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* <span style="color:blue;">'''Aqua'''</span>: increase its MATK and MDef by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively. | * <span style="color:blue;">'''Aqua'''</span>: increase its MATK and MDef by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively. | ||
* <span style="color:green;">'''Ventus'''</span>: increase its MATK and FLEE Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively. | * <span style="color:green;">'''Ventus'''</span>: increase its MATK and FLEE Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively. | ||
* <span style="color:brown;">'''Terra'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively. | * <span style="color:brown;">'''Terra'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively. | ||
As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner. Besides inheriting their summoner's stats, they also get additional stats based on what forms (Child, Adolescent, or Adult) they assume as well as what kind of spirit they are. Taking into consideration the MDef equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">'''Agni'''</span> for example will yield higher MDef values due to having lower divisor values as compared to Lvls. 1 or 2. With that in mind, you would also want to build as much HP% as you could get since in the equation for '''Max HP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. | As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner. Besides inheriting their summoner's stats, they also get additional stats based on what forms (Child, Adolescent, or Adult) they assume as well as what kind of spirit they are. Taking into consideration the MDef equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">'''Agni'''</span> for example will yield higher MDef values due to having lower divisor values as compared to Lvls. 1 or 2. With that in mind, you would also want to build as much HP% as you could get since in the equation for '''Max HP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. | ||
Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'', will be considered into the equation and will inherited by your Spirits. One way of making this work is by having Performer slaves give your their buffs. Notable skills to use for that purpose are {{#skill:322}}, {{#skill:5007}}, {{#skill:2431}} | Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'', will be considered into the equation and will inherited by your Spirits. One way of making this work is by having Performer slaves give your their buffs. Notable skills to use for that purpose are '''{{#skill:322}}''', {{#skill:5007}}'''Frigg's Song''', {{#skill:2431}}'''Lerad's Dew''', the Arch Bishop skill '''{{#skill:2047}}''', and your very own skill from the Sage skill tree '''{{#skill:286}}'''. Remember how we mentioned earlier that Deluge will make your spirits much tankier?Well there you have it! | ||
Now for defensive stats, you could use the Performer skills '''{{#skill:309}}''', '''{{#skill:2382}}''', '''{{#skill:2351}}''', the High Priest skill '''{{#skill:361}}''', the Soul Reaper's {{#skill:2596}}'''Golem Soul''', the Arch Mage's '''{{#skill:5225}}''' when using '''Lvl. 1''' '''{{#skill:5232}}''', and the Sorcerer skill '''Lvls. 2 and 3''' '''{{#skill:2468}}'''. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a dash Level 2 Earth Insignia will give +500 '''flat HP''' & +50 '''DEF,''' while Level 3 Earth Insignia will give +500 '''SP''' & +50 '''MDef''' while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumption skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear. | |||
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