Robert Kalmar said:
shintakie10 said:
I loved the hell out of the game, but the complete and utter lack of documentation was a gigantic pain in the ass. What does potential do? I have no fuckin clue, but I have a ton of it!
What are all those icons on the bottom right when you equip gear? One of thems a -70 and one is a 30. Not sure that means, I assume -70 is bad, but I havent noticed anything majorly detrimental to my gameplay so...go with it!
Press home button, then manual. You know... the thing most people forget it exists? It clearly states in the manual that potential increases the amount of HP healed, if you execute a soul voice. These icons are your resistances (again, clearly stated in the manual). That wasn't so hard, ehh? The game has a 80 page or so manual to describe all stat, buff, debuff, FrontierNav icon meanings, etc.
Ok, be fair. I'm a huge fan of the game, but it DEFINITELY has issues with explaining stuff to the players.
Potential is a great example: Yes, the higher your potential, the more HP you heal if you execute a soul voice. This is also the least important part of potential. By far. Potential replaces your melee/ranged attack stats when calculating TP attacks (which is why your "finisher" moves can be shockingly weak unless you have a high potential investment, or are sure to use a Potential Up Buff before unleashing those moves). Potential is also responsible for giving Skells a damage multiplier during their overdrives, as they lack any form of TP moves.
This problem also extends to the ol' "Stagger-Topple" system, where half of the Toppling moves work only when the enemy is Staggered, and the other half work regardless of the opponent being Staggered, breaking the importance of the status effect combo. Of course, the game doesn't actually tell you that the moves break the system (Unlike in the original where the single auto-topple move is properly labeled as such).
And good lord, don't even get me started on the likes of "Crit Power I-VII" or "Supercharge I-VII" or any other buffs that have a vague description of what they do, but no indication of how they change as they level up (I, personally, discovered that the base crit damage modifier is 10% and each level of crit power adds +20% more damage to each crit, but stuff like Supercharge which only works on the next attack? Not happening).
So yeah, while the manual is a good place to start learning about these things...it's vague...at best. And it definitely doesn't cover everything, like the many auras that give equally vague descriptions on how they work.