Tactics Ogre Reborn: Understanding Crafting and its Uses

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hello weary folks and good morning so I see a question come up in the comments all the time what does the crafting and what does it do let's go ahead and get into this thing so first and foremost uh crafting unlocks in chapter two uh basically right as you get your first crafting book it'll uh give you a little pop-up that says hey if you go to the store you get to craft some stuff now and so you immediately do so um you can immediately find a wide variety of different recipes at the store uh you start off with uh melee arranged armor jewelry ores Timber textiles and medicine I believe medicine's the one that actually uh starts you off with but either way um I believe the triggers technically whichever crafting if you get a crafting book you unlock crafting it's not an important detail but either way um once you open it you might as well go or go and get all of the crafting books that are available you should really do this anytime that happens uh there's only two times that'll happen in chapter two and uh round uh roundabouts I believe like late chapter three early chapter four uh is when the second ones start showing up typically when you start seeing uh some of those later uh weapons appearing it's usually a good time to just double check and see if these other recipes are here there's a lot more recipe books than this primarily you'll be getting those from Palace of the Dead basically scattered all around the bottom 25 floors of the dungeon as well as the Final Bosses of the elemental temples and also for whatever reason uh the elemental chokers are off by themselves in San bronza on I believe it was for either 4 or 14 something with a four in it it doesn't particularly matter the drop rates are unbelievably low anyway but uh let's get into it here what should you be focusing on when you're going and doing your crafting well let's address the obvious elephant in the room first usually you're only picking which things you want to craft due to limited resources and for most of the basic upgrades that limited resource is going to be money so anything that you can buy from the store you'll be able to get from the store um with a couple of exceptions uh namely that if you go to other stores there's two other store types in the game if you go to those you may not necessarily be able to craft things just to kind of throw that out there uh simply because they may not have the materials in stock to be able to do so uh so for example if you wanted to make a blow gun um and you happen to be in a palace of the Dead shop or deneb shop they do not sell weapons there so they would not have a blow gun to craft into you know a different blow gun but just to kind of throw that out there if your crafting isn't working and you're in the later game that could be why but uh the elephants in the room here is the infinite money exploits uh basically for whatever reason um the devs said it was a Christmas joke or something along those lines but uh apparently almost everything the blow gun category uh is gonna give you a profit if you make it um so you know abuse that if you will but uh the purpose of today's guide will be to cover if you're kind of playing it straight playing it legit sticking with the in-game economy um what should you be prioritizing in terms of your upgrades so there's a few upgrades that are going to stack Out Among the rest um but just so you know pretty much every upgrade with some minor exceptions is going to be a fairly direct upgrade usually most of the standard ones are going to be fairly cheap so for example uh something like you know leather slaves or gauntlets you probably already have a fair bit of leather laying around when you get these you probably get a fair bit of uh you know bronze bars and things those are going to be fairly cheap to upgrade we're talking about maybe a couple hundred bucks for a pair of gloves or something along those lines generally speaking um when it comes to upgrades you should usually be prioritizing the stuff that'll give you some added effects the actual statistical benefit of Behind these different items will not be that gigantic there's exceptions sure but they're usually not going to be that big of a deal so for example the difference between these cat claws over here is 16 attack uh two percent scaling attack one extra weight two extra recovery time when swinging um five extra damage versus beasts but the big one would be something like getting poison on there there's not many additional effect items but just so you know so we're absolutely clear the actual benefits that they're giving you in terms of attack and defense are not going to be the main thing that you're buying them for so first and foremost the the biggest one to upgrade early on is going to be your hand guards uh reason for this is because they will come with a jump effect on there now it says jump one the final ones that you get at the very end are going to be giving you jump two don't worry these are so far into the game that realistically even by the time you get there as you can tell this is a several hundred hour play file and I still only can make another one of these um but either way um for the most part these are going to be increasing your Jump by one now this doesn't seem like much but the actual uh difference between uh no jump and jump one is actually going to be enough to get you on top of rooftops and in many cases over many different obstacles this is one of those skills that kind of flew under the radar in the PSP version because you look at Jump one and you think one extra child movement that's not gonna matter much but it's conveniently about the exact height of a lot of rooftops um so in most cases most characters will already have two or three jumps so this will be your biggest initial boost in mobility and you may have potentially seen the upgrade right next to them and thought wait a minute why isn't Swift foot more important well the thing is with jump you're essentially getting a new type of movement available to you but the second most important one for some characters is going to be over here in the leg guards and these are pretty much universally going to be giving you Swift foot now sure there are other things in here as well but again this is going to be the main thing that you're looking for so Swift foot will increase your movement range by one but please bear in mind that this doesn't mean that you should always be taking your maximum movement range in fact you should be trying to move as little as possible for most of your characters generally speaking the if you're if you're early on the main thing that I would recommend upgrading are going to be the ones for your casters and for your archers and for your more Nimble units for your Heavies you're gonna get barely a bonus out of this they're going to be a decent bit more expensive like the chain leggings are a fine cheap upgrade but generally speaking aside from these these top three maybe hold off on for example these two as they come up because there will be a dramatic increase in cost either you may potentially be far better off spending on stuff like debuff items um rather than going and burning all your money on something as expensive as Boulder either way um as far as all the stuff is concerned yeah generally speaking these top three are the main ones that are going to be going for reason being that if you have a character that has for example three movement that additional tile of movement is again about 33 increase 33 of an increase in range that is going to be a pretty huge in terms of them being able to avoid things bear in mind early on the AI usually will not get these upgrades so you're suddenly going to be able to match the movement range of most standard melee units uh with your casters this gives them a lot more of kind of an option to escape that being said um bear in mind that the gloves do that job a decent bit better because they might be able to for example take a one tile movement on top of a roof instead of you know trying to take that extra tile of lateral movement to escape so it's nice in some situations but you usually don't want to be taking these big dramatic moves on units that's well it on most units frankly there's not actually as big of a need for Swift foot as it may initially seem all right next up is kind of an interesting one uh your body slot uh will give you uh will give you access to Wade so Wade is a is essentially the ability to move in water at the cost of one movement um and it only actually subtracts that movement when you go into the water itself the interesting thing here though is that by the way the reason I clarify this Siege also is worded the same way but it actually functions differently so like Siege will take away your ability to move one tile full stop um but then give you the ability to ignore Rampart Aura Wade will only deduct one extra tile if moving through uh through water but it does unlock the ability to walk into water tiles I will say generally speaking I would not recommend uh especially early on I would not recommend upgrading your uh your body armor except for um um except for units that are specifically looking to hide in the water the reason for this is a quirk of the game wherein if you're unable to walk into the tile you also can't be knocked into that kind of tile so for example if you happen to be in like let's say a map like the uh like the uh the sewers and whatnot and you happen to have somebody that's standing in an area surrounded by water but they're comfortably sitting you know on that pillar in the middle of the water they're suddenly unmovable they nobody can move them out of that spot if you give them Wade they you know sure they can walk through the water but if they get knocked off a platform into the water they are now stuck there so it this is going to be a bit more situational but just bear in mind that you don't always want to have your upgraded armor on hand and you may potentially want to take Wade off it's as much of a potential you know cheeseable you know overpowered ability in some cases as much as it is a liability and completely others so bear in mind and uh bear that in mind and think about what your needs of a team actually are all right next up we got the helmets these are an odd one because these are I would say probably the least important expense with one exception and that is going to be the circlet so with most of these the actual benefit that you're getting is a very very minor increase like in the case of the bronze Helm for example it gives you about I think it's like one extra percent to crush resistance one extra percent slash resistance and two defense that is negligible by any standard now the reason I mentioned this in particular is because this item used to be a particular favorite in the PSP version where it had eight percent uh Universal resistance against everything when it was crafted which was a little bit broken under the right circumstances this time around uh the circlet did actually manage to keep those resistances um so this is going to give you a percent Elemental resistance against well all element types as well as two percent uh resistance regardless of your damage profile um now this is particularly handy because most classes are able to use the circulus and it's more or less easy to think about this thing as a mine Shield um that if you have anybody that's getting bullied by casters just give them a circling it like especially for uh for units like archers for ninjas um just units in general that may be out on their own maybe farther away from support uh having that additional eight percent resistance is going to be pretty meaningful for them uh it might be the difference between you know them potentially getting carved down before they actually can get back close or it might be enough to make them survive and you know take that extra hit as they're running away so just something to bear in mind it's a cheap and very very effective upgrade um whereas uh for example uh most of the helmets aren't really them like they're actually fairly expensive for the very minor bonuses that they're giving you um later on when you get into the actual crafted helmets uh it's probably worth paying attention to uh something like this right here so this isn't something that you're going to run into in the early game but just so you're aware uh when it comes to the worm scale gear and basically anything that has a dragon bonus if you equip three pieces of that um it will give you the ability to equip dragon slayer on that unit um so if you're coming from the PSP version and you're wondering why you didn't automatically get dragon slayer you know you just you have to equip it this time around um now that being said um as far as that equipment goes generally speaking I probably still wouldn't advise actually crafting it because you can usually end up just finding it off of enemy units faster than you can actually acquire things like worm whiskers which are fairly rare but either way just something to consider another thing actually before we go uh farther here I mentioned a damage profile earlier so whether it was intentional or a bug whether it was a mistranslation or you know a misaligned uh you know let's say resistance somewhere um the way that defense Works in this one may be a little counter-intuitive for one of the categories so racial resistances are exactly what they say it's just a percentage resistance against whatever you run into Elemental stuff is a bit more situational because the element will essentially boost your Affinity in that direction now this isn't like a score that's tallied up and you know put into the UI somewhere it's basically like this robe of dust for example is not for Earth units this would essentially be for water units paradoxically um because essentially because they're wearing a kind of Earth imbued cloak kind of thing it's giving them 10 lightning resistance because it's affiliated with Earth it's essentially just that element defeating the other element so in many cases equipping the element that is strong against the thing that that unit is weak against is going to be your best actual option so just bear that in mind when it comes to stuff like for example these robes over here that uh that is kind of the way that it's going to be working um additionally I mentioned I mentioned attack profile though uh so this isn't an official term it's just how I mentally like to categorize it but if you look at those three numbers at the top the the crush slash and piercing so these are not exactly direct resistances like you'd think they would be and it's arguable again whether this was intentional or whatever else but as it currently stands um if you are whether you're hit by a like for example whether you're hit by a hammer a sword or a spear this unit would still only be using one of those values and that would be the value of their right hand weapon so the default is crushing because that is your fist but for example if you equip a sword you would get three percent slashing resistance if you equip a spear you would have four percent uh Pierce resistance um and if you equip a hammer you get one percent Crush resistance so effectively you can look at that as kind of the I guess kind of tailored profile of of the equipment in question so for example a pierce unit might get a bit more out of using something like this it's a very minor thing it really only matters if you're really Min maxing stuff but just bear that in mind that in some cases if you see you know some long-term players maybe equipping some really weirdly mismatched gear uh like uh you know if you see somebody running around like just equipping a bunch of armor that seems like it wouldn't match otherwise I just know that that is in terms of Min maxing if you're looking to get the most out of your armor tailoring it towards that unit's particular uh Edge type is actually fairly effective so for example you can usually get that up to like 10 to 15 physical resistance bear in mind again this applies to all physical types so if the unit's using a sword when using this one regardless of whether they they were being hit by a hammer or a spear they would still only get one percent resistance because that is what their personal weapon is giving them in terms of Defense again maybe it's mistranslation maybe it's a bug I don't know I don't care that's how it works right now um so hey so just a quick sad note here on the armor profile thing uh there was an interesting Insight from rakes uh the developer of the One Vision mod the other day um that it's possible that whatever is going on with you know what we're going to go ahead and call the armor profile system here I might be related to what happened with Anatomy back in the PSP version uh so those that never played that one basically Anatomy was a skill that gave you both penetration and armor versus a human units uh while equipped and would rank up as as it was used now there was a bug in that one in which it would basically universally Chuck for the The Defenders uh kind of a status rather than the attackers status so for example like let's say a lizard was attacking somebody would be like okay lizard attacks human does human have herpetology if herpetology is yes then you know add like plus four armor for each rank of herpetology and then scale down off armor basically it just goes into the whole calculation Mill so to speak um but in the case of anatomy it basically was considered one of the most overpowered skills in the game because it would just give you Universal defense against everything so there's basically no reason to not use Anatomy now interestingly enough that is more or less what happens with the profile here uh that uh when it's attacking instead of being like well the attacker is hitting me with a sword I'm going to resist three percent of the sword damage instead it becomes uh you know I am using a sword therefore I will use the sword physical defense now again this isn't major realistically in most cases you're looking at like two to three percent of a damage difference um there's this is literally just a thing that matters for like challenge Runners and people Ultra Min maxing in like several hundred hours into the game um and even then like personally I was kind of bugged by this at first and then once I started realizing that hey you can actually cheese the hell out of this I kind of Started Loving it and I'm almost hoping that they don't fix it but either way like everyone's gonna have their own opinions on this I just thought I'd throw it out there um because it's always interesting to see Race's knowledge on this stuff because he's probably more intimately familiar with the uh the internals of the game than anyone um because again the PSP version and this one share lot of DNA it's basically the same engine the same game reworked in a bunch of different ways anyway back to it just uh just to bear that in mind because if you think about it if you get it up to let's say 10 resistance but the actual defense bonus that you're getting off of let's say moving up to a different armor is only five hard defense that hard defense would shave five damage off in most situations uh whereas for example that ten percent is whatever 10 of the incoming hit was um that it could potentially mean a lot more defense so either way everything is going to vary there is no simple like this is always better in this you know in every situation kind of deal um but just uh kind of something to bear in mind okay next up as far as Shields go uh this is actually probably the biggest thing in terms of those uh damage profiles that I mentioned earlier uh because different Shields are going to be giving you dramatically more defense in particular directions uh early on it's primarily that way like the buckler is a good kind of universal shield for everybody um same thing with a pelta and then once the SP starts coming in they start going better towards crush and then the tower Shield is better against slash um better crush on the spike Shield again balder Shield is another kind of Elemental resistance Shield this time around uh heater continues going down that particular path as they go on the shields actually start giving you more and more resistances to all kinds of different things until you get something like the Medusa Shield which by the way does not take an Aegis to actually Craft This Time Around um but by that point they're giving you fairly solid Universal resistance against casters and things like that uh either darn way as far as Shields go yeah generally you're just going to be tailoring them towards that particular defense type because the actual Defense number as you can tell over there is barely going up at all over the course of the game like this right here would be chapter one this right here would be most of chapter two this would mostly be chapter three and then over here we got mostly chapter four we have managed to move that defense score up by 11. um anyway so there's that and then as far as the jewelry just kind of whatever stat you prefer is gonna be what you end up preferring uh later on you have a thing you have access to things like uh weapon skill bonuses which will increase your ability to do damage with uh shots uh if you happen to be running a build that is uh using shots um that being said uh these are fairly self-explanatory uh though kind of a minor thing to bear in mind is that if you are looking to min max a physical uh kind of resistances the uh the basic Warrior and Defender rings are actually going to give you better physical resistance than any of the other stat boosting rings it's not necessarily always going to be that big of a deal but in some cases it might be what you're looking for all right now let's go to the one that you actually probably came here for which is the weapons which ones should you be focusing on all right first off in the Clause realistically if you have as with everything else if you have the stuff on hand you might as well go for uh for some basic upgrades if you don't don't bother buying them like if if it isn't practically free don't bother going for it um but what I was talking about earlier with that armor customization thing is stuff like this right here where there's certain cases where certain weapons will be switching to a different uh damage types meaning that in some specific situations it actually might be worth sticking with a kind of lower power weapon in order to get more of your more out of your armor I know this seems like a weird thing to uh to potentially attempt but your actual difference in kind of damage being dealt is not going to be that significant however uh the difference in defense versus physical things is going to be fairly noticeable um again you know see all of that as you will it's just kind of interesting that it works that way but as far as claws go the biggest uh upgrade that you're gonna get is going to be uh something like the the cap Buckner uh with a poison effect on there um again poison is 10 of Health three times per turn give or take so essentially you're guaranteeing that that guy's gonna die in four turns um but uh you can also guarantee this it's actually one of only a couple ways that you can guarantee poison on something um on something like a warrior so for example uh give them vigorous attack they will automatically guarantee uh the poison on their next hit um and this will ignore parries and things like that additionally this has an upgraded version with the uh the tiger up here a few claws later and again you have a few more different variants over here if you would prefer but uh generally speaking I would say stick with the uh with boys and Claws I know they were good for me up until uh you know the post game and all that um generally speaking even the uh like the God weapons and things like that for the fists never seem to match the damage output of the poison flaws but you know your mileage may vary um something like the damask Clause introduces us to our first rule here when it comes to Damascus weapons and that if you've ever seen Damascus metal it is quite stunning and fittingly when you end up upgrading them you get a stun effect on there um so this will obviously guarantee stun if you have any way to guarantee it um however it's just quite frankly inferior to the uh the Tiger Claws in pretty much every way um not only are not only do they weigh more they take longer to swing but they also will give you stun instead of poison and as good a stun may be there's a lot of ways to mass inflict stun but Mass inflicting poison not so much anyway uh next up we have dragon Claws and dragon blades both of them will work for creating the dragon slayer set on a warrior or a Berserker if you should if you should so choose and you don't feel like using a uh you know a Dragoon additionally uh we start seeing items around this point uh starting to give you a missile ability on there I wouldn't expect too much out of it it's really more of a just a way for a melee unit to finish off somebody at long range but it's a nice little bonus um additionally uh once we start getting into the elemental variants that's when you can start kind of splitting your coverage in terms of your different upgrades but again for the most part regardless of coverages or whatever else I've generally found that pretty much none of the upgrades on these matter nearly as much as the Tiger Claws like I've tried everything on this list and there was nothing that was doing as much as the Tiger Claws they will generally speaking still be doing more or less the same amount of damage for the most part there are edge cases there are situations where you'll be you know taking advantage of Elemental weaknesses and things but just poison is way too good um anyway moving on uh for the daggers you have a silence effect over here on the dark plus one um and aside from that you have the stun on the damask dagger not a whole lot aside from basic damage upgrades it's just daggers don't really boost your overall damage that much however this can be useful for finisher spammers so these These are mostly going to be cases where you're going to be uh using them primarily for the finisher uh so um by the way interesting uh note on this is that uh certain characters will actually be able to equip uh different types of daggers so for example if you ever saw the um uh the thing on the Chris here where it says that it's a favored weapon of Mages wondered why you couldn't use it on your standard Mages it's because you got to use it on your weird Mages so you're familiars and your Patriarchs and stuff in the later game uh we'll be able to use these daggers um and for example something like the dirt plus one with its silencing effect can be used by the ninja though not all the daggers can be but generally speaking you've got your basic ones so your your sticker your Boulder and your damask uh that's something that almost anyone can use you've got your sort of fighting variants so you're like your battle knife your butcher knife your kidney Spike uh those are for the more fighting orientated classes and then you have a few kind of uh edge cases for all kinds of different other knives here but generally speaking most of them are going to be fighting knives um personally I saw it as a kind of an important thing to upgrade the the sticker um the boulder was pretty good for spell casters because of that additional intelligence bonus uh Dirk was great in terms of having something like for example a a varton with a finisher spammer just a nice lightweight weapon that gives them a chance to silence things while still giving a decent amount of punch but generally speaking um I usually ended up going uh Dirk into damask and then into dragonfang so as nice as these other Elemental bonuses are again poison just too good um and additionally gives you the ability to cast poison so especially if you happen to be having this on a patriarch it's going to be fairly devastating uh so the dragonfang is available pretty much at the same time as most of these other daggers you can get it uh doing the elemental temples generally I'm going to assume that if somebody's like aware of the elemental temples they're probably already going and clearing all of them at least once so I would assume that all of these are going to come as a package deal that's why I'm not going into specifics over which one comes from exactly where because usually you want to do all of them if you're doing them at all but anyway um so yeah Dragon thing pretty uh pretty good on its own however don't equip this on an earth unit as odd as that sounds uh the additional 15 uh bonus is fantastic for essentially covering a weakness that the unit wouldn't otherwise have again remember that if you are matching your element it's about a 10 bonus but if you are attacking the uh an element that's opposed to it then you will could potentially be doing dramatically more so for example if this thing were to be used on a lightning unit so I would get an additional 15 damage as opposed to your 10 damage from uh using it on an earth unit either way it also carves through dragons because 20 extra damage vs dragons but that poison effect on this thing is incredibly likely to hit even without the ability to guarantee um like I said personally I preferred having these on Patriarchs just simply put they seem to hit about eighty percent of the time with poison I don't know why the odds are so high but uh seems very consistent so go ahead and give that a bit of a shot uh next up we have swords generally would not recommend upgrading the smaller ones here they're a decent bump in power but realistically like it you might as well just use the weapon by itself like there's no reason that you should be upgrading only these two um unless of course there's something I'm missing I mean if you have the materials that they're fairly cheap but for most cases you probably won't need that much out of these weapons however the Rapier is actually a pretty solid choice for something like a defensively orientated Warrior build or even a knight um just false strike doesn't seem like much of given how you know how high everything's accuracy is but 20 on a boss on a debuff that can't be resisted by anything in the game is enormous so a vigorous attack plus a Rapier on a warrior this actually applies to the Cutlass as well it's another one that gets a later game variant um using that on a boss is going to be incredible because many of the times like for example especially if you have uh kind of stacked bosses later on in the game spreading around fall strike is 20 chance for them to completely miss their move and that can be absolutely game changing when it lands I just to avoid frustrations I would not recommend just sitting there you know praying that they will miss their finisher over and over but this is a great one to just spread around and watch the results trickle in you also have something like the damask over here with a stone effect personally I found these really reliable in the hands of a dual wielding buccaneer uh but again you know basically you can just use them on anything uh one-handed swords are universally going to be the Perry variant um usually um I would say that these are actually worth sticking with an elemental weakness on once you get later in the game though um again just keep your fall strike swords around and it could potentially be useful but generally sword users tend to be on the more defensive side so any additional push they can get they would probably appreciate especially if once again you're just using their second finisher to just drop poison on things you may see a running theme at this point all right so then we get into the two-handers these other upgrades are nice but this is way Hender and Claymore those are you're going to be the two that you want to stick with especially on a terror night without any bias whatsoever let me just say that as way or Claymore on a terror night um with uh with terrifying impact is Bar None the best can opener in the game no questions asked um to give me an idea of mechanically what's going on because the damage formula in this game is fairly complicated um they will essentially guarantee the breach because fearful impact has a 100 chance to hit which means that both effects will be guaranteed to land they'll hit with fear they'll hit with breach fear will lower all stats of the unit by 15 percent across the board including all thresholds from gear and additionally we'll uh we'll inflict breach which will multiply incoming damage by 50 percent basically if something is hit by that the next thing that hits them will hit them like a meteor um it is like I said the best can opener in the game now that being said if you're attacking a boss something like breach will still be able to hit them breach is unresistible by anything um so there's certain debuffs that are always going to be handy no matter what so breach stun fall strike um these are all kind of considered minor debuffs that uh that bosses cannot resist uh something like uh like for example a charm or curse or petrify they can um either way same rule though over here if you want a stunning two-hander and then you got the usual Elemental variants that come in after that but honestly if you have a two-hander user Claymore or's way good all game don't even worry about it um axes they get access to misstep uh that's not gonna be useful um like even in challenge run scenarios like I've I've been running cases of severely under leveled parties and even in cases where like theoretically it might be handy where your accuracy is dropping to the low 70s you know it's in the rain so it's dropping to the low 50s um even then it's just you there's no reason that you're going to be trying to inflict messed up on anything so axes are one of those ones where if you need that extra bit of power go for it uh Damascus is probably the best universal one of the crafted variants um and then you got your Elemental variance down over here usually axes are going to be kind of more dancing around their finishers and uh they're pretty fantastic coverage um they've got good speed and coverage on their finishers so generally I would say stick with one element for taking advantage of that element get a ax of a different elements to cover that weakness and then attempt to kind of synergize that with the uh with the ice and Earth they already have available so generally speaking something like the Stardust actually does make sense right here up at the very end uh being able to for example uh take advantage of uh dark units uh while still uh while still having uh coverage in terms of like covering air through ice as well as covering lightning through uh their Earth finisher um while still having access to a multi-head um again there this is one that's primarily just for power all right next week at Spears my personal favorite and because they get access to all the best stuff so volish plus one honestly I was using this straight up into the hardest fight into the game um in my mind probably one of the best weapons there is two tiles uh and can be used by Lord with fearful impact to guarantee a double breach double fear um it's hilarious uh same thing with the Scorpion you can go fear poison you can become the Scarecrow with a stick um and there's also the damask spear that's uh honestly everything down here there's Niche cases sure like for example if you have a primarily Caster related unit like for example something like a uh I haven't been able to confirm exactly how this works to be completely honest but for example if you have something like a valkyrie um and they were to be you know using magic of some particular element supposedly it adds this percentage of extra damage regardless of element type to that particular spell now I don't exactly know how all that works but generally speaking I would say stick to the volge stick to the Scorpion and if you really want to get long-range some then you can always use the mask's beer but realistically those two are nice cheap upgrades that'll do the job just absolutely fantastically all right next up we got your hammers um if you have access to Enchanted feathers you already have access to Quality is more than likely so you probably will never need to make this but um generally you want to keep a large stack of qualities on hand they are in many cases while there aren't that many of what I would call best in slot type items generally speaking a quality is going to be one of the best items for casters to have because if they're already boosting intelligence they're probably also boosting mind meaning that the secondary ability over here for the ability to charm is going to be more significant in their hands giving them a sort of kind of off MP action to take the reason that this is important um is because in many cases casters will end up burning out and I see folks get frustrated trying to find ways to make infinite MP items and whatever else but really it's as simple as just keeping cheaper stuff on hand you really don't want to be using your expensive stuff all the time and akaldi is a nice Synergy into that so for example I like to keep stuff like poison mist or paralytic wave on hand because they're good they're cheap and usually you'll have like 90 of the time you'll have MP left over from using your stronger hitting moves to go for something like that and something like poison Cloud will usually end up doing more anyway so in many cases you can continue pressuring with something very cheap um but if they ever do burn out usually I've never found myself needing more than one quality of charge to go essentially take that turn as just a free cast on something now this wouldn't really apply for something like let's say a valkyrie which we'll be running around with more or less infinite MP anyway but just something to consider since this also comes with a Perry chance now that being said um if you want to have something like an iron fan on there as well these actually do hit reasonably hard they are classed as a hammer they've got some very good offense on them um they're actually like 64 here so that is roughly I mean that that's actually dramatically more than it was last time I gotta say it's funny in the PSP version the the iron fan was actually bizarrely like a friggin early uh chapter four kind of uh weapon stats wise um this time around it's actually a bit more reasonable but still five percent uh people uh scaling damage that's uh that's pretty solid um but if you don't think you're gonna need a um I need that charm cast and you want to have something that can hit reasonably hard on a Caster or at least some casters uh bear in mind not all of them can use it as you can see here so for example if you wanted to have a ninja using that it would still work for them if you wanted to have a varton use it it could be useful for them actually for varton in particular it could be an interesting type coverage situation but either way it's a nice little Parry weapon for them it's actually one of the I guess one of more fitting Parry weapons for something like a terror Knight so might potentially consider using that as a as a shield of sorts um for uh for a terranite but anyway uh this is actually a nice way to guarantee stun plus fear on them as well so yeah Terra Knight iron fan not a bad combination uh just something to consider but they all they are I mean considering the uh the kaldia up here it might be a little expensive to get a hold of that being said as far as other hammers go generally speaking the Hammers are going to be fine on their own something like the damask camera is fantastic in an AOE um but by and large again this is another one that you're primarily upgrading for power though I gotta say I've usually found myself just preferring the default hammers uh since a lot of them take a lot of animal parts to make and a lot of those animal parts are better off spent on other things anyway 1hks as soon as you get them you might as well upgrade them they need all the help they can get they're kind of in the suffering category this time around um either way uh they're nice and lightweight they do technically okay damage for their weight and also later on you can kind of mix and match different uh sword types for different coverages um though I will say I I personally found myself not really wanting to invest in these particular ones very much just because they are all relatively on the expensive side to actually upgrade and usually uh the standard uh standard short bow plus one uh on the ninja was the only thing I ever wanted on them more on that in a moment uh two HKS you might as well upgrade if you're using a swordmaster at some point again going to be fairly expensive on the upgrade side you're not going to see a gigantic return but again they have one weapon type they need all the help they can get so you might as well um I would prioritize ones like for example Mage blade over here or the uh nadachi just anything that gives them a Vitality or resistance bonus is going to be fairly uh fairly big for them oakblade is actually pretty good um these two right here are just a solid resistance and vitality bonus again they need all the defensive help they can get um the cudjoe-wise uh usually not a whole lot of point to upgrade these earlier ones especially something like the uh the Mage staff here it's interesting because it does technically give you a like a chunk of extra range but the items needed to get it are unusually rare now that ping said Mage staff is already going to be giving you a fantastic return with that plus three range it doesn't last for very long though because it's almost immediately replaced by the uh the restoration and purification stabs those are 100 something you should be using especially with purification ones not everybody can use these but uh they're pretty much going to be the best stabs that uh that are in the game more or less um you can get a little bit more Min maxed with it with these Elemental variants bear in mind that they don't actually care which element that you're using so the different flavor types are just you know just that flavor which is why in most cases I would recommend sticking with a purification staff because not everybody has access to something like an exorcism and this is a nice little way to have that sure you end up giving up on two resistance one mind and two intelligence but honestly who cares um okay next up whips if you're using whips just you might as well upgrade them there's these are going to be so Niche that I doubt that there's any question as to whether or not you should um uh for most of the game you're just gonna have access to these ones anyway which are just going to be a direct attack upgrade uh books you wouldn't recommend investing in uh these are just something that you make more so than something that you find they give you a good amount of kind of anti-racial damage against one particular thing other than that they have identical stats and they give you plus three range it's very oddly specific moving on um next up for instruments um I mean you're slightly upgrading something that's already there and by this point I really doubt that anyone's gonna care about uh materials this basic so you might as well um okay next up we already mentioned earlier blowguns these are basically your free money printer uh so you know for example if we were to go ahead and make a bunch of these it costs us 1.2 mil to make a stack of them and then we can immediately go over here to uh sell them and where do we have them here [Music] take these and now we can sell them for 3.2 mil so either way if you want to have your uh kind of a RuneScape merching experience there you go uh now that being said let's go ahead and cover the actual interesting stuff uh so first of all uh Bose short bow plus one just make a stack of these right away they are a very cheap upgrade and by far if you ask me the best weapon for ninjas in the entire game reason being they have a chance to stun and they weigh practically nothing um these this is the lightest way bow in the game so if you're looking for any situation uh where you need something to have an offhand shooting thing to throw some additional effect for one reason or another again especially ninjas with their poison arrows this is going to be just ginormous for them um so definitely worth keeping on hand like for example an iron fan plus a um plus a short ball plus one is a nice lightweight uh very versatile build for a ninja in particular essentially gives them the ability to uh to stun in one hand gives them the ability to poison and stun on the other hand they put in a instill silence on their spell list suddenly they're able to uh to essentially switch between uh poison uh stun and um and silence on the Fly um just an absolutely fantastic thing to have so I just kind of noticed this when uh editing later but I completely forgot to mention the compound bows uh basically the three Elemental bows at the bottom of the crafting list uh basically those allow you to equip counter three on basically anyone that can use a bow which is pretty gigantic for skirmisher builds in the late game I just kind of throwing that out there at their Elemental bonuses might not be as gigantic as some of the other ones but uh just the counter three on basically any web melee weapon that you want is pretty awesome though you can use it to some hilarious effects to do some weird stuff like for example staff short bow and just kind of counterbong stuff on the head is it practical no but it is funny anyway but uh but yeah very lightweight very quick to fire uh for comparison right here upgrading from to the great bow from the short bow is a plus 7 RT increase um in your uh in your actual firing speed and this continues to go up by the time you get to a Siege bow it is uh nearly double uh the time to actually fire um so just kind of something to bear in mind uh just the uh the short bows in general are dramatically quicker to fire uh later on you get the damask bow which is technically an upgrade power wise but realistically speaking the attack bonus sure the technical attack bonus might be about double but that extra fifty percent of weight is honestly I would argue like you don't really need that extra attack power if you're hitting slightly more I mean it the finishers won't really require this if you're running something like a spellcaster poison arrow build the attack value is completely irrelevant and you're just giving up speed so either way uh cheap and effective definitely short bows for your regular archers upgrading their Longbow is usually going to be again cheap and effective usually it's just metal and something you already have on hand grapos are bizarrely the cheapest or not the cheapest but the the most difficult one to upgrade because you need a beast horn for that um so if you're going into chapter two you wondered why you didn't have great bows you probably I believe you actually get Beast horns from killing that Dragon uh in the in chapter one um so I believe that might be a little bit of a bonus there either way um archers need all the attack bonus that they can get uh seeing as they will end up scaling dramatically higher if they manage to win the attack calculation for those that missed the calculations video by the way um essentially ranged weapons and melee weapons do function differently it's like melee weapons are directly like attack and defense values go against each other scaling happens and then you get your damage result um in the case of ranged weapons they will scale up the damage of the ranged attack by 2.5 but also scale of enemy armor by 2.5 essentially meaning that if you manage to bypass armor you will scale two and a half times higher than a melee weapon but if you don't you'll end up by getting dramatically less damage so for example attacking attacking opposing elements things like switching out your bows like for example later on you get options like this where you can for example have effective kind of four-way effective damage off your uh off of most archery units basically personal element weapon element and then the two finisher elements so depending on your situation these can kind of very fairly wildly but as far as basic longbows go generally you're looking more for range so for example sticking with the Longbow over the composite bow is absolutely understandable um generally you don't want to have your archers doing something like a short bow though I will say uh something like a like basic short bow as well as a dagger actually does work out pretty nicely finisher-wise they complement each other pretty darn well so if you want a very very fast Archer that's very good with finishers a dagger short bow might actually do it for you um something like the mask would do that job a little bit better um again it costs a decent but more to fire but they actually could use the attack value in that case um but just bear in mind that these weapons are all about scaling and sometimes require a little bit more thought to use now that being said um however you end up deciding to go for those once you see the capito bow if you happen to have found a crescent at that point um you can find these basically from random units and for rampa in the post game or if you manage to get into a high-end chapter four um by which I mean you can actually break the level cap um by recruiting units of a of a higher level than you currently have sending those units out then recruiting levels finding Maps where they will get Scaled up on then you recruit those higher level units etc etc you can basically just cheese the system to uh to unlock gear early um but if you happen to find Crescent bows typically the easiest way to do it is the first 25 floors of Palace of the Dead they tend to drop fairly commonly um but either way you upgrade one of those into capito bow and this uh in the hands of archers is a guaranteed mind control gun um so just Eagle Eye procs they go ahead and fire it and suddenly you have a new friend as far as crossbows go these are more or less going to be directly uh mostly just going for stats though I will say the bow gun plus one is of particular consideration uh having a stone effect on a class that can guarantee uh secondaries um so this is going to be great for uh for both dragoons and archers in particular uh not that there's really too many other things that can equip them to be honest but uh either way um not as impressive on the varton though I mean with the Varden they're typically switching out enough that they may want to take the chance role on the basic shot to stun um I mean I guess it's a reasonable enough thing you really don't need attack power that much this time around though I gotta say um I was running a like a steel bow canopus for a little bit there and that was actually doing pretty alright simply because it switched his damage into a crushing profile which tends to have a lot better armor resistances as stuff goes on so you know might uh might work out a little bit better but either way so um then next up we got fusels you just upgrade directly to the next one they're not exactly expensive they're basically as soon as you unlock one you've unlocked all of them um Fire temple unlocks the second tier of guns but uh either way uh not really too much to talk about there as far as medicines go something to bear in mind uh Men's Health Plus One will heal 75 percent our T cost is only 30 whereas the uh the full heel off The Mending Essence is plus 40. typically this is going to be cheaper on the whole like if you make one that is going to cost you 150 if you uh make this one it's gonna cost you 300. yes you're getting that extra 25 healing realistically most of the time if you have a chance to heal you're not at two percent Health you're probably already at like 25 to 30 Health this is generally speaking in most situations gonna be the one that you want to keep on hand it's faster to use it's half the cost it's just a lot more in bang for the buck there um that being said if you're looking for that infinite to MP item over here that would be this right here uh so uh the uh the fruit uh basically this is only 10 and 10 but it's definitely worth keeping in mind all right next up are gonna be the shots you do not want to uh you don't want to make these yourself uh just buy them um it's just it's not worth wasting the resources on that um these um again I honestly would say same thing it's probably not worth making them yourself until you're way later uh just because the uh the uh the kind of Crystal uh cost involved is a bit too high but uh either way once you start getting pumpkins in pretty large numbers this is pretty handy um so early on would recommend auctioning and buying from the store but then later on it's probably gonna be a little bit it's going to start edging towards being a little cheaper to just make them yourself and then lastly the last thing on the list is the old Fork so obviously you want to go fight some super bosses that's when you uh go ahead and make yourself a fork and then you run into one and then regret your decision all right so that is about that um in I guess aside from materials and things if you're wondering where certain things were made like for example if you're wondering why you can't get hold of these things they're under here under materials um they take these Crystal things to make they're effectively going to be your limiter in terms of how much you can make a lot of your Elemental stuff uh from chapter four and Beyond um generally speaking just only make a handful of these at a time otherwise you'll constantly wind up in that situation of uh of accidentally over investing in something and then regretting it and then wishing you didn't but then realizing with a ton of dread that there's suddenly a whole one a whole bunch more traveling you're gonna have to do to get more so just use these sparingly um that's what I was saying specifically about the orbs just don't go crazy with those uh the rest of this stuff will automatically offer itself up um on the crafting screen so there's never really a need to worry about it but you have your item counts here if you want them um and then I I mean there's really no need to talk about upgrades this is fairly direct but either way um I feel like that about covers it again generally you're looking more for secondary effects than anything else uh once you get into your fancier variants later on you'll have you know a bit more effects on your items but for the most part you'll generally find a few things that have some nice longevity to them um like specifically you'll start noticing that even something like your basic armor upgrades are going to last you a pretty decently long time um it's not much it's not a gigantic jump for stuff like this but you know for example something like a uh like a brick and Dean there it's gonna be um it's gonna be something to at least last you out a little while longer um overall again it's just not worth the cost in some cases it's really only if you have those materials on hand already but all right that'll be that um that's all for now uh you all have a good one take care and let me know if there's any other questions bye
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Channel: Coffee Potato
Views: 7,848
Rating: undefined out of 5
Keywords: tactics ogre reborn, tactics ogre, ogre battle, srpg, best of, crafting, guide, beginners guide
Id: AgcFkiVG3MM
Channel Id: undefined
Length: 53min 13sec (3193 seconds)
Published: Tue Jan 24 2023
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