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Star ocean first departure r best gear
Star ocean first departure r best gear









star ocean first departure r best gear

Thus, the only thing that's really important for weapons is having those 4 empty slots (or, in a couple of cases, three empty slots and a built-in "Increase Crit. The reason for this is that after synthing enough Infinity Sabers, you'll have a LOT of extra power. I haven't tested it, but my feeling is that even a weapon like a Silvance can be an "ultimate weapon," if you like the design. This section is a bit more incomplete, as I haven't experimented with all characters and all combos, but I'll list my observations nonetheless.īefore I begin, let me note that IMHO, there is really very little difference in the "best" and the "worst" weapons, particularly after synthesis. Of course, there will be dissension, and so I welcome follow-up posts to describe what might be better (this board isn't Stalin's Russia, after all ). you might want to further bolster a mage's HP or DEF), but keep the reduction in mind.Īfter that, I will dedicate one post to describing the "best" of each armor and weapon. If you synth these to an accessory, the percentages will be lower.

star ocean first departure r best gear

There have been enough changes in the PS3 version of SO that this should be useful to someone.The percentages I list are those which occur when synthed to ARMOR or WEAPONS. The thread is set up as follows: I will first list what I think are the important synthesis factors, together with the easiest way to obtain them.

STAR OCEAN FIRST DEPARTURE R BEST GEAR HOW TO

I think this might be useful to sticky, but I don't know how to go about getting that accomplished. I thought I would gather the facts together, with a heaping dose of my own opinion, just for good measure. There's been a few threads now regarding the synthesis of some ultimate armor.











Star ocean first departure r best gear