A Black Falcon
Member
Yaweee said:Different Level Skills have different colors. I think they are...
1- Green
2 - Blue
3- Pink
4- Orange
5- Yellow
If you have the matching Weapon Tile (the leveling things) equipped, the combat reel will be laid out in a logical pyramid, like I mentioned earlier (basically, if you are using an Axe, try to have an Axe Tile). However, if you do not have the right tile, the the combat reel will be very spread out, and harder to perform higher level skills.
11111211111131111141111115- repeat.
Yeah, I'd noticed a few blue tiles among all the green ones and thought it was something like that. Makes sense.
What having weapon tiles on your grid does is also interesting to know...
However, you need to 'spark' the appropriate skill before it shows up, just like in any other Saga game. What that means is that whenever you are performing an attack with that type of weapon, there is a chance a lightbulb will appear. You'll then perform that skill, have it learned permanently for that character, and the appropriate symbol will appear on the reel. The odds of Sparking are determined by... I think-- a hidden exp value, stats, do you have an appropriate tile, and a hidden enemy 'toughness' variable. There are some side quests with bosses that are absolutely fantastic for sparking against.
Right, 'spark'... I played a couple hours of Romancing SaGa III (not more than that, though)... having it so that using a weapon unlocks more abilities on that weapon is a pretty normal gameplay mechanic, but normally it's something a bit more regular instead of being essentially random chance like it is here. You can use a weapon quite a bit but if you're not lucky you won't get moves with it... but of course, the more you use it the more likely you are to get something.
On a related note, hidden variables are annoying. Sure in D&D the players aren't always told the results of every roll -- sometimes the DM just explains what happened -- but they sure do explain more than you get in you average JPRG. PC RPGs just don't usually do stupid stuff like hidden gameplay systems. However complex it is, it'll for the most part be explained in the manual most of the time. And you can play Baldur's Gate, for instance, with the mode on that displays all die roll results (to-hit numbers, etc)... I really wish you could be given all of that information in JRPGs instead of having a lot of it hidden from you. Oh well...