I love that Pumpkinheads got access to Berserker in Reborn. With Sanguine, Berserk and Empower Golem they do insane damage. Also appropriate Rockmen theme is appropriate.
I have all 4 golem types…and they had pretty much similar stats…but my Stone Golem had a greater stats grow than my Iron Golem as they leveled up from 32 to 36…so my Iron one needs some extra training and green cards to make up for it.
BRO can I just say I love your content I love the tac RPG games more then any other games thank you for the awesome content keep up the great work it makes my day!!!!!!
Haven't tried it yet, but it's something I think of from time-to-time. If you redo the Deneb recruit fight with the Ogre Blade, could you bodyswap with Punkinstopheles to get him into a human form and then Recruit? Or does swap not work on golems? Would be funny to swap through all the transferable skills with several Ogre Blades, and then turn him into an angel knight or something. Punkinstopheles: so insanely powerful that he even breaks the name character limit.
Two things. A- Ogre Blade is humanoid only unless there's some new exception I'm unaware of. Lament Phalanx Sparagmos Gryphon would be hilarious. B- Punkinstopholes isn't classed as unique, I believe it would just spawn a new one, not replace him for the fight with your own...and he wouldn't be able to use the Ogre Blade, for that matter.
@@CoffeePotato ah if A kills it, then boo. Was thinking you could equip the ogre blade on a generic and use it on him while he's an enemy to transfer him into a human, then recruit that.
I just wanna be able to make a Dark Pumpkin, so I can have my old PSP Punkinstopheles with Rahula dark blowgun, and a Light Fairy Familiar so she can wield Femakk’s light blowgun, from POTD ~ like I had in my old save file 😢… Anyone know if Ogre Blade tricks could grant a Dark-element Pumpkin or Light Fairy ?
It doesn't transfer over the element, just name/int/mnd/skills, so unless you can find an 'impossible' fairy or pumpkin, you're out of luck. That's unlikely... but it's not impossible. Players don't always notice impossible elements unless it's something like a lich showing up as ice where the class itself forces them dark. When it's a unit that can have multiple elements (but not light or dark), the community doesn't always notice. (For example, I don't think it's common knowledge that an impossible dark gryphon can spawn during the first Andoras fight in the tar pits.) Though matching the element to the weapon isn't really the best way to play in Reborn anymore, so you don't have to sweat it as much =] There's a decent bonus for matching the character's element to the finisher element, but mostly, for Reborn, you'll be much more effective if you mismatch as much as possible. So a light fairy with a light blowgun gets a very small attack power bonus, and she'll do bonus damage to dark but not to light. If you were to give a light fairy a dark blowgun, now she'll do 30% more damage to dark enemies (she gets her light bonus) and 30% more damage to light enemies (the game uses her weapon element when hitting a weakness). And for 1H main hand weapons, the elemental number gets applied as a percent to spells that strike a weakness. Those blowguns you mentioned go up past 30, right? So unlike in the early game where a weapon's elemental number doesn't matter much, suddenly a light fairy casting fire on an ice enemy with that blowgun would be getting a % boost of whatever value is on the blowgun. (This bonus applies even though the blowguns you mentioned are dark and light - the number just gets put in as a percent when that unit is using a spell the target is weak against.) Short version: -Giving someone the weapon that is strong against their weakness is better than matching those elements. -Matching someone's element to a finisher will really boost it (but going for better elemental coverage is fine, too). -A high elemental number on a 1H weapon in the mainhand, no matter the element, gives that bonus to any of your spells that strike a weakness, meaning you're not longer stuck only using spells that match your character element.
@@AlekTrev006 To clarify: A Light Affinity Faerie Familiar will always receive a +30% modifier to their Stat Overhead (NOT to Final or Total Damage) when performing an Attack Action (Basic Attack/Finisher/Special Attack/Spell) against a target with the Dark Affinity. This is the "light bonus" that Vale is referring to. The Stat Overhead is the product of subtracting a defending unit's contributions from STR+VIT/MND+RES towards damage reduction from an attacking unit's contributions from STR+DEX/INT+MND towards damage dealt. The "30% damage to Light Affinity enemies" that Vale is referring to is the bonus modifier applied to an attacking unit's Stat Overhead when performing a Basic Attack of an Element that is Strong against its target's Affinity. Using the Rahula to perform a Basic Attack against a Light Affinity target will apply its Elemental Damage Bonus value as a percentage modifier (e.g. Dark 15 = +15%) to the attacking unit's Stat Overhead (NOT 30%, unless the Elemental Damage Bonus on the Rahula is capped via Relic Merging). However, keep in mind that a Light Affinity unit using the Rahula (Dark Element) to perform a Basic Attack will result in a penalty multiplier of x0.7 being applied to that unit's Total ATK stat. For example, a level 50 Light Affinity Faerie Familiar (6 Class ATK) wielding the Rahula (123 ATK) and (assumedly) a Stat Ring (4 ATK) has a Total ATK stat of (6+123+4)= 133 ATK. Blowgun Basic Attacks and Finishers apply a x2.5 multiplier to their user's Total ATK and their target's Total DEF, so that Faerie Familiar has an effective Total ATK of (2.5 x 133)= 332.5. So the loss in Total ATK from the above penalty multiplier will be (0.3 x 322.5)= 99.7 ATK, which is pretty significant. Vale has done a pretty good job at explaining the bonus modifier applied to an attacking unit's Stat Overhead when casting a Spell of an Element that is Strong against the target's Affinity (the Elemental Damage Bonus value on the caster's main-hand weapon is applied to their Stat Overhead). However, there is one more requirement for a caster to benefit from this bonus - the caster must not only be wielding a 1-Handed Weapon (with an Elemental Damage Bonus) in their main-hand, but must also have an accompanying offhand Weapon/Shield equipped.
@@rucession5760 Thank you for providing the smart version of what I said =] By the time I get around to replying to UA-cam comments, it's usually the end of the day and I'm super rambly or confusingly short with just like... "Pumpkins good."
I had one of the iron golems from just before the staircase fight against lancelot (just before Barbars actually) and was a help tanking hits on my first run.
Just wanted to point out that there are 4 recruitable (and class-changeable) golems. The unmentioned one being Baldur Golem. Selling it into slavery will give you the chance to purchase: 1 Radiant Orb, 2 Magesteel's Marks, and 1 Krystallos Ore.
They could make golems fun by having them summoned by locks and witches having 40hp take 1hp from all physical attacks and magic insta kills would function like emergency tank/ MP drain and decoy a tool like that could be handy
It would, and I agree, though this series has generally not liked doing that kind of stuff. The closest we got was the summoned pumpkins in PSP that so few of folks used it sounds made up. They were moreso edible barricades in that situation.
@@CoffeePotato That's fantastic, I loved dragons in the PSP version, but I love them even more here, since most of the TP based techniques became auto, they are crazy fun with beast tamers empowering them. Right now I gave them HP up, Pincer, Elemental Breath and Scale, also I wish Hydra could be turned dark since their unique breath is dark. Haven't tried with rampart aura yet, may be in the POTD later, waiting to see your suggestion. Good day.
We spend all this time getting to know them but do they take the time to get to know us? 🥺
Maybe they knew too much 🫢
I love that Pumpkinheads got access to Berserker in Reborn. With Sanguine, Berserk and Empower Golem they do insane damage. Also appropriate Rockmen theme is appropriate.
Plus it's finally allowing for Player side Boogymen, which is just funny.
@@CoffeePotato Wait you can recruit Boogeymen? Or does it involve body snatch?
@@V45844 No, but a Berserker Golem is close enough to count.
I have all 4 golem types…and they had pretty much similar stats…but my Stone Golem had a greater stats grow than my Iron Golem as they leveled up from 32 to 36…so my Iron one needs some extra training and green cards to make up for it.
Golem makes a strong case for a modded Mana Drive passive that generates 5-10% mp whenever they get hit.
MP already works that way.
I think you missed the Baldur ones
Sure did!
BRO can I just say I love your content I love the tac RPG games more then any other games thank you for the awesome content keep up the great work it makes my day!!!!!!
Glad to amuse, thanks for watching!
I hear that Rockman soundtrack from FTL ;D
There was never going to be anything different here XD
TO: Reborn: Are you ready to ROCK?
The Community: No.
But STONES 🤷
I remember thinking Golems were so cool when I first played this game on PS1 as a kid, then Ogre Battle 64 set me straight XD
Haven't tried it yet, but it's something I think of from time-to-time.
If you redo the Deneb recruit fight with the Ogre Blade, could you bodyswap with Punkinstopheles to get him into a human form and then Recruit? Or does swap not work on golems?
Would be funny to swap through all the transferable skills with several Ogre Blades, and then turn him into an angel knight or something.
Punkinstopheles: so insanely powerful that he even breaks the name character limit.
Two things. A- Ogre Blade is humanoid only unless there's some new exception I'm unaware of. Lament Phalanx Sparagmos Gryphon would be hilarious.
B- Punkinstopholes isn't classed as unique, I believe it would just spawn a new one, not replace him for the fight with your own...and he wouldn't be able to use the Ogre Blade, for that matter.
@@CoffeePotato ah if A kills it, then boo. Was thinking you could equip the ogre blade on a generic and use it on him while he's an enemy to transfer him into a human, then recruit that.
I just wanna be able to make a Dark Pumpkin, so I can have my old PSP Punkinstopheles with Rahula dark blowgun, and a Light Fairy Familiar so she can wield Femakk’s light blowgun, from POTD ~ like I had in my old save file 😢…
Anyone know if Ogre Blade tricks could grant a Dark-element Pumpkin or Light Fairy ?
It doesn't transfer over the element, just name/int/mnd/skills, so unless you can find an 'impossible' fairy or pumpkin, you're out of luck. That's unlikely... but it's not impossible. Players don't always notice impossible elements unless it's something like a lich showing up as ice where the class itself forces them dark. When it's a unit that can have multiple elements (but not light or dark), the community doesn't always notice. (For example, I don't think it's common knowledge that an impossible dark gryphon can spawn during the first Andoras fight in the tar pits.)
Though matching the element to the weapon isn't really the best way to play in Reborn anymore, so you don't have to sweat it as much =] There's a decent bonus for matching the character's element to the finisher element, but mostly, for Reborn, you'll be much more effective if you mismatch as much as possible.
So a light fairy with a light blowgun gets a very small attack power bonus, and she'll do bonus damage to dark but not to light. If you were to give a light fairy a dark blowgun, now she'll do 30% more damage to dark enemies (she gets her light bonus) and 30% more damage to light enemies (the game uses her weapon element when hitting a weakness). And for 1H main hand weapons, the elemental number gets applied as a percent to spells that strike a weakness. Those blowguns you mentioned go up past 30, right? So unlike in the early game where a weapon's elemental number doesn't matter much, suddenly a light fairy casting fire on an ice enemy with that blowgun would be getting a % boost of whatever value is on the blowgun. (This bonus applies even though the blowguns you mentioned are dark and light - the number just gets put in as a percent when that unit is using a spell the target is weak against.)
Short version:
-Giving someone the weapon that is strong against their weakness is better than matching those elements.
-Matching someone's element to a finisher will really boost it (but going for better elemental coverage is fine, too).
-A high elemental number on a 1H weapon in the mainhand, no matter the element, gives that bonus to any of your spells that strike a weakness, meaning you're not longer stuck only using spells that match your character element.
@@ValeVin hmmm, excellent analysis / points for me to ponder on this, thanks Vin !
Hell, I was going to reply, but Vale dropped a congressional report on the unit before I picked up my phone, great stuff 🤔
@@AlekTrev006 To clarify:
A Light Affinity Faerie Familiar will always receive a +30% modifier to their Stat Overhead (NOT to Final or Total Damage) when performing an Attack Action (Basic Attack/Finisher/Special Attack/Spell) against a target with the Dark Affinity. This is the "light bonus" that Vale is referring to. The Stat Overhead is the product of subtracting a defending unit's contributions from STR+VIT/MND+RES towards damage reduction from an attacking unit's contributions from STR+DEX/INT+MND towards damage dealt.
The "30% damage to Light Affinity enemies" that Vale is referring to is the bonus modifier applied to an attacking unit's Stat Overhead when performing a Basic Attack of an Element that is Strong against its target's Affinity. Using the Rahula to perform a Basic Attack against a Light Affinity target will apply its Elemental Damage Bonus value as a percentage modifier (e.g. Dark 15 = +15%) to the attacking unit's Stat Overhead (NOT 30%, unless the Elemental Damage Bonus on the Rahula is capped via Relic Merging).
However, keep in mind that a Light Affinity unit using the Rahula (Dark Element) to perform a Basic Attack will result in a penalty multiplier of x0.7 being applied to that unit's Total ATK stat.
For example, a level 50 Light Affinity Faerie Familiar (6 Class ATK) wielding the Rahula (123 ATK) and (assumedly) a Stat Ring (4 ATK) has a Total ATK stat of (6+123+4)= 133 ATK. Blowgun Basic Attacks and Finishers apply a x2.5 multiplier to their user's Total ATK and their target's Total DEF, so that Faerie Familiar has an effective Total ATK of (2.5 x 133)= 332.5. So the loss in Total ATK from the above penalty multiplier will be (0.3 x 322.5)= 99.7 ATK, which is pretty significant.
Vale has done a pretty good job at explaining the bonus modifier applied to an attacking unit's Stat Overhead when casting a Spell of an Element that is Strong against the target's Affinity (the Elemental Damage Bonus value on the caster's main-hand weapon is applied to their Stat Overhead). However, there is one more requirement for a caster to benefit from this bonus - the caster must not only be wielding a 1-Handed Weapon (with an Elemental Damage Bonus) in their main-hand, but must also have an accompanying offhand Weapon/Shield equipped.
@@rucession5760 Thank you for providing the smart version of what I said =] By the time I get around to replying to UA-cam comments, it's usually the end of the day and I'm super rambly or confusingly short with just like... "Pumpkins good."
I had one of the iron golems from just before the staircase fight against lancelot (just before Barbars actually) and was a help tanking hits on my first run.
Rock man big sturdy
Just wanted to point out that there are 4 recruitable (and class-changeable) golems. The unmentioned one being Baldur Golem. Selling it into slavery will give you the chance to purchase: 1 Radiant Orb, 2 Magesteel's Marks, and 1 Krystallos Ore.
Yup, I noticed that I forgot them later. It fell firmly in the "Eh, it's fine, worst case scenario someone gets a fun surprise" box 🤣
They could make golems fun by having them summoned by locks and witches having 40hp take 1hp from all physical attacks and magic insta kills would function like emergency tank/ MP drain and decoy a tool like that could be handy
It would, and I agree, though this series has generally not liked doing that kind of stuff. The closest we got was the summoned pumpkins in PSP that so few of folks used it sounds made up. They were moreso edible barricades in that situation.
@@CoffeePotato edible pumpkin heads the Thanksgiving tradition we never got but all deserve
Nice AC Shoutout with the golem's name.
Thanks, it just makes sense.
Now do a video on ninja golems.
Couldn't. Too sneaky.
What about Baldur Golem?
Yes.
@@CoffeePotato Will you make one for Dragons?
@@doha057 Of course! I'm just kinda making them as I'm inspired to at the moment, trying to push past the tired and get back on track.
@@CoffeePotato That's fantastic, I loved dragons in the PSP version, but I love them even more here, since most of the TP based techniques became auto, they are crazy fun with beast tamers empowering them. Right now I gave them HP up, Pincer, Elemental Breath and Scale, also I wish Hydra could be turned dark since their unique breath is dark. Haven't tried with rampart aura yet, may be in the POTD later, waiting to see your suggestion. Good day.
Oh man, do they actually wear sandals? That’s cursed lol
Don't hate in the dad flip flops, we gotta be cozy!