Minmaxer's Delight: Difference between revisions

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** Not to mention the Fast Shot and Small Frame Traits. Fast Shot makes all weapons (Fallout 1) or all ranged weapons (Fallout 2) fire faster at the expense of being unable to make called shots. Since burst-fire guns can't make called shots anyway, the drawback vanishes around the second town, and at high levels can be used with a few traits to dish out six critical hits each turn (which can very easily make for six kills each turn). Small Frame grants one stat point (which is keyed to Agility, but points can be manually redistributed anywhere) in exchange for reduced carrying capacity. Not so great in Fallout 1 (followers aren't too bright and can't level up or equip better armour), and but in Fallout 2 you can get an NPC/Permanent Companion/pack mule in the very first town you enter.
** Not to mention the Fast Shot and Small Frame Traits. Fast Shot makes all weapons (Fallout 1) or all ranged weapons (Fallout 2) fire faster at the expense of being unable to make called shots. Since burst-fire guns can't make called shots anyway, the drawback vanishes around the second town, and at high levels can be used with a few traits to dish out six critical hits each turn (which can very easily make for six kills each turn). Small Frame grants one stat point (which is keyed to Agility, but points can be manually redistributed anywhere) in exchange for reduced carrying capacity. Not so great in Fallout 1 (followers aren't too bright and can't level up or equip better armour), and but in Fallout 2 you can get an NPC/Permanent Companion/pack mule in the very first town you enter.
** Skilled in New Vegas. Instead of reducing perk rate (very bad) as in the first two games, it reduces your XP gain, which doesn't matter in a game where you hit the level cap far before end-game.
** Skilled in New Vegas. Instead of reducing perk rate (very bad) as in the first two games, it reduces your XP gain, which doesn't matter in a game where you hit the level cap far before end-game.
* In ''[[Paper Mario the Thousand Year Door]]'', at level-up you have to choose between increasing your HP by 5, your FP 5, or your Badge Points ("slots" into which you can equip badges) by 3. But there were badges which cost 3 BP that increased your HP or FP by 5, making the BP option strictly advantageous once you could start collecting those badges.
* In ''[[Paper Mario: The Thousand-Year Door]]'', at level-up you have to choose between increasing your HP by 5, your FP 5, or your Badge Points ("slots" into which you can equip badges) by 3. But there were badges which cost 3 BP that increased your HP or FP by 5, making the BP option strictly advantageous once you could start collecting those badges.


== Tabletop Games ==
== Tabletop Games ==
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** And then there's the Calculator skillset, which lets you cast nearly any spell instantly, at infinite range, at 0 MP cost, essentially turning the character you give it to a [[Person of Mass Destruction]]. The Calculator has the shortcoming of its spell targeting being very different from any other class, with the result that the only way to hit the intended target(s) might also put some (or in extreme cases, all) of your own party members in the line of fire. Fortunately, that flaw can very easily be turned in an asset by spamming Holy (a strong spell that no enemy is immune to) and equipping your party members with items that absorb Holy. Once that's done, it's a ''good'' thing if your Calculator hits himself and/or an ally with his spell, because they'll be healed by it.
** And then there's the Calculator skillset, which lets you cast nearly any spell instantly, at infinite range, at 0 MP cost, essentially turning the character you give it to a [[Person of Mass Destruction]]. The Calculator has the shortcoming of its spell targeting being very different from any other class, with the result that the only way to hit the intended target(s) might also put some (or in extreme cases, all) of your own party members in the line of fire. Fortunately, that flaw can very easily be turned in an asset by spamming Holy (a strong spell that no enemy is immune to) and equipping your party members with items that absorb Holy. Once that's done, it's a ''good'' thing if your Calculator hits himself and/or an ally with his spell, because they'll be healed by it.
** ''[[Final Fantasy Tactics Advance]]'' also has Concentrate, here increasing the accuracy of physical attacks by a flat 50% and status effects by 20% (20 and 50 of 100, not of base accuracy). This includes [[Instant Kill]] moves whose only weakness was a low natural accuracy.
** ''[[Final Fantasy Tactics Advance]]'' also has Concentrate, here increasing the accuracy of physical attacks by a flat 50% and status effects by 20% (20 and 50 of 100, not of base accuracy). This includes [[Instant Kill]] moves whose only weakness was a low natural accuracy.
** ''[[Final Fantasy Tactics a 2|A2]]'' [[Nerf|nerfed]] Concentration to a flat 5% accuracy bonus (as in 5% of 100%, not 5% of the current accuracy) and also made base accuracy for most physical attack 99% instead of tremendously varying by class. Though it has its own in [[Reduced Mana Cost|Halve MP]] (because MP starts at 0 and grows each turn) or [[Cast From Hit Points|Blood Price]] for any Magick-user.
** ''[[Final Fantasy Tactics A2|A2]]'' [[Nerf|nerfed]] Concentration to a flat 5% accuracy bonus (as in 5% of 100%, not 5% of the current accuracy) and also made base accuracy for most physical attack 99% instead of tremendously varying by class. Though it has its own in [[Reduced Mana Cost|Halve MP]] (because MP starts at 0 and grows each turn) or [[Cast From Hit Points|Blood Price]] for any Magick-user.
* SP Regen in ''[[Super Robot Wars Original Generation]]''. [[Call a Hit Point a Smeerp|SP]], the SRW series equivalent of [[Mana]], is the most limited resource in the games and the hardest to replenish. In most games, you must equip a consumable item at the expense of mech parts or use very expensive support spells. SP Regen gives 10 SP per turn and many characters get very useful spells that only cost 10-15 SP.
* SP Regen in ''[[Super Robot Wars Original Generation]]''. [[Call a Hit Point a Smeerp|SP]], the SRW series equivalent of [[Mana]], is the most limited resource in the games and the hardest to replenish. In most games, you must equip a consumable item at the expense of mech parts or use very expensive support spells. SP Regen gives 10 SP per turn and many characters get very useful spells that only cost 10-15 SP.
** Ditto Attacker. Giving a 1.2x multiplier to damage dealt when above a certain morale threshold makes it mandatory for any boss-slayer and arguably just any unit in general. Attacker is meant to make up for the lack among the Original Generation cast of abilities like Mazin Power which do the same thing, but it just translates into everyone getting the skill instead of it being someone's signature trait.
** Ditto Attacker. Giving a 1.2x multiplier to damage dealt when above a certain morale threshold makes it mandatory for any boss-slayer and arguably just any unit in general. Attacker is meant to make up for the lack among the Original Generation cast of abilities like Mazin Power which do the same thing, but it just translates into everyone getting the skill instead of it being someone's signature trait.