I remember in various threads speculation as to strength, HP, or nodes unlocked contributing to a defensive factor. I hope I didn't miss a thread dedicated to this but has anyone come up with anything regarding defense?
I remember in various threads speculation as to strength, HP, or nodes unlocked contributing to a defensive factor. I hope I didn't miss a thread dedicated to this but has anyone come up with anything regarding defense?
i really don't think there's such a stat even hidden
In a few other threads people were noticing damage reductions the further along they went up the crystarium but they weren't sure if it was due to STR or just levelling up the nodes or even HP.
Someone mentioned they would test it out to see.
I remember reading it, but it was under the guise of pure speculation... and dont think it was tested by anybody
iirc someone tried out the str theory and it did jack shit
Hmmm, last I remember was someone saying as they went up the nodes the turtles stomp damage went down from like 5kish to 3kish but they weren't sure why.
The only thing I know is that when you are a Sentinel, you get a flat damage% modifier depending on your role level in that tree, up to 50%, plus a bonus applied by any party members currently in Sentinel, modified by their role level in Sentinel. I'm unaware of any modifier Strength has on damage taken.
Yeah, that. Sometimes people forget that the bonus that a role receives gets extended to all party members, but to a lesser extent.
Someone did a very brief test with STR+500 in accessories and it didn't lower at all. I haven't noticed shit personally, I'm pretty sure any theories about it are just nonsense.
Ah ok I see, that seems like it makes more sense, because as I'm going up the nodes I'm not noticing shit in difference and I was curious if anyone followed up on what I'd seen mentioned before.
Thanks for helping clear that up guys![]()
yea im guessing it's number of nodes if anything, but who knows
It's for the same reason that Tri-Disaster staggers enemies ultra fast. Each Ravager gives themselves a chain bonus on their attacks as well as extending a smaller chain bonus to the other two party members. Each Ravager gets their own big bonus and two smaller bonuses.
Node progression (specifically role level) only affects damage received if it's a level in Sentinel and there's a Sentinel in the current party. As, that's really all that a "role level" does, increases the self-induced bonus and the bonus extended to party members.
I can find that lil Non-sense, then people never beable to kill sertain mobs (turtles), When you first enter the zone they deal 10kdmg and 1~2shot my chars, when i finished the game i could go threw hole fight without a single PShift for cures (Smaller ones), so clearly there is something that reduces the dmg you take as you go along if its Nodes, or Str or Hp or Mag, or jst the stage your on the Cry, Something reduces dmg for higher lv mobs.
I remember taking the same damage at all times. It's just instead of a Stomp killing me because I had low HP, it almost kills me because I have more HP. At this point, without the right equipment or SEN, my characters can still die in 2-3 stomps.
Guess that would be me. From the small sample I did (3 wooping turtles with 500str in accessories and 3 turtles without those accessories). Damage from stomps was too random and actually did more one time (13k, vs the usual of 11k) when I was with accessories than when it did without accessories. Stomps ranged from 8k to 13k. And usually got 8k on the ones without the accessories. But again, small sample, couldn't be arsed to test further, didn't look to do much from the small test.
Testing this atm on Baby turtles:
People Stats Jobs etc:
Snow Lv4 Com/rav/Sen - Light Lv4 Com/Rav/Med - Van Lv4 Sav/Sab/Med
Cry Stage9
Com/Med/Med
Hp:6570/4760/4725
Str:666/679/540
Mag:456/679/703
Phy Wall:10 - Snow
Mag Wall:5 - Van
Results
Spoiler: show
Will contuine test Once Stage10 is unlocked.