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Future Fixing: Vakyrie Profile units.
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Hi, I'm here to bring up a discussion about possible fixes to future units.

This will be mostly aimed at units that received some form of upgrades on JP version (ability awakenings or SBB/Latent Abilities) and units that sucks at release for reasons that aren't, that even after thoses, are still not good.

It will have as reference JP releases, while taking into consideration GL state.

For it I will set some guidelines:

Numbers

I will not talk about numbers (modifiers and imperils) directly unless it is very relevant. The numbers are completely reliant on the meta, so assigning arbitrary numbers doesn't feel productive.
So, ability awakenings that just increase damage will be labeled just as "damage boost" without any direct mention to the actual damage modifier. The same for imperils.

Precedent

I will avoid reinventing the wheel. All ideas are things that have a precedent of being viable.
For example, a chaining Timed Jump was never done before, so it will not be suggested.

Esscence

I will try to not change the essence of the design of the unit.
Any unit can work if you just make them a t-cast AT/SR chainer with high modifiers.
I will only deviate from the initial idea when it is against the concept of the character in question.


To start:

Valkyrie Profile Units Ability Awakening

Valkyrie Profile units are very unique in a sense that they were the first units to bring multi-cast abilities that can be only selected once in each multi-cast. An interesting idea that had poor results due to how chaining is relevant.

On JP, Valkyrie Profile units received ability awakenings that boosted their damage to respectable levels, but none of them had their main issues fixed.

Here the links for those who want to check their ability awakenings on JP:

The idea here will be trying to make the units viable while still retaining their unique multi-cast feature.

Lenneth Lenneth

Lenneth is very unique in the sense that, besides the unique selection mechanic, she has two different triple cast abilities, one for "sword" themed abilities, other for "bow" themed abililies. Notice that they aren't limited by the weapon type and can be used with any weapon.

So the first thing that will be done for Lenneth is trying t o have both rotation viable.

"Sword" Combo

.... .... ....
Moment Slide Boosted damage, Frame changed *
Vertical Raid Boosted damage, Frame changed *
Glowing Pierce Boosted damage, Frame changed *
Code Break Boosted damage, Frame changed **
  • * The family can be any family as long it is the same for the 3 abilities. To follow the trend, Absolute Mirror of Equity replacing the Piledriver family seems a good fit.
  • ** Code Break frames is changed so it can self cap consistently when using one of the chain movements. Chaging it's frames from 38 to 62 is enough to have it to fit perfectly a AmoE chain.

"Bow" Combo

.... .... ....
Chooser of the Slain Increase various parameters, Increase modifier for Tri-Blast and Infinity Blast *
Ethereal Shot Boosted damage, changed to all targets **
  • * On JP, the ability Chooser of the Slain, besides boostin several stats that can be kept the same, boosted the modifier for "Vertical Raid" and "Tri-Blast". Since "Vertical Raid" would be enhanced to get the frame change, it gest replaced with "Infinity Blast", and "Infinity Blast" enhancedment from JP is dropped.
  • ** To differentiate the "Sword" combo and the "Bow" combo, the Sword combo would be focused on Single Target and the Bow combo on AoE. Ethereal Shot is originally a barrage-like ability with multiple hits on random target. Making it also AoE makes it a better fit for the Bow combo.

 

The ability awakenings for "Fight" and "Radiant White Wings" can be kept the same.

Freya Freya

Now she has many issues. Freya is a complete mess, going from moving chains with different hit counts, to being mostly a non-elemental mage, to the fact that she has some elemental skills with imperils, but they only last one turn and she can't follow-up with more elemental damage.

For freya changes I got the inspiration from two global units: Reberta and Circe.
From Reberta I got the idea of being able to imbue and imperil up to 3 elements to take advantage of faster chain building.
From Circe, the idea of having magic abilities that imbue her, while having physical abilities with magic damage that inherit those imbues.

So Freya non-elemental abilities would be changed to Physical Abilities with Magic damage. (R.I.P. Freya on Blood Moon)

.... .... ....
Aerial Burst Boosted damage, Changed to Physical Attack with Magic damage, Frame changed *
Thunder Sword Boosted damage, Changed to Physical Attack with Magic damage, Frame changed *
Victory Sword Boosted damage, Changed to Physical Attack with Magic damage, Frame changed *
Thunder Strike Boosted damage, added imbue, boosted imperil, increased imperil duration, imperil before damage, Frame changed *
Crimson Strike Boosted damage, added imbue, boosted imperil, increased imperil duration, imperil before damage, Frame changed *
Queen Press Boosted damage, added imbue, added imperil, increased imperil duration, imperil before damage, changed to all targets, Frame changed **
Heavenly Punishment Boosted damage, Changed to Physical Attack with Magic damage
Goddess of Purity Increase various parameters, Upgrade LB ***
  • * The family can be any family as long it is the same for all the abilities (except Heavenly Punishment).
    Having the same family as Lenneth is a good plus for added synergy.
  • ** Queen Press is changed to all mirror Thunder Strike and Crimson Strike.
  • *** The awakening for "Goddess of Purity" changes the LB effect to boost it's damage, it would also change the LB to a Physical Attack with Magic Damage to follow the theme. The rest of the parameters could be kept the same.

 

The ability awakenings for "Fight", "Mystic Zone" and "Prepare to be cleansed!" can be kept the same.

Arngrim Arngrim

Arngrim issue is very simple: his abilities are moving with his basic attack animation (except Storm Edge, that still moving but no attack motion). This makes him trash tier as a triple-cast finisher, because it makes impossible to fit all his 3 attacks into most capped chains.

The solution is simple: change his frames and motion.

.... .... ....
High Wind Boosted damage, Frame changed *
Dragon Slayer Boosted damage, Frame changed *
Blaze Blade Boosted damage, imperil and imbue before damage, Frame changed *
Storm Edge Boosted damage, Increased DEF break, Frame changed *
Dead End Boosted damage, Frame changed *
  • * Something like what Ignacio have (non-moving, very fast animation with low delay) would make him a very serviceable finisher.

 

The ability awakenings for "Fight" and "Demon Possessed" can be kept the same.


Those are my ideas on how to make Vakyrie Profile units usable for those who likes the characters like me.

While this works like a suggestion, it will be mostly theorycrafting for fun. The odds of those ideas being taken into consideration is very low, but never forget Ramza's Stone Throw.

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