
Regardless, I do hope you enjoy the story and have fun, would love to see your reaction and thoughts when you get to arc 3. It may seem slow at first, but pay attention to the story and artworks of the characters. Weapon stories and character stories will be very interesting and they will all tie together for the final chapter.
I did play that Nier Reincation previously and I do admit the story is pretty good but other than the story, the overall game is not well balance and get pretty boring very fast.
I don't think that changing tactics before combat is like cheating. It's just more realistic. A formation leader should be able to change his plan of action before a clash is about to happen after all.
It's good design. Basically you are going to change what you are doing depending on what you are fighting. You can also change party leader as you want also. You can also change out your party if you recall them as well to resummon them. I did this on a map where it suited me to change out the character at a garrison point.
Oh I agree, it's well done. It just feels so powerful it's almost like cheating, that's all. It's NOT, it's just a euphemism.
I do think seeing, pretty much the exact outcome is too strong, you can trial and error every combination of tactics until it says you win on the amount of damage you do V's them.
Idk if im dumb or what but what do the red and blue triangles mean in the conditions menu
Those are action point and passive points, they consume themselves to active abilities. If u have any problem undesrtanding the game jn the menu there is a tutorial function that explains everything
Basically, they're how many points you have to activate your skills. Red ones are your active skills, which are the same color in your character's status screen, and blue ones are passive points, which also correspond to your passive ability color in the menu.
Ok so if if you set the condition " 🔻 target hp is
That sounds correct. I've not messed much with the ap/PP trigger conditions yet so I can't say for certain, but I believe so.
@@smugyoshi5927I think people are confusing the red/blue triangles with red/blue diamonds. The diamonds mean active/passive points, but the triangles shown for conditions like "target hp is
So I haven't messed around too much with the conditions but is there one that says "not frozen". It'd be nice to freeze someone and then leave them alone lol
There should be, yes. There's conditions for all the status effects.
Back-to-back videos. Tom if you keep this up I will start expecting videos every day.
Tee hee "if your fighter has the peepee" giggles.
Can you make a unit hit the lowest hp of a specific unit ?
If you mean like, there's three archers and you want to hit the lowest hp one, yup. You can set the condition "archer, lowest hp" using both the conditions you can set.
you do a perfect job on explaining and thanks to that I will not buy this game. I do like srpgs but I come from the fire emblem school of games.never played ogre tactics or anything like that. it seems so complicated and tedious I srsly hyperventilated a little. I want to like this game so bad and understand it but man this is just too much!!
of course you did a great job explaining and my problem is not with you but the genre itself. God all of my work stress went away the moment I saw how complicated everything is here!!!
Hey, that's part of the goal! Make sure people are informed, so they can make a wise purchase decision. 👍
Ah, this is what made Dragon Age: Origins so great when they did this in a deeper way in ‘09 (too bad the series fell off almost immediately after the first game)
This is neat and all but wouldn't it just be better to choose all the actions yourself like a normal turn-based rpg?
Seems like it'd get tedious really fast.
This makes things far faster, once you have things set up.
You can have them smart target things. Choosing for every battle would make it super slow.
If you set good tactics it does what you'd want.
For example mages targeting the armored tanks is something you'd probably choose to do.
Yeah, it feels a bit like cheating, especially since enemies sadly don`t make use of it.
algo comment; :3