For how long does she have to keep chaining and dancing to achieve that healing - or even to achieve acceptable healing at levels that are more reasonable than L10? And how long does it last? This is very relevant for gauging how effective it is in practice.
I'm still working on that! It's 500/600~ per tick at L4/5 at 300% ... Without No Guard though ... yeah still working on it! She doesn't even need -that- amount of healing, that's excess healing beyond a character's 99'999 cap. I'm merely trying to attain an amount that justifies Peppita as a 1.5 in the dungeon. Or for the DL not lol Light healing. Even's Meru's 50% healing has helped her win matches! *If* Peppita is not going to manage the 2HKO or for those that don't see her doing that No Guard w/th Healing Dance > Frozen Daggers/etc more or less allows her to heal in peace until she hits the status. It's just another alternative. There may even be a few Heavies that she could take with freeze if the healing keeps her afloat long enough but uhh ... I don't know about that. I allow her to counter her own cast at least!
There's a world of difference between "averagish, maybe above average damage" and "Cristo beats you up for lunch and raspberries you afterwards in mockery of your damage". SO3 damage curve is a bitch.
>_>
Fair enough <_<
I am glad that you think that! So you won't mind if I hype Peppita being a pick for a back up damage dealer?
Buy it people, buy it!
So not comfortable with that kind of hype myself.
Eh I'm not either to an extent. I wouldn't allow/consider it if it weren't for dances being so damn chainable when chaining into themselves or each other - and - the fact that like symbology they take less usage than battle skills. It doesn't take much at all to get any of them to L3 for example. Due to those factors I definitely see at least one, perhaps two dances being relatively high levelled. L1 Panic Dance it's ... uhh ... 50% chance of chaos per use to AVG so -that- doesn't really need to be levelled since it's already doing it's job decently enough. I think. So ... Power Dance/Healing Dance?
The idea of -any- Peppita move being L10 is honestly hard to swallow for me (she just joins too damned late. Levels are easy to even out in SO3, but skill usage is not, and it's reasonable to dock points for that to me. It took me until -endgame- to get Maria's Scatter Beam to L10, and I never even got Nel's Frozen Daggers to that point, for an instance, and she even joined earlier and had that move on her for basically the whole game),
Well I reckon you already take the chainability and the number of uses till level up of moves into account so that's fair enough.
and Healing Dance certainly would be particularly low-end in the priority chain for building, especially given how utterly -awful- Healing Dance starts out.
Truth ... and yet ... what else does Peppita have to build up though? Faerie Friend/Dream Hammer probably take like twice the usage to a level up than the dances and as for Frozen Daggers ... I don't think levelling increasing the % rate. I'm not a 100% certain on that though.
I'm not sure if having Peppita moves beyond L6 would be reasonable DL-wise.
I was thinking ... a HD/PD 5/5 split. I just don't know which would be more efficient to her in the long run that or a L6/7 Power Dance > Faerie Friend/Dream Hammer. I guess maybe she is better just going for outright possibly above average offence like that vs Middles. I dunno. I wonder how many matches that would buy her/which would buy her more. Maybe I should do a Peppita vs Middle thing sometime >_> It is a competant field and I ... yeah need to hype her for all she's worth in the division. She needs to be a respected Middle! Yesu!
... what? >_>
Honestly, this smacks of "Guy can attack and heal at the same type he can down an enemy during a combo and use his healing while the enemy is down" or "Kratos and Zelos can end combos with a healing spell" hype, which I'm certainly not comfortable with, and don't think many people are either.
>_> <_< >_>
Well you're allowing them to knock her out of her attacks/skills! I'm not comfortable with that w/o allowing her/other SO3 characters to do the same! *shot*
*flees* *shot* Anyway I don't factor in knock down/away from their attacks for SO3 characters but I do status and I think that's different for Peppita to heal up in i.e while the enemy is confused. That's just me though. I don't see how it's different from allowing a white mage to heal up/etc while an enemy is under one of their statuses. Yeah but ... YMMV.
Those are mostly irrelevant for the dungeon (and menu access isn't even bad on its own. It's a good idea to pause a fight for tactical considerations, and menu access provides that easy. Speed kills are a distinct point and serve distinct purposes that already brink on completionism anyway). While they're pretty valuable in-game, Dungeon and SO3, as I said before, are entirely distinct beasts. Even in the aftergame, the options are likely to be a lot less expansive than SO3's aftergame options.
I know I was just doing my usual promote Peppita thing. You know incase Neph/anyone was actually interested in moar SO3 >_> Also was trying to point out how some stuff was more legal for the dungeon than others (i.e no Roe/Shielding devices because item command is illegal) but I'm thinking that didn't work. I mean I know Neph doesn't allow max boots of prowess for UBER defence either but I was unsure as to whether peeps allowed any boots at all or not. It doesn't really matter to me, Power Dance is probably still worth using in the aftergame for dungeon teams anyway. I was just throwing an option out there for if people had picked Peppita for pure offence for whatever reason.
*stalkstalks Snow* <(^^)>