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Old 12-08-2013, 05:09 PM   #26
Kuroshima
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Default Re: Pyramid #3/60: Dungeon Fantasy III

Quote:
Originally Posted by Carlos View Post
Multistrike imbuement sounds cool, but I'm still wondering how useful it really is.
Multistrike basically adds rapid fire to melee attacks. The half damage part is harsh, but it's mainly for Mystic Knights that focus on follow-up damage, since it's not halved (Maybe I should have clarified it though, I can understand the confusion). With an Imbued Soul, a weapon with icy/fiery/electric weapon enchantment, and a few Imbuement Skills that add damage as a follow-up, being able to do multiple hits is a big boon.

Another use is to make sure at least some damage goes though. You might land a hit where you would normally not do so, as it turns your margin of success into defense penalties (meaning that if you deceptive attack your skill 24 to, let's say, 16 for maximum crit chance, use multistrike, and roll a 14, your foe needs make his defense by 1, after absorbing -4 to defenses), meaning that it's possible to "death of a thousand cuts" a foe with high defenses (and if it's main defense is a dodge, it means that it will start suffering defense penalties from wounds rather soon).

Finally, spending a lot of points on it allows you to add extra possible hits and even make them do full damage. Toss in Efficient Imbuement so you don't bleed FP with every attack, and take a -5 penalty for total 3 extra hits, and you might end up doubling your damage.

Again, it might not be ideal for every situation, but it's another tool in the toolbox. The damage penalties were IMHO necesary to avoid making it a "must have, must use it every attack no matter what" ability.
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