Posted May 30, 2015
I did some testing with songs and discovered some interesting things:
When you use a song, the game increments a counter. If you don't use a song for a round, the counter resets. This means you need to keep singing or the song's effectiveness will start over.
If two party members are singing the same song, the counter will increase by two, but you will only get the effect once. With the Song of Healing (and probably also Destruction), the first song will be the one that takes effect, but the second song will still increase the counter before the effect is calculated.
If different songs are used, they all share the same counter. This means that you can combine different songs and the effect will be greater than the sum of the parts.
For example (assuming first round):
Song of Healing: 5% HP recovery
Song of Healing x2: 7.5% HP recovery
Song of Healing + Song of Protection: 7.5% HP recovery plus damage reduction.
For purposes of this post, I will consider the counter (c) to start at 1 and increase with every song to a maximum of 8. (This means it is 2 for the first song.) Here is how the songs work:
Song of Healing: restores 5% * (max HP) * c / 2 to the party. Tackle can prevent the healing, but will not prevent the counter from increasing. Zero is treated as a full heal.
Song of Destruction: Does 5% * (max HP) * c / 2 to the enemies. Is not prevented by Tackle. Zero is treated as 1.
Song of Protection: Reduces all damage received for the round. I think the amount of reduction is something like c/16. (According to the Japanese Elminage 3 wiki, it maxes out at about half damage received in that game.) Comes out at the start of the round, not the end.
Song of Hope: May cure status ailments. Can cure paralysis but not petrification. (Does Tackle prevent this?)
I am sure about Song of Healing's behavior; less so about the others.
Anyway, here is what I am calling the Choral strategy. Sing the Songs of Healing, Protection, and Destruction at the same time. This will quickly increase the counter, reducing the damage you take, healing the damage, and winning the battle on the 6 round (assuming enemies don't heal).
One final note: Tackle will prevent turn recovery, even if that turn recovery is negative.
When you use a song, the game increments a counter. If you don't use a song for a round, the counter resets. This means you need to keep singing or the song's effectiveness will start over.
If two party members are singing the same song, the counter will increase by two, but you will only get the effect once. With the Song of Healing (and probably also Destruction), the first song will be the one that takes effect, but the second song will still increase the counter before the effect is calculated.
If different songs are used, they all share the same counter. This means that you can combine different songs and the effect will be greater than the sum of the parts.
For example (assuming first round):
Song of Healing: 5% HP recovery
Song of Healing x2: 7.5% HP recovery
Song of Healing + Song of Protection: 7.5% HP recovery plus damage reduction.
For purposes of this post, I will consider the counter (c) to start at 1 and increase with every song to a maximum of 8. (This means it is 2 for the first song.) Here is how the songs work:
Song of Healing: restores 5% * (max HP) * c / 2 to the party. Tackle can prevent the healing, but will not prevent the counter from increasing. Zero is treated as a full heal.
Song of Destruction: Does 5% * (max HP) * c / 2 to the enemies. Is not prevented by Tackle. Zero is treated as 1.
Song of Protection: Reduces all damage received for the round. I think the amount of reduction is something like c/16. (According to the Japanese Elminage 3 wiki, it maxes out at about half damage received in that game.) Comes out at the start of the round, not the end.
Song of Hope: May cure status ailments. Can cure paralysis but not petrification. (Does Tackle prevent this?)
I am sure about Song of Healing's behavior; less so about the others.
Anyway, here is what I am calling the Choral strategy. Sing the Songs of Healing, Protection, and Destruction at the same time. This will quickly increase the counter, reducing the damage you take, healing the damage, and winning the battle on the 6 round (assuming enemies don't heal).
One final note: Tackle will prevent turn recovery, even if that turn recovery is negative.