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So, trying to understand 3P since it's coming soonish. I looked for a topic, but either I didn't see one or just messed up the search. Will fill in answers in OP, if it helps anyone.
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1. So NOTHING stat-wise is shared, that much I get. No shared HP pool, no leader share, etc. Correct?
2. How is matching done? Can you set up rooms like co-op, or it's just random, or you can do both, or...?
3. How does 3P affect Stamina cost?
4. How does stoning work when someone dies? And can you buy stones mid-dungeon if you die, or is it like co-op?
5. What dungeons are available for 3P - all of them, or a selection? Do they keep the same EXP, coin, etc, values? Do the difficulties change at all?
6. How do PAL points work? Do you only get them for the friend leader you're using with your own team? Do you get any bonus, like with co-op?
6. Is there anything good about 3P outside of just access to the Old Gods dungeon? (6a, that CAN'T be solo'd at this point without 3P and disconnect, right? I assume it'll get added to solo Techs at some point, like Mech Hera/Zeus/Athena).
7. How does picking a team work? You pick a friend leader like usual for a solo dungeon, then that matchup is put into the three-team grouping?
8. Actives & Certain Leader Skills (Several of these I feel like I can assume, like skyfall and whatnot, but just for the sake of definitive answers update - got all the answers on these, unless anyone thinks of something new):
Active/LS/Awoken Type | Is shared with team | Is not shared |
---|---|---|
OEs, Row Enhances, etc. | -- | Only affects your team. |
Haste | -- | Already doesn't carry forward in co-op except for leaders, and 3P doesn't share leaders, so I know this one is out. |
Note - Skill/Awoken Binds | Affect all three teams, and clearing Awoken Binds affects all three teams. | |
Note - Skill Boosts | -- | Since teams are isolated, no skillboosts are shared. |
Bind Clear Actives | -- | Affects only your team. |
Bind Clear Awakening | -- | Affects only your team. |
Shield | Carries forward for teammates | -- |
Heart-Cross, Combo, Color-Match, etc Shields | -- | Shield only affects your team, you have to remake the heart cross every turn even if all players are heart cross and a floor is cleared each time. |
Heart-Cross ATK multipliers (or others(?) that DO carry forward in single/coop) | -- | Multiplier only affects your team, you have to remake the heart cross every turn even if all players are heart cross and a floor is cleared each time. |
Defense Break | Carries forward for teammates | -- |
Skyfall | Carries forward for teammates | -- |
Additional Combo (Yamamoto) | Carries forward for teammates | -- |
Color/Type Damage Boost | Carries forward for teammates | -- |
RCV Boost (Ame) | Carries forward for teammates | -- |
No-Skyfall Leads | -- | No-skyfall affects only the player that has the effect. |
Can't-Match-3/4 Leads (Noctis, Barbara, etc) | -- | Matching limitations affect only the player that has the effect. |
7x6 Leads | -- | All players need 7x6 leads, or everyone gets 6x5 no matter what. |
If anyone thinks of actives/effects I haven't listed here, feel free to mention in the comments.
Note per /u/-TheSwoosh-/, didn't really fit under existing questions – note that since you share the board, you can't really save orbs for leader skill activation as reliably. So you may be better off not using leads that rely heavily on specific match conditions, like for example "5 enhance" or "[X] number of [attribute] matches", etc, unless you want to rely on skyfall to hopefully fill in for the orbs that other players use up. If they scale somewhat, like maybe Ronove or Radra, or are more flexible, like the RChinese, you may be better off than with someone like UY, Sakuya, Durga, etc. Combo & flat-multiplier leads seem like they'd do well.
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If anyone else has any questions, I'll try to add them into the OP.
Thanks for any info!
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