Dragon SInker - A couple of questions.

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SylarDean
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Post by SylarDean »

Hi, just a couple of questions about Dragon Sinker if anyone is able to answer them for me :) thanks.

The Mobile to STEAM port any different? I mean were any changes made other than the obvious way you control the character.
Are monster stats different in Easy, normal, hard, etc.. modes ? I ask this cos my guide i'm writing on STEAM for it covers Medium play difficulty.
Ive noticed you get skills depending who is in your team.. so I had Abram/Bernard/Rianne/Titus in a team and i got the team skill - Abnormal status cure rate 10% up. At first i thought it was just related to character but then soon enough realised it could be related to the sex of the character. then later changed my mind and think it could now be class/job related instead. Can anyone verify how exactly this team skill thing works? is it by sex? person? race? class/job? its a little confusing. I ask this cos I am trying to find every possible combination of team skills available but don't want to go any further with it until a few things are clarified. meaning i don't just want to list a characters name in the list if its not the character that gives the skill and its say.. the class/job that gives the skill instead, hope you get what I mean. I have a sneaky suspicion tho this one is race, sex AND job :/ As you can see in the picture below the kinda information I am currently going for to gather the list but I have a feeling it is wrong.
The animal pet characters.. is it possible to get both male and female versions in your characters list? or will the male replace female? (vice-versa)

I hope these questions ain't too much for someone to answer, in the mean time I will just carry on playing the game and writing the main guide.

Thanks.
SylarDean
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Post by SylarDean »

UPDATE! Wait, I just realised it cant be class/job related for the team-skills cos'  looking at the picture above one of the skills you can use either titus or cromwel, both had different jobs. So maybe the team-skills are then just Sex and Race ?
Mastertrek
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Post by Mastertrek »


There shouldn't be any difference between mobile and Steam version.
Enemies have higher stats if you choose higher difficulty, however their HP for majority of the game is really low, it goes up towards the end of the game.
Team Skills have different requirements that have to be fulfilled to see the effects. I can't remember them but I think most, if not all of them require specific Jobs on characters, unsure if a Female Team has a Team Skill.
I don't think so. I remember there are IAP-only Animals that are stronger versions of Animals you can normally get, but they're not that useful.
????? ??? ???? ?? ???? ?? ????? ??.
SylarDean
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Post by SylarDean »

AH! thanks for the quick reply Mastertrek.

[quote=36877]

Team Skills have different requirements that have to be fulfilled to see the effects. I can’t remember them but I think most, if not all of them require specific Jobs on characters, unsure if a Female Team has a Team Skill.

[/quote]

Thanks for that little bit of info also, this party skill is complicated lol, I think I will leave this list until I have every character possible so I am able to check variant groups with different race/sex with different leaders. The list I have atm I had not added variants of same race and sex within the lists, not actually sure if you can get say 4 elf females or 4 elf males, same with the others. I do however know that a mixed male/female human party gives you a team skill.. here's what I tried with the members I had at the time.

Human Leader,HumanM(Bernard),HumanF(Rianne),HumanM(Bradford) = Abnormal status cure rate 10% up.

I had also figured out that you could get a pretty decent team skill early on, once Leala and Cromwel joined your party.

Human Leader,HumanM(Bernard),DwarfF(Leala),ElfM(Cromwel) = HP consumption 25% down.
SylarDean
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Post by SylarDean »

I can confirm the team effects are all JOB related, no matter what race is in your team you will get the same effects.

SO..

Leader,Bard,Bard,Mage = All Enemies: All parameters 25% down at start of battle. is produced if you use all humans but if you mix and match with other races you still get the same skill as long as the jobs are the same on them.

There are race specific skills tho.. like if you use all 4 Dwarfs on team 3 - they get 100% protection from any status effect, only using 3 dwarfs in a party produces the same effect at 50%.

This makes thing a hell of a lot easier for me now to try and list every job class skill combinations cos they will all be the same on each race no matter what the mix is or if they female or male :) :) ONLY thing that would differ is if I use all 4 of the same race or not.

Some mixture of class jobs also give 2 team effects.. like..

Leader,Bard,Bard,Priest = JP earned by Bard 50% up. / Abnormal status cure rate 10% up.

If combined with all the same race you'd actually get the third team effect also. Maybe this is something I will consider to add in for boss tactics in that special arena place maybe.. ???

 

One thing for sure.. this game has a lot more behind its battles compared to most Jrpgs, i'm certainly impressed with the tactical aspects of the battles Kemco implemented in this game.
spoilerspree
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Post by spoilerspree »

Taken from https://gamefaqs.gamespot.com/boards/23 ... r/77728101

job combos:
2 same class (if not part of a combo) = + 100% JP for said class
3 same class (if not part of a combo) = + 200% JP for said class

3 Villagers = All parameters 50% up for leader
Bard, Dancer, Villager = HP & MP slightly restored each turn
Monk, Dancer = Small amount of HP restored after battle
Duelist, Bard = Small amount of MP restored after battle
Monk, 2 Villagers = Exp increased after battle
2 Bakers, Thief = Rate of causing abnormal status increased
2 Dancers, Thief = Ally parameters increased at start of battle
2 Bards, Mage = Enemy parameters increased at start of battle

2 Monks, Duelist = increased damage to void
2 Hunters, Warrior = increased damage to beasts
2 Knights, Mage = increased damage to dragons
2 Priests, Bard = increased damage to demons

Priest, Bard = Abnormal status recovery rate 10% faster
3 Dancers = Abnormal status recovery rate even faster
Priest, Baker, Dancer = Idle status prevention
Priest, Knight, Hunter = Prevent being caught off guard
2 Priests, Knight = Magic defense increases
Priest, Mage, Warrior = HP consumption 25% down
Monk, Duelist, Dancer = HP consumption 25% down
Knight, Hunter, Bard = HP consumption 25% down
Bard, Baker, Dancer = HP consumption 25% down

2 Warriors, Dancer = 10% of damage recieved restored as HP
Monk, Duelist, Revenant = 20% of physical damage restored as HP
Mage, Sage, Revenant = 20% of magical damage restored as HP
2 Warriors, Monk = Damage increases when allies HP 15% or less
Warrior, Monk, Knight = Damage increases as HP decreases

2 Revenants, Bard = 5% of damage recieved, except by poison, restored as HP

Priest, 2 Sages = Light magic MP consumption decreases
Mage, 2 Sages = Dark magic MP consumption decreases
Mage, Priest, Sage = Magic damage increases
Hunter, 2 Sages = Normal attacks never miss
Hunter, 2 Thieves = Critical attacks cause swoon
Monk, Duelist, Hunter = Preemptive Strike rate up
Thief, 2 Sages = Steal rate up
Merchant, Thief = 50% extra gold after battle
Merchant, Thief, Villager = 100% extra gold after battle
2 Merchants, Knight = reduced damage at the cost of some gold
2 Merchants, Villager = item drop rate increased
2 Thieves, Villager = item drop rate doubled
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