Yeah thank god that's over fr
Maybe now we can actually think about something else.
good idea. anyone up for koi-koi
What now?
I brought my hanafuda caaaaards
It does do to remember that Richter isn't natively Japanese. We have no guarantee he's ever played koi-koi.
I've actually only ever played it in video games.
There was a club in my high school that I visited a few times for hanafuda games, so I had the chance to partake.
A moment, if you would? Not that I'm not interested in playing a local card game, but there is something I'd like to discuss before we completely go off work.
What's up?
We've been putting this off. For good reason, but we've been putting this off. Mio.
Present!
For my sake, I believe it's time we talk about the things you do.
Wait
OMG WE FINALLY GET TO DO A CLASS OVERVIEW WITH MIO???
Oh, yeah, I guess I haven't actually done that myself yet, huh?
Is it little miss interviewer's time to be interviewed?
Hopefully she's good at that. She is an idol.
I'll take the paper notes in your place, dear.
Stats
Eh-hem.
So, if I were to describe myself, I'm say I'm full of bountiful vigor, with respectable agility, decent striking force, and solid magical capabilities, but with an unfortunately low pain tolerance.
You've never described yourself that way.
From a statistic perspective, you dig?
That is a very even-handed description of your physical capabilities, yes.
Innate Passives
Fever
Fever is a gauge that is activated by certain skills, with a maximum capcaity of 4 points. While the Fever gauge is active, and the user is below 3 Fever, the user gains Fever when they dodge enemy attacks. Additionally, certain skills can also increase the Fever gauge from 1 to 2, 2 to 3, and 3 to 4. Upon reaching Fever 4, the user will use Star Sanctuary. The Fever gauge disappears when the user dies, as well as when Superstar wears off.
The chance for a skill to activate Fever is listed as "Fever 1 Chance" on skill tables. The chance for a skill to increase Fever from 1 to 2 is listed as "Fever 2 Chance." The chance for a skill to increase Fever from 2 to 3 is listed as "Fever 3 Chance." Finally, the chance for a skill to increase Fever from 3 to 4 is listed as "Star Sanctuary Chance."
The chance for a skill to activate Fever is listed as "Fever 1 Chance" on skill tables. The chance for a skill to increase Fever from 1 to 2 is listed as "Fever 2 Chance." The chance for a skill to increase Fever from 2 to 3 is listed as "Fever 3 Chance." Finally, the chance for a skill to increase Fever from 3 to 4 is listed as "Star Sanctuary Chance."
Star Sanctuary
Activated upon reaching Fever 4. Star Sanctuary gives the user a number of buffs: all damage they deal is increased by 50%, all damage they take is reduced by 50%, their SPD is increased by 50%, their evasion is increased by 50%, and they regenerate 50 LIFE at the end of each turn for the duration. All of these buffs last for 4 turns. Additionally, Star Sanctuary activates Superstar status on the user, which enhances the effects of certain skills.
Star Sanctuary buffs do not overwrite other buffs of the same type that the user may already have.
Star Sanctuary buffs do not overwrite other buffs of the same type that the user may already have.
Now, when you're grooving in combat like I do on the reg, you really start to feel it. There's gotta be a certain level of hype present to pull off some wilder moves.
So it's kinda like a practiced routine?
I pride myself on my ability to be flexible, but there's an order to these things.
And what about your, uh, 'Superstar' state?
Oh, that? Little ol' that? That's when the powers of my immortal flesh align with the spirit of dance and suffuse me with force like I'm the avatar of an ancient god. It comes on suddenly, but roars in like a lion!
Uh-huh.
Fever is a bananas mechanic that's primarily useful for support and Order Action skills. None of Mio's offensive moves require it—but then, Star Sanctuary is the most absurd buff in the entire game, so it never hurts even if for some strange reason you're using an entirely offensive Idol.
Star Sanctuary is insane. It's just insane. Sometimes Overtime can extend the buffs for an extra turn, too. When an Idol enters Superstar status, they're a ridiculous force to be reckoned with.
Star Sanctuary is insane. It's just insane. Sometimes Overtime can extend the buffs for an extra turn, too. When an Idol enters Superstar status, they're a ridiculous force to be reckoned with.
Tier 1 Skills
Mosquito Pitch
Deals ranged MAT-based aerial damage to all enemies. At ranks 2 and above, also reduces hit enemies' evasion for a set amount of turns.
Can increase Fever from 3 to 4.
Can increase Fever from 3 to 4.
Now, my loyal companion, the Dark Prophet Saingreed—you see these runes on the inside?
Yes, I do.
This one here's for a minor spell to debilitate enemies' evasive abilities if I let loose a sonic burst of a certain frequency. Neat, huh?
Oh, fascinating. So this rune here activates only from certain frequencies? You must have quite the ability to regulate your own frequency.
Saingreed is a loyal companion, so he has the ability to assist me with what I desire. He knows my thoughts.
wouldn't be much of a dark prophet otherwise
This move's silly as heck against earlygame mobs and can do a lot of work for quite a while. Damage is a bit low to continue using, but it can still find some use as a way to counter enemies with evasion buffs. Overall, great earlygame skill.
An effective all-target attack skill that you get in tier 1. Sure, why not? Helps cut down on some tedium early on.
Dry Ice
Initial skill. Increases the user's evasion for a set amount of turns.
From ranks 1 to 4, can increase Fever from 0 to 1. At rank 5, will increase Fever from 0 to 1. Can increase Fever from 3 to 4.
From ranks 1 to 4, can increase Fever from 0 to 1. At rank 5, will increase Fever from 0 to 1. Can increase Fever from 3 to 4.
So, for my fog, my team really worked hard to get these things working, so I figured I should have them work in combat, too. I can be pretty nimble when I wanna be, and I don't like getting hit.
This one seems fairly simple. You make stunningly good use of it, though.
I try. A vampire is at home within the murk, after all. Ka ka ka.
What?
Nothing.
Phenomenal skill, a fantastic part of the kit. It's a strong buff that starts up your Fever, is great for increasing it, and helps the action economy. Always good. You want it high ASAP.
Theoretically you could skip Dry Ice if you have an idol whose only job is using items and the Beat skills, I suppose, but that's a very poor way to use an idol, so don't do that.
Rush Groove
Initial skill. Causes all party members to perform normal attacks on random enemies. At ranks 2 and above, the damage of each party member's attack is increased. Using Exhaust on this skill increases the damage further.
Any party members that are using their own Exhaust will have the usual 1.5x damage multiplier applied to Rush Groove as well. Furthermore, the user's own 1.5x Exhaust damage multiplier is applied to their attack.
Can increase Fever from 3 to 4.
Any party members that are using their own Exhaust will have the usual 1.5x damage multiplier applied to Rush Groove as well. Furthermore, the user's own 1.5x Exhaust damage multiplier is applied to their attack.
Can increase Fever from 3 to 4.
Now, regarding your 'Order Action' abilities. That's the term Masaki and his team have been using, to be clear. How do they... work?
Honestly, I'm not really sure myself. I just noticed that people were able to get more done in a shorter amount of time when I hyped them up.
It started off with just me getting a crowd to flail their arms a bit faster than they probably should've been able to, but I figured out that it could have combat applications, too. Chisa and I did some testing at home before I properly joined the fight.
I'm not sure how to quantify what she's doing, myself.
If you're unsure, then that means it must be quite the ability. It's as though it opens up a brief 'opportunity' inside of the normal flow of time where we can perform an extra action or two.
That's a decent way to put it, huh. An 'opportunity'.
Rush Groove is a weird skill that's great earlygame, and that I feel like could honestly remain pretty decent for quite some time depending on your party. The high-level multipliers are high enough that they can be equivalent to low-tier offensive skills, so if you were using, say, a Samurai and Destroyer, it could lead to quite a bit of extra offense, especially if your Idol is using the physical-focused megaphones.
This applies to all Order Action skills, which Rush Groove technically is, but I would like to note that using Order Action skills when you're also making use of charges (so Motionless and Concentrate, really) can be a headache. Actions caused by Order Action skills can and will happily eat up charge effects, even if they're significantly weaker than whatever skill you selected.
Gig Guarantee
If the party wins the battle before a set amount of turns after using Gig Guarantee, the amount of Az gained from the battle is increased. If the user is in Superstar status, the amount of Az gained is increased further.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Okay, so now here's my question. How do you make the monsters give us more loot?
Simple. Creatures of such weak will are naturally inclined to offer their bounty up to a queen of the night like myself. Their bodies in better condition, their pieces less shattered—they know how to enter their queen's treasury in proper form.
That doesn't make any sense. You don't actually have any sway over the monsters or dragons.
Don't I?
She's got sway over one dragon.
...That might actually have something to do with it. Chisa, are you internally commanding your kin to be more rewarding when Mio tells them to be?
Wait, what? Not... that I know of?
Then we're back to square one.
oh well, doesn't do to look a gift horse in the mouth
Hi! I like money! Gig Guarantee gives me more money!
Honestly not even sure why they bothered with giving it an initial time limit. Getting Gig Guarantee to rank 3 takes barely any time at all, so why bother with the pretense of a time limit at ranks 1 and 2?
Tier 2 Skills
Berserk Pitch
Deals ranged MAT-based aerial damage to one enemy. Attempts to inflict blind on the target. If the user is in Superstar status, unless the target is immune to blind, the infliction will always succeed. Increases the target's chance of being targeted by other enemies for a set amount of turns.
The aggro increase was meant to be applied to the user, but due to an error, is applied to the target instead. As such, the aggro effect only matters for luvshock.exe, where the aggro increase can cause enemies under the effect of luvshock.exe to attack the target more often.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
The aggro increase was meant to be applied to the user, but due to an error, is applied to the target instead. As such, the aggro effect only matters for luvshock.exe, where the aggro increase can cause enemies under the effect of luvshock.exe to attack the target more often.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Now, this set of runes here can also work to make it harder for an enemy to see. That requires the focus of the blast be a bit narrower, but it hits them harder, too.
I tried to see if maybe I could get them to hit me more often like Youka does, but I think I must be too likable.
Aww, trying to take some work off of my plate?
You do a lot of work. I thought I could help.
Appreciated, kiddo, but I've got it. Still, blinding them's pretty cool.
as the other person who does that, agree
This skill would be more useful if it wasn't bugged, allowing the dodgetank Idol to work a bit more cleanly, but it's not really a big deal. It's still a solid offensive skill. Blind's nice.
Kind of sucks that what could've been a core tool for dodgetanking just...doesn't work. Without it, you're left with an offensive skill that's alright, but given other skills, is such a Nothing way to burn an idol's turn for.
Attack ♪ Beat
Increases all party members' damage dealt, but also increases ATK-based damage they take, for one turn.
Will start Fever if the Fever gauge is not active.
Will start Fever if the Fever gauge is not active.
Defense ♪ Beat
Reduces all party members' damage taken, but also reduces ATK-based damage they deal, for one turn.
Will start Fever if the Fever gauge is not active.
Will start Fever if the Fever gauge is not active.
Now, Richter, since you use VFX, I thought I might be able to do something similar. But I didn't wanna just be a copycat, so I thought rallying for a quick burst of the effect would work better for me to add on.
It works fantastically, on offense and defense.
It's quite the ability. I do quite enjoy tearing things to pieces more effectively.
So these abilities are similar to mine, are they? How flattering. It's quite impressive that their drawbacks are so minimal, considering the strength of their intended effect.
Yeah, I guess the informational fields must have to compensate somehow, but it's still pretty good.
Attack Beat and Defense Beat are such insanely strong abilities it's hard to actually describe. Their drawbacks are very minor and entirely meaningless for certain parties, and the benefits—enormous buffs that can help both against big enemy attacks and assist in enormous piles of burst damage when you have turns of setup—massively outweigh them. Attack Beat is more useful more frequently, but both skills are a huge part of Idol's strength as a class, and should be used often.
I would like to draw attention to the fact that Defense ♪ Beat does not reduce MAT damage, making it an absolutely absurd tool for parties with a psychic in them. Or a party with another idol, I suppose.
Rock n' Roll Out
Order Action skill. Requires Fever 1 or higher to use. Other party members will attempt to use a random tier 1 skill. Failing to use a skill will result in a normal attack instead. If the user uses Rock n' Roll Out while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 2, if the user is at Fever 1. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 2, if the user is at Fever 1. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
It takes a bit more work from me to let people do more complex actions in that 'opportunity' moment, so I can't do anything there when I try, but with Chisa it seemed like she could manage some decently complex moves in it.
It's a bit of an imprecise technique, but it's incredibly useful.
I mean, yeah. Mio's pretty fast. She can let people get in just in the nick of time to save the day, and like, that's a great ability.
Just fascinating, isn't it.
Aside from the awkward little fact that it can only roll Battou skills for a Samurai partner, the benefits of Order Action are obvious. Mio's command over action economy is pretty much unparalleled. The range of skills this one can call isn't too big, but that might be a good thing—and it's always a good idea to at least learn as many skills as you can for Order Action.
One thing to note for Order Action skills is that skills that normally have prerequisites for either being used at all, or having any effect, still apply for Order Action. Rock n' Roll Out only being able to activate Battou stance skills is one example, but a more obvious one is that Forward Punch on destroyers requires that at least one enemy be afflicted with D-Depth 1.
Speaking of destroyers, Earth Breaker requires D-Depth 2 for it to be triggered by Order Action, which is kind of funny to me. I can imagine the devs initially having it set to D-Depth 1, realizing that having your D-Depth randomly get reset for very little damage actually really sucks, and changing the requirement flag to D-Depth 2 to alleviate that.
Speaking of destroyers, Earth Breaker requires D-Depth 2 for it to be triggered by Order Action, which is kind of funny to me. I can imagine the devs initially having it set to D-Depth 1, realizing that having your D-Depth randomly get reset for very little damage actually really sucks, and changing the requirement flag to D-Depth 2 to alleviate that.
Soothing Song
Restores all party members' HP. Has a chance to dispel all ailments on a party member. If the user is in Superstar status, Soothing Song is guaranteed to remove ailments.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
I also thought it'd be nice if I could help by healing people, take some work off the backrow. I started off by singing, but singing out loud all the time like that to heal people actually makes me a bit self-conscious, so I worked out how to do it inside my head and still make it work.
So, you have the ability to sing inside your own head, which heals wounds and can expunge illnesses?
Basically!
I'm lucky it's not too strong or I might be out of a job.
Aww, Koron. You always have a job. You get to burn things.
Still... how does that work?
No clue. I figured if my voice could hurt things, I thought it might be able to heal people too, and it turns out it could.
maybe it's vampire powers
! Perhaps.
And the hits keep coming, baby! Even if it's not totally guaranteed, heal and full status cure in one skill? Fantastic! Mio makes for a great backup healer to make sure healing can get all the way instead of most of the way.
I never stopped making use of Soothing Song, even during the final boss fight, on my last playthrough of 2020-II. Zero reason not to grab it and max it out, as far as I'm concerned.
Gift For You
Cures the user of all ailments. Attempts to inflict any ailments the user had on one enemy.
Transferred ailments retain properties such as damage, duration remaining, etc.
Transferred ailments retain properties such as damage, duration remaining, etc.
When I was practicing and I got scaled on by some butterflies, I decided to see if I could, like, transfer it back to them.
Burn their souls with their own ailments through my power of dominance, you feel?
Did it work?
Yeah, but it's a bit niche, so I don't do it much.
So if you're inflicted with an ailment, you can purge it from yourself and implant it in a foe?
Yup, basically.
That's quite a power. To think you're so formidable that that would be 'niche'.
I know, right? It's amazing.
This one is, as stated, pretty niche. There's a few fights where it can come in handy, but the enemy does need to not be immune to the ailment, so in a number of fights you might be out of luck. For instance, Oceanus is immune to Poison, so you couldn't use this on him.
A guaranteed ailment purge for the idol using the skill is situationally useful, and does not require burning any items. I'm not sure if it's worth 1500 SP, though.
Overexposed
Applies a random effect to a random participant in the battle. If the user is in Superstar status, then the effect is guaranteed to be good for the player. The full list of possible effects can be found below.
Ailment inflictions from Overexposed bypass resistances and immunities.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Ailment inflictions from Overexposed bypass resistances and immunities.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Standard Effects:
- Random: ATK or MAT damage dealt buff. 50% for player characters, 20% for enemies. 3 turns.
- Random: 50% ATK or MAT damage taken buff. 3 turns.
- Random: +75% evasion. 3 turns.
- Random: +50% fire or ice resistance buff. 5 turns.
- Random: 50% ATK or MAT damage dealt debuff. 3 turns.
- Random: 50% ATK or MAT damage taken debuff. 3 turns.
- Random: +50% fire or ice vulnerability debuff. 5 turns.
- Random: Guaranteed sleep infliction. 5 turns.
- Random: Guaranteed stop infliction. 3 turns.
- Player: Guaranteed petrification infliction.
- Player: Guaranteed skill seal infliction. 3 turns.
- Player: Guaranteed curse infliction. 30% damage as backlash. 3 turns.
- Player: Guaranteed bleed infliction. 28/33/34 damage. 3 turns.
- Player: Guaranteed burn infliction. 41 damage. Reduces damage dealt and increases damage taken by 30%. 3 turns.
- Player: Guaranteed chaos infliction. 3 turns.
- Player: Guaranteed poison infliction. 43 damage. 3 turns.
- Enemy: Guaranteed curse infliction. 150% damage as backlash. 3 turns.
- Enemy: Guaranteed bleed infliction. 53/63/65 damage. 3 turns.
- Enemy: Guaranteed burn infliction. 61 damage. Reduces damage dealt and increases damage taken by 30%. 3 turns.
- Enemy: Guaranteed poison infliction. 63 damage. 3 turns.
Superstar Effects:
- Player: 50% ATK or MAT damage dealt buff. 3 turns.
- Player: 50% ATK or MAT damage taken buff. 3 turns.
- Player: +75% evasion. 3 turns.
- Player: +50% fire or ice resistance buff. 5 turns.
- Enemy: 50% ATK or MAT damage dealt debuff. 3 turns.
- Enemy: 50% ATK or MAT damage taken debuff. 3 turns.
- Enemy: +50% fire or ice vulnerability debuff. 3 turns.
- Enemy: Guaranteed curse infliction. 150% damage as backlash. 3 turns.
- Enemy: Guaranteed bleed infliction. 53/63/65 damage. 3 turns.
- Enemy: Guaranteed burn infliction. 61 damage. Reduces damage dealt and increases damage taken by 30%. 3 turns.
- Enemy: Guaranteed sleep infliction. 5 turns.
- Enemy: Guaranteed stop infliction. 3 turns.
- Enemy: Guaranteed poison infliction. 63 damage. 3 turns.
This one time, I accidentally tripped in combat while we were testing, and I landed on my butt. My panties were showing, pretty embarrassing. Then, next thing I know, the badger we were fighting was on fire.
was chisa setting it on fire
No, I was too busy beating the other monsters to think about that. I was furious.
Then how did it light on fire?
I have no idea. The only conclusion I could come to was that my pantyshots are connected to some unearthly chaotic force that causes things to happen. I try to keep a lid on this power lest something horrible happen.
What the... fuck?
My... my goodness.
You ever watch Punch Line?
Push this button if you want something to happen.
On a more serious note, it is definitionally impossible to rely on Overexposed to apply any given effect, and it's absolutely not worth using when an idol is not in Superstar status, but when Superstar is active, some of the effects can almost end a battle right then and there. I'm only engaging in minor hyperbole when I say that. Shoutouts to the 30% damage dealt/taken debuff on the burn, and the guaranteed stop infliction.
Colorful Stage
The user has a chance to, at the start of battle, increase the amount of SP the party will gain from this battle.
Anyway, I decided that since we've got a lot of work to do pretty quickly, it'd be better if we got stronger faster, so I've started doing little rituals for myself to make it happen.
Ah, is that what that is? It seems to be working.
Yeah, I've been really getting back into the swing of things lately.
My rituals are quite effective. I am a queen of the night, utilizing my fell ma'jycks.
It's free real estate. SP is good.
It's fun when Colorful Stage activates on an encounter with a Bloom Seed.
Tier 3 Skills
Glory Note
Deals ranged MAT-based aerial damage to one enemy. Attempts to inflict curse on the target. If the user is in Superstar status, unless the target is immune to curse, the infliction will always succeed.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
I know you've been having some trouble with the whole 'biokinetic feedback' thing, Richter, so this set of runes here's to do something like that. Don't think it's quite as strong, but—
You put quite a lot of thought into assisting me, didn't you?
What can I say? You've got moxie, And Richter. I like your style. I was a support unit myself once upon a time, all those years ago.
You're too kind. You've made my job much easier, Mio. Thank you. So, it seems like a number of these are at least partially based off of my processes?
Yeah, I figured out how to do this stuff when I learned my powers included the ability to like, affect things metaphysically. So I took some inspiration.
Curse is a good ailment in this game, and this is another skill that seems tailor-made to help Idol and Hacker work together. Otherwise, it's a bit overshadowed by the next one.
Shuffle Pitch
Deals multiple instances of ranged MAT-based aerial damage to one enemy. If the user is in Superstar status, Shuffle Pitch will always hit for the maximum amount of times.
If Shuffle Pitch is activated by an Order Action skill, it's possible for a different version of it that targets random enemies for each hit to be used. This version is still treated as a single-target skill by Woodwind Duet, however; the first enemy hit by this version of Shuffle Pitch will be the target for Woodwind Duet.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
If Shuffle Pitch is activated by an Order Action skill, it's possible for a different version of it that targets random enemies for each hit to be used. This version is still treated as a single-target skill by Woodwind Duet, however; the first enemy hit by this version of Shuffle Pitch will be the target for Woodwind Duet.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
So, Saingreed's wire allows you to create holographic speakers and launch multiple attacks simultaneously, yes?
Yeah! It's pretty cool. I originally wanted the wire just for style, but making it work for combat was a big deal once I figured out what I could do. Takes a bit of focus, though, so it's another one of those imprecise sciences.
Seems like it's working pretty well, imprecise as it is.
The potential for offensive presence with this technique is quite something. Keep at it, Mio.
Shuffle Pitch can do a lot of damage. On average, it's Mio's best single-target option, and can go higher. There's no real reason not to pump it up. It's another great skill.
675% average damage is kinda bonkers, and Shuffle Pitch is guaranteed to deal 900% damage when in Superstar status at max rank.
Follow Me
Gives one party member priority for this turn.
Specifically, the targeted party member will have their action for this turn be given tier 1 priority. If they are using a skill that already has priority of a different tier, it will be overwritten with tier 1 priority. This includes inverse priority skills (tier 5), which force the user to act at the end of the turn.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Specifically, the targeted party member will have their action for this turn be given tier 1 priority. If they are using a skill that already has priority of a different tier, it will be overwritten with tier 1 priority. This includes inverse priority skills (tier 5), which force the user to act at the end of the turn.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Speed ♪ Beat
Requires Fever 1 or higher to use. Gives all party members priority for this turn.
The technical notes from Follow Me apply to Speed ♪ Beat as well. Additionally, the game will decide party turn order by going left-to-right in the party composition.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
The technical notes from Follow Me apply to Speed ♪ Beat as well. Additionally, the game will decide party turn order by going left-to-right in the party composition.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
When I was figuring out this whole 'opportunity' business, I figured, why couldn't I try and target it? So I worked and I worked, and I figured out two ways I can do that. I can make someone do what they're doing right then and there, or I can make our whole group just zoom for a second. It doesn't give us any more stuff we're doing, but—
As the slowest person here, I appreciate it. Means I have less work to do.
These seem like the kinda things that'll let us get a last-second clinch victory at some point. I approve.
Let's try to be more decisive if we can, though.
Oh yeah of course.
Both of these are great skills. Follow Me is a fantastic bit of kit for helping a character go earlier in the turn order if you need a specific action to go off right now, and Speed Beat can be great for bursting out damage before an enemy can counterattack. Good moves.
Cure ♪ Beat
Requires Fever 2 or higher to use. Increases all LIFE and MANA restoration done by the party for this turn.
Cure ♪ Beat's healing increase stacks with Trick Hand and Exhaust.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Cure ♪ Beat's healing increase stacks with Trick Hand and Exhaust.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Here's another Richter-helper. I started practicing this one dance that can make 119 more effective. I only learned this one recently, but as a fell queen of the night, I can hype up even tiny little nanomachines.
I'll have to study that in combat. There shouldn't be a feature in them for that, but considering your infophysical abilities, it's not impossible. That would be quite something!
It can also help Koron, of course.
I do heal sometimes.
I aspire to be as generally pleasant and helpful as you, Mio
You're great, Sumie.
Great for emergency patch-ups, guarantees Fever 3 and has a chance to instantly transition into Superstar. The effect only lasts one turn, but like other Beat buffs, it stacks with more permanent ones. I'm running out of ways to say that moves are great. Idol is a really, really good class.
Big Rush Groove
Causes all party members to perform normal attacks on random enemies. Using Exhaust on this skill increases the damage further. Attacks performed as a result of Big Rush Groove have their critical hit chance increased.
The notes regarding Exhaust's damage increase and Rush Groove also apply to Big Rush Groove.
Will start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
The notes regarding Exhaust's damage increase and Rush Groove also apply to Big Rush Groove.
Will start Fever if the Fever gauge is not active. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Rock n' Roll Out!
Order Action skill. Requires Fever 2 or higher to use. Other party members will attempt to use a random tier 2 or below skill. Failing to use a skill will result in a normal attack instead. If the user uses Rock n' Roll Out! while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 3, if the user is at Fever 2. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 3, if the user is at Fever 2. Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
You say that your 'Order Action' is an imprecise science, but you've been getting better at it.
Yeah, it helps when I'm vibing in combat instead of just practicing. When I've got a rhythm going, things just come more naturally to me. My body's better at moving than my brain is, y'know?
Aww, that's a shame. If you got good enough at it you could start fitting a whole page of manga in there, or something.
Don't underestimate my power.
See prior statements regarding Order Action.
SOS
Order Action skill. Requires Fever 2 or higher to use. Other party members will attempt to use a random skill that is either considered "defensive" (such as Destroyer counters) or causes some kind of healing (including attack skills that restore the user's HP, such as Vampire on Trickster). Failing to use a skill will result in a normal attack instead.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
I gotta be real with you here, I don't have anything to say on this one. I think I never used it a single time this playthrough. It's definitely got potential, but I just sorta don't use it? I'm blanking. This skill definitely exists.
I can see the designers' thinking with SOS, but it's just not useful as-is. Probably would've been a bit too complicated and special to program in, but it would've been nice if instead of defaulting to a normal attack, SOS could "smartly" use LF or MN-restoring items on party members who need them.
True Pro
The user has a chance to, at the start of battle, give themselves a buff that will prevent them from dying when taking mortal damage, and restore their LIFE.
Now, my pain tolerance might be low, but a true professional never gives up the show, so I've been channeling the power of my immortal flesh further to survive painful blows. Like Youka does.
Aww, kiddo. You shouldn't have to, but that's sweet.
What 'immortal flesh'?
The power of my immortal flesh, Koron.
What does that mean?!
The worst thing about this skill is it takes up the auto skill slot so Colorful Stage might activate less. On the other hand, Auto-Life is a great effect.
Miss React
For a set amount of turns, when the user evades an attack, they will gain an extra turn.
So I hear you're using that bastard from Yotsuya's tricks?
I figured if I was dodging a bunch of attacks then it would be good to have.
That it is. Your overall combat portfolio is quite interesting, I'd say—that is, I find it interesting how many abilities you have out of responses to other abilities. You're quite adaptable.
Aww, you're gonna make me blush.
What's that? You mean dodging attacks can both buff Fever and give extra turns? Yeah, this is a great React. There are a few enemies it's not as good against, but most enemy attacks can miss, and if they can miss that means they can give Mio extra turns. And extra turns are great! Especially on Mio, because those can include, like, the rest of the party getting extra turns, since you can use Order Action moves on the extra turn. It's a really good React.
Overtime
At the end of each turn, if any party member has a buff, the user has a chance to extend the duration of all buffs on the party.
Buffs granted by Star Sanctuary can be extended, but Superstar status cannot.
Buffs granted by Star Sanctuary can be extended, but Superstar status cannot.
I also thought it might be nice if I could get stuff like the magnification effects or other buffs and whatnot to last longer. I've kinda got a routine for that down, but it's not something I can bust out on a whim. It's another one of those things I have to be feeling.
It's curious that so much of this seems to be wrapped up in the experience of being in combat. Or on the stage, as the case may be.
If I had to give 110% all the time, I'd burn out pretty quick. This stuff isn't easy.
Yeah, I'd rather you didn't turn into as much of a busybody as me.
Aww, I could never overtake our favorite former busybody.
No, seriously. Sometimes I worry about you.
It can give you four turns of Star Sanctuary buffs so you should take it. Next slide.
Extending the duration of React buffs also deserves special mention, IMO.
Rocket Start
The user has a chance to, at the start of battle, restore their own LIFE, and start Fever.
Well, then maybe I should jump right into it less. I've been starting to. I mean, getting into a fight and then I'm just instantly in the swing of things.
On the other hand, that's helpful, so maybe you should do it.
Maybe we should both retire when this is over.
Wait, wait! I'm not even thirty yet! I'm still ready and raring to go!
For some reason Idol gets three Auto Skills.
...It's free real estate.
...It's free real estate.
Tier 4 Skills
Angelic Pitch
Deals ranged MAT-based aerial damage to all enemies.
Now, I mentioned that all the runes together are part of my runic anti-sunlight barrier, but there's also a specific frequency they all activate at. It makes a real loud blast. I mean, it doesn't do much else, but it makes a real loud blast.
Sometimes that's all you need.
Better for mobs than Shuffle Pitch but worse against single targets.
Rock Legend
Order Action skill. Requires Fever 3 or higher to use. Other party members will attempt to use a random tier 3 or below skill. Failing to use a skill will result in a normal attack instead. If the user uses Rock Legend while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Treat Yourself
Order Action skill. Requires Fever 3 or higher to use. Other party members will attempt to use a random skill. Failing to use a skill will result in a normal attack instead. If the user uses Treat Yourself while under the effects of Exhaust, the damage dealt by participating party members is increased.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
You are right, though. I guess if I tried hard enough, I could fit a lot into that 'opportunity'. Perhaps I could become a master of time, the only one who could move within my world.
can i move in your World
Aww, sure, I can't say no to that.
May I?
Okay, maybe it won't be a very exclusive club in my World.
Treat Yourself is a great skill to use if you want something to happen. Previous comments on Order Action apply. It's nice to have extra actions.
Super Mellow Time
Order Action skill. Requires Fever 3 or higher to use. Other party members will use their React skills, if they know them. If they do not know them, they will use a basic attack instead.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Has a chance to increase the Fever gauge to 4, if the user is at Fever 3.
Oh, right!
I think it would be good if we could get our 'Reacts' off quicker, so I was thinking maybe we could practice fitting those into a shorter period of time.
Oh, I hadn't thought of that. That would be a great use of that extra opportunity.
I'd sure appreciate it.
Okay, we can workshop it when we're not coming immediately off of a batlte. Cool, cool.
This one's just great. Activating Reacts on party members who have other things to do is always a good thing, because it means that you can, say, get a Rescue React without having to spend a turn on that, or a Hacking React. I like this one a lot.
Fever 3+ is a very fair prerequisite given just how much this skill can further break the action economy in the party's favor.
EX Skills
Tokyo Arena
Instantly puts the user at Fever 4, activating Star Sanctuary as a result.
I'm really glad I had as much support as I did in becoming an idol. I really got a lot of help from all of them.
Becoming an idol under the tutelage of Miku Hatsune is quite the stroke of luck.
It's my charming personality. Also, technically it's kinda because of me she exists!
Wild to think about
Yeah, seriously.
Simple. Effective. Sometimes you just want your Idol to become a god right now.
Still, I feel like I could do more with this weird thing I do. I haven't quite gotten to the full potential. Maybe I could, like, pull out a holographic stage in the field and start dancing.
But the inspiration... I am dry of inspiration...!
To be fair, we're all exhausted.
True, true. Would you do a supermove if I told you to, dear?
Always.
Tokyo Arena Plus
Order Action skill. Other party members will use special "hidden" skills on random enemies. Said skills can be found below.
Unlike other Order Action skills, the user's Exhaust does not affect other party members' damage for Tokyo Arena Plus.
Unlike other Order Action skills, the user's Exhaust does not affect other party members' damage for Tokyo Arena Plus.
Orochi Thrust
Used by samurais in the Battou stance. Deals ATK-based damage to one enemy.
Effectively a copy of rank 5 Serpent Thrust.
Effectively a copy of rank 5 Serpent Thrust.
Checkmate in 16
Used by samurais in the Iai stance. Deals ATK-based damage to one enemy.
Effectively a copy of rank 5 Mate in 16.
Effectively a copy of rank 5 Mate in 16.
Solstice Vamp
Used by tricksters that have daggers equipped. Deals melee ATK-based damage to one enemy. Has a chance to deal a critical hit. Restores the user's HP for a percentage of damage dealt. If the target is afflicted with bleeding, the healing multiplier is increased.
Effectively a copy of rank 5 Vampire.
Effectively a copy of rank 5 Vampire.
Hollowpoint Blank
Used by tricksters that have guns equipped. Deals ranged ATK-based damage to one enemy.
Effectively a copy of rank 5 Point Blank, minus the extra turn requirement.
Effectively a copy of rank 5 Point Blank, minus the extra turn requirement.
Quintetto
Used by destroyers. Deals ATK-based damage to one enemy.
Effectively a copy of rank 5 Quintet, minus the D-Depth 3 requirement.
Effectively a copy of rank 5 Quintet, minus the D-Depth 3 requirement.
Frozenflame
Used by psychics. Deals ranged MAT-based damage to one enemy. Attempts to inflict burn, freeze, and paralysis on the target.
Effectively a copy of rank 5 Frostburn.
Effectively a copy of rank 5 Frostburn.
noiztank.max
Used by hackers. Single-target. If the target is not hacked, does nothing. If the target is hacked, deals ranged MAT-based damage to them. Restores all party members' MANA, for a percentage of the damage dealt.
Effectively a copy of rank 5 noiztank.exe.
Effectively a copy of rank 5 noiztank.exe.
Perfect Pitch
Used by idols. Deals ranged MAT-based aerial damage to all enemies.
Effectively a copy of rank 5 Perfect Pitch.
Effectively a copy of rank 5 Perfect Pitch.
Tokyo Arena Plus is a wild-ass skill. It's another one that's more situational depending on your party, but it can put out some pretty interesting situations and can definitely come up if you just need more damage right now. ...Or another Frostburn.
Tokyo Arena Plus is fun with a Samurai/Psychic/Idol party, because you can have both of the damage-dealers burn their charges on Orochi/Checkmate and Frozenflame, and then just immediately prepare another charge as the samurai and psychic's normal actions. That's a lot of damage over two turns.
Man, it got late all of a sudden.
This has given me more data, but I'm still uncertain. Thank you, though, Mio. I appreciate it.
If we hadn't had you on the field for this, things would've been much harder.
Ehehe. I try.
But I wanna play koi-koiiiii!
Ah, right. If the rest of you need to sleep, that's alright, but I need to humor Sumie.
You guys have fun! I'll be in my coffin.
You don't have a coffin.
That you know of.
I—
I actually don't own a coffin. I should get one.
Maybe when our budget isn't stretched so thin. Coffins are hard to come by these days.
Or maybe it's time to make one ourselves. Hu hu hu.
The specific data for Order Action skills can be found here.
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