Infusion Monster Builds; Taly932's Special Project; Thread 10

#1Taly932Posted 11/1/2012 6:38:42 PM(edited)
Hello, building community!

Welcome to another installment of Taly932's special project! As of 11/1/2012, we are two posts away from reaching our ninth 500-post milestone. For reference, links to the past threads can be found below:

Thread 9 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/63170940

Thread 8 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62979867

Thread 7 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62834802

Thread 6 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62700519

Thread 5 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62569758

Thread 4 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62509019

Thread 3 -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62435335

Thread 2 (the project began halfway through) -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/62127253

Thread 1 (before the project started) -
http://www.gamefaqs.com/boards/619315-final-fantasy-xiii-2/61958252

As always, new and veteran monster infusion enthusiasts are welcome to contribute, so long as they do so in a respectable, civilized manner. Thank you all for your continued hard work and dedication!

Taly932
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#2gmpark99Posted 11/1/2012 8:10:54 PM
@taly, good Sab write up.
I agree with you, siphon bbii, attack atb ii, chain bbii are vital. I personally prefer starting with a Syn so no auto abilities on my Sabs, feral speed ii, hp, str/mag, resist phy/mag.

I only play the valfodr level 99 battle. I own him easily under 6 minutes, once in a while under 5 min. I could post strategy if it would help.
#3achilleszeroPosted 11/2/2012 5:06:32 AM
destrian522 posted...
Do Sab and Rav abilities have the same 1.1 damage modifier that Com abilities do?


SAB basic skills only get a 0.35 modifier for magic and 0.55 for physical. Wound is 0.7.
RAV basic magic is 1.0 and their basic strikes are 1.05 (wish this was higher).
#4destrian522Posted 11/2/2012 2:29:50 PM(edited)
Well, that's not too surprising. It was still worth asking. So, with resistant status or stronger for elements you can see better regular Sab spell damage than Rav spell damage. The heavy skills and Wound win out at halved.

I wonder of the numbers in the GMG are rounded at all? It seems odd that they would increase the modifier by such a small amount in this game. Stranger things have happened, though.
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#5kokushishinPosted 11/5/2012 9:54:39 PM
destrian522 posted...
Well, that's not too surprising. It was still worth asking. So, with resistant status or stronger for elements you can see better regular Sab spell damage than Rav spell damage. The heavy skills and Wound win out at halved.


At elements halved, Chelicerata would do somewhat more damage with Wound than Rav Light with normal spells.

1393 x .55
vs.
1216 x.50
Of course, Lightning is considerably faster.
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#6destrian522Posted 11/6/2012 3:24:53 PM
achilles said that Wound has a 0.7 damage modifier. Stats and speed aren't role dependent so I'm not sure I would look for that sort of justification anyway.
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CWLSIV
#7kokushishinPosted 11/6/2012 6:17:44 PM
Wound is .55, Woundga is .70.


Casting speed is not role-specific, but terribly important in terms of overall effectiveness.
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#8achilleszeroPosted 11/6/2012 6:43:00 PM
That's a mistake in the PGB. Wound & Woundga are actually 0.7 & 0.85.
#9kokushishinPosted 11/7/2012 2:10:52 AM
Hmm. Still seems very hard to apply. Jihl with Pack Mentality, I suppose? I'm not even sure that would beat out Snow's Entrench/Vendetta for a while.
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#10destrian522Posted 11/7/2012 2:46:14 PM
How so? Entrench and Vendetta are horrible. I hadn't heard that they got an upgrade in this game, and they were never worth using under any circumstances in XIII.
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