>>322901232 Get gud at doing the attack QTEs and you can chain attacks infinitely. Theoretically this would be bad since if you miss you get your ass handed to you, but since it's ridiculously easy to not miss you can just sit there doing a single chain for 30 minutes until the enemy dies without a chance of ever hitting you.
Have you beaten the Minotaur yet? You don't unlock the full potential of the combat until after that boss, everything before that is an extended tutorial.
After that you get paper Mario style action commands that allow you to chain attacks in combat Indefinitely if you can manage the timing.
Some tips though.
you need at least three weapons, because of the way grinding weapon damage types works. If you grind a weapon against one creature type, it will lose its edge against two other creature types. To balance this out, you need one weapon for beasts and dragons, one for undead and demons, and one for humans and ghosts.
A weapon that is good against human knight enemies won't be good against goblins and orcs, because humans are weak to dark and earth while monsters are weak to light and air, despite both being in the "human" category. It may be best to keep two human-focused weapons on hand.
Your RISK increases your chance of critical hits, but drops your accuracy and your defense. Entering combat with low risk is ideal, so you are more sure to land your initial attacks. Chaining attacks usually bumps your risk up by 1, but if you land more than 8 attacks in one chain your risk will start going up by 10 per hit, and can easily get out of hand. It might be beneficial to back off and start a new combo in this case.
Each successive hit in a combo will do slightly more damage than the previous. If the first hit is 40, next will be 42, and so on, depending on what chain skill you use. If you MISS your first hit, your successive hits will start counting up from 0, 1, 2 etc, so it's usually worth your while to relent and try to start a new chain with a bigger initial hit, because working up from 0 will skyrocket your RISK.
Don't cast heal on yourself when you have magic ward active.
High RISK makes you more "vulnerable" to your own healing spells the same way it makes you more vulnerable to enemy attacks - they will heal you for more HP.
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