Also I want to say the the music is awesome, and that the Super Arrange version is seventeen kinds of awesome.
Pureauthor on
SS FC: 1334 0950 5927
Platinum FC: 2880 3245 5111
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited September 2010
The super arrange is fucking incredible. The music in general has grown on me. At first it wasn't as memorable as the first game, but now I've found myself humming the town music at work.
Any of you bros find any new farmer weapons? Just hit the 4th floor and my poor farmer, Kalixa is still rocking the large hatchet.
There's a couple spread over multiple different weapon 'types', though I don't know how many are available to you. I'm pretty sure there's a farmer-only spear available right now, and you'll eventually find more of those and a club.
Farmers are a borderline joke class. Think Dragon Quest Goof-Off, only slightly more reliable. Their main perk to a party is random bindings, ok status effects usually with a twist, EXP buff. They have so far the worst selection of equipment of any class in the series though. They make Beasts look well stocked. :P
I'm not sure why everyone is acting so surprised that Farmers suck at combat - all official media that talk about the class mention, without fail, that this class is very poor at fighting.
I think Shogun's the only class in all three games where I actively like all four of their designs.
I mean, damn.
This right here. Closest I've gotten is 3 out of 4 previously (and still in EO3 even). The Hoplite class really bugs me in this regard because the two male designs are fucking lame. Like the female Hoplites win by default.
Big props to this series, by the way, for having appropriately armored women characters.
For the first mission in EO3 do you have to put all the items and secret passages and stuff on the map? I've been trying to complete this dang cartography mission for an hour and even after consulting the map someone else has I can't figure out what I'm missing.
Sonelan on
[SIGPIC][/SIGPIC]
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited September 2010
Well you should mark all secret passages and item pickup points.
I do mark the item pickup points but I don't bother with the passages since they are marked by blue flowers. I just can't figure out what I need to do since I've gone over every tile I can but the guy still says I'm not done.
For the first mission in EO3 do you have to put all the items and secret passages and stuff on the map? I've been trying to complete this dang cartography mission for an hour and even after consulting the map someone else has I can't figure out what I'm missing.
No. you need to step on 70% of all spaces on basement floor one. That's how mapping quests work in all three games.
I think Shogun's the only class in all three games where I actively like all four of their designs.
I mean, damn.
This right here. Closest I've gotten is 3 out of 4 previously (and still in EO3 even). The Hoplite class really bugs me in this regard because the two male designs are fucking lame. Like the female Hoplites win by default.
Big props to this series, by the way, for having appropriately armored women characters.
I like all the Hexer designs and all of the Survivalist designs.
So I guess I had to put down all the item chests and all that. I'd already explored all the tiles but the game wanted me to outline the walls and all that. Its gonna get really annoying if I have to do this alot.
I do mark the item pickup points but I don't bother with the passages since they are marked by blue flowers. I just can't figure out what I need to do since I've gone over every tile I can but the guy still says I'm not done.
You may want to rethink this - sure, they're easy to spot when you're right beside them, but if you come back to the floor later and want to plan a route, you might forget where all the shortcuts are and end up taking the long way. As for clearing the mapping quest, make sure you have all your walls filled in - I've heard of dudes getting stuck just like you are when they had been a little lax on drawing in all of the walls (a little lax potentially meaning missing one tiny individual wall-line). It's good training, since floor plans can get really complicated, and you don't want to be unsure of where you are and where you're going.
So I guess I had to put down all the item chests and all that. I'd already explored all the tiles but the game wanted me to outline the walls and all that. Its gonna get really annoying if I have to do this alot.
You didn't mark the walls? So you just marked out the floor and nothing else? Goddamn, I'd drive myself nuts if I tried to do that.
So I guess I had to put down all the item chests and all that. I'd already explored all the tiles but the game wanted me to outline the walls and all that. Its gonna get really annoying if I have to do this alot.
The map allows you up to 12 mistakes. Each misplaced (or missing) floor and wall mark counts as a mistake. Also you need to have stepped on 70% of the map's floor tiles.
I think Shogun's the only class in all three games where I actively like all four of their designs.
I mean, damn.
I noticed how different each of the four designs are, and all fit different demographics (for all classes). You got the man for men, the anime man, the girl most people like, and the girl pikapuff will like.
Normal Monsters
==============
Claw Shrimp: Red Tail (80%: Kill with Ice Damage)
Gigapede: Large Jaw (80%: Kill with Slash Damage)
Venomshroom: Pseudopod (80%: Kill in 1 turn)
Starry Slug: Starry Case (80%: Kill with Volt Damage)
Devilfish: Violet Comb (80%: Kill with Fire Damage)
Great Anaconda: Sharp Fang (90%: Don't kill with Slash/Strike/Pierce Damage)
Whorled Puffer: Ebony Liver (70%: Kill with Ice Damage)
Red Starfish: Red Bones (80%: Kill with Fire Damage)
Great Hermit: Flawless Shell (80%: Don't kill with Slash/Strike/Pierce Damage)
Koolasuchus: Thick Throat (85%: Kill with Volt Damage)
King Starfish: Cilial Sucker (80%: Kill with Pierce Damage)
High Walrus: Icicle Fang (80%: Kill while Head is bound)
Dragon Egg: Round Eggshell (50%: Don't kill with Slash/Strike/Pierce Damage)
Rattle Nozuchi: Red Iron Scale (80%: Kill with Volt Damage)
Flame Lynx: Flame Claw (85%: Kill in 1 turn)
Lava Beast: Igneous Rock (100%: Kill with Ice Damage [Prevents normal drops])
Big Snakehead: Dull Chest Fin (100%: Kill with Curse Damage)
Otherspawn: Dryad Statue (90%: Kill with Ice Damage)
Eerie Statue: Holed Rock (80%: Kill with Pierce Damage [Prevents 1st drop only])
Deep Maiden: Wheel Blade (95%: Kill while Arms are bound)
Deep Raider: Damascus Edge (80%: Kill with Strike Damage)
Dementia Owl: Cursed Talon (80%: Kill with Fire Damage)
Venomfly: Scales (80%: Kill with Volt Damage)
Petaloid: Dangerous Bud (80%: Kill with Death Status)
Forest Hare: Rabbit Ear (80%: Kill while Head is bound)
Volt Cat: Sharp Claw (80%: Kill with Fire Damage)
Dragonfly: Dragonfly Wing (75%: Kill with Volt Damage)
Omnivore: Infinite Tongue (95%: Kill while Head is bound)
Hell Pumpkin: Cursed Vine (100%: Kill while completely bound)
Longicorn Beta: Vicious Claw (95%: Kill while Arms are bound)
FOEs
=====
Splitstool: Wilted Shroom (100%: Kill with Mushroom Dagger)
Abyssal Death: Pig Iron Fang (50%: Don't kill with Fire/Ice/Volt Damage)
Mother Dragon: Mother's Horn (90%: Kill with Petrify Status)
Mortal Hunter: Flower Scythe (95%: Kill in 1 turn)
Dreamsmasher: Eye of Insanity (95%: Kill with Poison or Plague Damage)
Divine Judge: Deathly Stone (100%: Kill while completely bound)
Sea Quests
=========
Meregho Saeno: Eastern Nest (100%: Kill while Arms are bound [Prevents normal drops])
Hammerhead: Gray Shield (100%: Kill with Death Status [Prevents normal drops])
Ghost Ship: Naval Ram (10%: NOT CONDITIONAL, but [Prevents normal drops])
Corotrangul: Sea King Ice (100%: Kill while Head is bound [Prevents normal drops])
Golem: 3-Lights Gem (100%: Kill while Blinded [Prevents normal drops])
Manticore: Evil Horn (100%: Kill with 5000+ damage attack [Prevents normal drops])
Ruin Caller: Raging Scale (100%: Don't kill with Slash/Strike/Pierce Damage [Prevents normal drops])
King Penguin: Elastic Body (100%: Kill in 5 turns or less [Prevents normal drops])
Scylla: Princess's Fur (100%: Kill with Curse Damage [Prevents normal drops])
Leviathan: Tsunami Fang (20%: NOT CONDITIONAL, but [Prevents normal drops])
Elder Dragon: Divine Scale (100%: Kill while completely bound [Prevents normal drops])
Stratum Bosses
============
Narmer: Trembling Fin (100%: Kill with 1-man Party [Prevents normal drops])
Ketos: Tough Membrane (100%: Kill in 1 turn [Prevents normal drops])
Gatekeeper: Giant's Core (100%: Kill while Arms are bound [Prevents normal drops])
Keeper Head: Magic Circuit (100%: Kill while Head is bound [Prevents normal drops])
Keeper Body: Quake Leg (100%: Kill while Legs are bound [Prevents normal drops])
Shin: Fullmoon Crown (100%: Kill while Head is bound [Prevents normal drops])
Kirin: Crimson Tail (100%: Kill with Curse Damage [Prevents normal drops])
Extra Bosses
==========
Wicked Queen: Execution Jaw (100%: Kill while Sleeping [Prevents normal drops])
Alraune: King's Velvet (100%: Kill with Ice Damage [Prevents normal drops])
Anemone: Blue Bone (100%: Don't kill with Fire/Ice/Volt Damage [Prevents normal drops])
Kraken: Prisoner's Arm (100%: Kill while Legs are bound [Prevents normal drops])
Drake: Ice Skin (100%: Kill with Ice Damage [Prevents normal drops])
Dragon: Thunder Horn (100%: Kill with Volt Damage [Prevents normal drops])
Wyrm: Fire Fang (100%: Kill with Fire Damage [Prevents normal drops])
Or you could use a Formaldehyde on the same turn you kill them to guarantee 100% drops.
Pureauthor on
SS FC: 1334 0950 5927
Platinum FC: 2880 3245 5111
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
So... start with EO1? Skip to EO2? Or just skip straight to EO3?
Edit: Holy shit, EO1/2 were in my "don't put these in storage, I might actually play them" pile!
EO1 has some of the most staggeringly beautiful dungeons I've ever seen.
Once you finally make it past the first stratum, it becomes a game of exploration and wonder.
Never got around to playing EO2... couldn't decide on a party layout. Having the same problem with 3 ;_;
EO1: No downsides to chop/mine/gather. Was easily exploitable.
EO2: Chop/mine/gather randomly spawned a FOE. Thus, gathering was annoying as shit.
EO3: ...?
I'm just curious how this stuff compares to EO1 and EO2. Still annoying like in EO2? Exploitable like in EO1? Somewhere in between? Something totally different? Did they excise the gathering system completely? Why is the sky blue?
Chop/Mine/Gather didn't spawn FOEs. It just spawned the strongest available mobs from the Stratum in question.
Anyway, Harvesting in EO3 still has the enemy spawn, BUT:
1) It will first warn you that the odds of an enemy appearing are high. If you continue and avoid the spawn, you get the rare materials from the Harvest point.
2) It's a level specific mob, so even then it's not a big deal. Except you're probably fielding Farmers at this point, who suck as combat.
I think Shogun's the only class in all three games where I actively like all four of their designs.
I mean, damn.
I noticed how different each of the four designs are, and all fit different demographics (for all classes). You got the man for men, the anime man, the girl most people like, and the girl pikapuff will like.
So what's Shogun actually called, or is it an unlockable class?
Finally got my copy yesterday, put a little time in last night and tonight, and this well and truly does feel like a "full" EO sequel (though I still loved all of the needed improvements EO2 made over EO1). I'm still fumbling around with all of the classes just to see what makeup I like; for now, I've settled on Hoplite/Gladiator/Princess with Ninja/Zodiac in back. The Princess's healing and constant buffs seem too good to pass up, and by comparison I was running with a Monk alongside, but he seemed almost useless.
I feel like I'm weak on direct damage-dealing, though, and I think I prefer the Princess in back so she gets hit less. And I want to love the Ninja or Wildling for the sixth-slot abilities, but they seem super-weak right now, since most fights either end in two turns or I get hosed and barely make it out alive. Random question: When the Hoplite uses Switch Stab, am I right in assuming he actually changes rows while doing it? That might be a useful strategy, to use that to flip in the back row, then summon a beast to sit in the front.
I love that all of the abilities and classes are rerolled, though -- gives it all a fresh new feeling, though I still don't know what I want to do with my party. :P
EDIT: For the common Combat Study skill and the Farmer's XP gain skill, do those both work only when they're not in the active party? Is it based on time spent in-game, or is it a TWEWY-standby kind of thing where you come back tomorrow and they'll have more XP?
Finally got my copy yesterday, put a little time in last night and tonight, and this well and truly does feel like a "full" EO sequel (though I still loved all of the needed improvements EO2 made over EO1). I'm still fumbling around with all of the classes just to see what makeup I like; for now, I've settled on Hoplite/Gladiator/Princess with Ninja/Zodiac in back. The Princess's healing and constant buffs seem too good to pass up, and by comparison I was running with a Monk alongside, but he seemed almost useless.
I feel like I'm weak on direct damage-dealing, though, and I think I prefer the Princess in back so she gets hit less. And I want to love the Ninja or Wildling for the sixth-slot abilities, but they seem super-weak right now, since most fights either end in two turns or I get hosed and barely make it out alive. Random question: When the Hoplite uses Switch Stab, am I right in assuming he actually changes rows while doing it? That might be a useful strategy, to use that to flip in the back row, then summon a beast to sit in the front.
I love that all of the abilities and classes are rerolled, though -- gives it all a fresh new feeling, though I still don't know what I want to do with my party. :P
EDIT: For the common Combat Study skill and the Farmer's XP gain skill, do those both work only when they're not in the active party? Is it based on time spent in-game, or is it a TWEWY-standby kind of thing where you come back tomorrow and they'll have more XP?
Switch Stab does indeed send your H to the back row (or the front if used from the back). You can't use both a clone and a beast summon at the same time unless you run with fewer party members, so keep that in mind.
Re: experience skills, Combat Study is specifically only for out-of-party gains, and the Farmer's skill is specifically for in-party and is a straight % increase to experience earned. I'm not completely sure on the details of Combat Study, but I believe max-rank gives the studying characters 10% of the total earned experience per encounter, before it is split up for the party and without actually taking any experience away from your party. With five members splitting the experience, each gets 20% of the take, so your combat studiers should level up at about half the rate of your main party (10% of the total is half of 20% of the total).
Jesuits on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited September 2010
I keep my prince in the back-middle currently, until I get the healing buff that heals a row at the end of a turn for 3 turns. The rate at which he's hit in that position is way lower, which lets his passive-heal kick in way more often. I'm surprised how much defense he can work up. He never falls below the gladiator's defense rate, but often surpasses him because the prince can use the same armors as the hoplite. :^:
I keep my prince in the back-middle currently, until I get the healing buff that heals a row at the end of a turn for 3 turns. The rate at which he's hit in that position is way lower, which lets his passive-heal kick in way more often. I'm surprised how much defense he can work up. He never falls below the gladiator's defense rate, but often surpasses him because the prince can use the same armors as the hoplite. :^:
This got me thinking... What would it be like having 3 prince's in the back + 2 gladiators up front?
Posts
Platinum FC: 2880 3245 5111
There's a couple spread over multiple different weapon 'types', though I don't know how many are available to you. I'm pretty sure there's a farmer-only spear available right now, and you'll eventually find more of those and a club.
Platinum FC: 2880 3245 5111
The rest of the choices (with the possible exception of one of the hidden classes) are pretty damn balanced though.
The Yggdroid is hideously difficult to use effectively.
Platinum FC: 2880 3245 5111
That's what the skill tree is telling me.
While the other class has CHASE ANYTHING and DUAL WIELDING.
I think you know which one you want people for the first go around. :P
Also I'm in B6F right now and goddamn,
And, um... well that's pretty much it. They can also regenerate their hideously small TP pool by binding their legs and head while they punch things.
I mean, damn.
Platinum FC: 2880 3245 5111
Edit: Holy shit, EO1/2 were in my "don't put these in storage, I might actually play them" pile!
This right here. Closest I've gotten is 3 out of 4 previously (and still in EO3 even). The Hoplite class really bugs me in this regard because the two male designs are fucking lame. Like the female Hoplites win by default.
Big props to this series, by the way, for having appropriately armored women characters.
No. you need to step on 70% of all spaces on basement floor one. That's how mapping quests work in all three games.
I like all the Hexer designs and all of the Survivalist designs.
You may want to rethink this - sure, they're easy to spot when you're right beside them, but if you come back to the floor later and want to plan a route, you might forget where all the shortcuts are and end up taking the long way. As for clearing the mapping quest, make sure you have all your walls filled in - I've heard of dudes getting stuck just like you are when they had been a little lax on drawing in all of the walls (a little lax potentially meaning missing one tiny individual wall-line). It's good training, since floor plans can get really complicated, and you don't want to be unsure of where you are and where you're going.
You didn't mark the walls? So you just marked out the floor and nothing else? Goddamn, I'd drive myself nuts if I tried to do that.
The map allows you up to 12 mistakes. Each misplaced (or missing) floor and wall mark counts as a mistake. Also you need to have stepped on 70% of the map's floor tiles.
Platinum FC: 2880 3245 5111
==============
Claw Shrimp: Red Tail (80%: Kill with Ice Damage)
Gigapede: Large Jaw (80%: Kill with Slash Damage)
Venomshroom: Pseudopod (80%: Kill in 1 turn)
Starry Slug: Starry Case (80%: Kill with Volt Damage)
Devilfish: Violet Comb (80%: Kill with Fire Damage)
Great Anaconda: Sharp Fang (90%: Don't kill with Slash/Strike/Pierce Damage)
Whorled Puffer: Ebony Liver (70%: Kill with Ice Damage)
Red Starfish: Red Bones (80%: Kill with Fire Damage)
Great Hermit: Flawless Shell (80%: Don't kill with Slash/Strike/Pierce Damage)
Koolasuchus: Thick Throat (85%: Kill with Volt Damage)
King Starfish: Cilial Sucker (80%: Kill with Pierce Damage)
High Walrus: Icicle Fang (80%: Kill while Head is bound)
Dragon Egg: Round Eggshell (50%: Don't kill with Slash/Strike/Pierce Damage)
Rattle Nozuchi: Red Iron Scale (80%: Kill with Volt Damage)
Flame Lynx: Flame Claw (85%: Kill in 1 turn)
Lava Beast: Igneous Rock (100%: Kill with Ice Damage [Prevents normal drops])
Big Snakehead: Dull Chest Fin (100%: Kill with Curse Damage)
Otherspawn: Dryad Statue (90%: Kill with Ice Damage)
Eerie Statue: Holed Rock (80%: Kill with Pierce Damage [Prevents 1st drop only])
Deep Maiden: Wheel Blade (95%: Kill while Arms are bound)
Deep Raider: Damascus Edge (80%: Kill with Strike Damage)
Dementia Owl: Cursed Talon (80%: Kill with Fire Damage)
Venomfly: Scales (80%: Kill with Volt Damage)
Petaloid: Dangerous Bud (80%: Kill with Death Status)
Forest Hare: Rabbit Ear (80%: Kill while Head is bound)
Volt Cat: Sharp Claw (80%: Kill with Fire Damage)
Dragonfly: Dragonfly Wing (75%: Kill with Volt Damage)
Omnivore: Infinite Tongue (95%: Kill while Head is bound)
Hell Pumpkin: Cursed Vine (100%: Kill while completely bound)
Longicorn Beta: Vicious Claw (95%: Kill while Arms are bound)
FOEs
=====
Splitstool: Wilted Shroom (100%: Kill with Mushroom Dagger)
Abyssal Death: Pig Iron Fang (50%: Don't kill with Fire/Ice/Volt Damage)
Mother Dragon: Mother's Horn (90%: Kill with Petrify Status)
Mortal Hunter: Flower Scythe (95%: Kill in 1 turn)
Dreamsmasher: Eye of Insanity (95%: Kill with Poison or Plague Damage)
Divine Judge: Deathly Stone (100%: Kill while completely bound)
Sea Quests
=========
Meregho Saeno: Eastern Nest (100%: Kill while Arms are bound [Prevents normal drops])
Hammerhead: Gray Shield (100%: Kill with Death Status [Prevents normal drops])
Ghost Ship: Naval Ram (10%: NOT CONDITIONAL, but [Prevents normal drops])
Corotrangul: Sea King Ice (100%: Kill while Head is bound [Prevents normal drops])
Golem: 3-Lights Gem (100%: Kill while Blinded [Prevents normal drops])
Manticore: Evil Horn (100%: Kill with 5000+ damage attack [Prevents normal drops])
Ruin Caller: Raging Scale (100%: Don't kill with Slash/Strike/Pierce Damage [Prevents normal drops])
King Penguin: Elastic Body (100%: Kill in 5 turns or less [Prevents normal drops])
Scylla: Princess's Fur (100%: Kill with Curse Damage [Prevents normal drops])
Leviathan: Tsunami Fang (20%: NOT CONDITIONAL, but [Prevents normal drops])
Elder Dragon: Divine Scale (100%: Kill while completely bound [Prevents normal drops])
Stratum Bosses
============
Narmer: Trembling Fin (100%: Kill with 1-man Party [Prevents normal drops])
Ketos: Tough Membrane (100%: Kill in 1 turn [Prevents normal drops])
Gatekeeper: Giant's Core (100%: Kill while Arms are bound [Prevents normal drops])
Keeper Head: Magic Circuit (100%: Kill while Head is bound [Prevents normal drops])
Keeper Body: Quake Leg (100%: Kill while Legs are bound [Prevents normal drops])
Shin: Fullmoon Crown (100%: Kill while Head is bound [Prevents normal drops])
Kirin: Crimson Tail (100%: Kill with Curse Damage [Prevents normal drops])
Extra Bosses
==========
Wicked Queen: Execution Jaw (100%: Kill while Sleeping [Prevents normal drops])
Alraune: King's Velvet (100%: Kill with Ice Damage [Prevents normal drops])
Anemone: Blue Bone (100%: Don't kill with Fire/Ice/Volt Damage [Prevents normal drops])
Kraken: Prisoner's Arm (100%: Kill while Legs are bound [Prevents normal drops])
Drake: Ice Skin (100%: Kill with Ice Damage [Prevents normal drops])
Dragon: Thunder Horn (100%: Kill with Volt Damage [Prevents normal drops])
Wyrm: Fire Fang (100%: Kill with Fire Damage [Prevents normal drops])
Or you could use a Formaldehyde on the same turn you kill them to guarantee 100% drops.
Platinum FC: 2880 3245 5111
Unarmed Character Attack = (STR+LEVEL)/2
Unarmed Character with Fist Mastery Attack = (STR+LEVEL)*((101+Mastery skill)/100)
So basically, one point will get you the greater bulk of the effect. Subsequent points won't have any real effect until you're much higher level.
I found a good deal of them on my own though. Still having a list is nice when planning which status magic to go for.
EO1 has some of the most staggeringly beautiful dungeons I've ever seen.
Once you finally make it past the first stratum, it becomes a game of exploration and wonder.
Never got around to playing EO2... couldn't decide on a party layout. Having the same problem with 3 ;_;
You have a skill that passively gains people EXP when they're cooling their heels at base camp.
You have the ability to respec their skill points at literally anytime you so desire.
Party composition should not be a problem in this game.
Platinum FC: 2880 3245 5111
and yet...
EO1: No downsides to chop/mine/gather. Was easily exploitable.
EO2: Chop/mine/gather randomly spawned a FOE. Thus, gathering was annoying as shit.
EO3: ...?
I'm just curious how this stuff compares to EO1 and EO2. Still annoying like in EO2? Exploitable like in EO1? Somewhere in between? Something totally different? Did they excise the gathering system completely? Why is the sky blue?
Anyway, Harvesting in EO3 still has the enemy spawn, BUT:
1) It will first warn you that the odds of an enemy appearing are high. If you continue and avoid the spawn, you get the rare materials from the Harvest point.
2) It's a level specific mob, so even then it's not a big deal. Except you're probably fielding Farmers at this point, who suck as combat.
Platinum FC: 2880 3245 5111
So what's Shogun actually called, or is it an unlockable class?
Platinum FC: 2880 3245 5111
I feel like I'm weak on direct damage-dealing, though, and I think I prefer the Princess in back so she gets hit less. And I want to love the Ninja or Wildling for the sixth-slot abilities, but they seem super-weak right now, since most fights either end in two turns or I get hosed and barely make it out alive. Random question: When the Hoplite uses Switch Stab, am I right in assuming he actually changes rows while doing it? That might be a useful strategy, to use that to flip in the back row, then summon a beast to sit in the front.
I love that all of the abilities and classes are rerolled, though -- gives it all a fresh new feeling, though I still don't know what I want to do with my party. :P
EDIT: For the common Combat Study skill and the Farmer's XP gain skill, do those both work only when they're not in the active party? Is it based on time spent in-game, or is it a TWEWY-standby kind of thing where you come back tomorrow and they'll have more XP?
Switch Stab does indeed send your H to the back row (or the front if used from the back). You can't use both a clone and a beast summon at the same time unless you run with fewer party members, so keep that in mind.
Re: experience skills, Combat Study is specifically only for out-of-party gains, and the Farmer's skill is specifically for in-party and is a straight % increase to experience earned. I'm not completely sure on the details of Combat Study, but I believe max-rank gives the studying characters 10% of the total earned experience per encounter, before it is split up for the party and without actually taking any experience away from your party. With five members splitting the experience, each gets 20% of the take, so your combat studiers should level up at about half the rate of your main party (10% of the total is half of 20% of the total).
This got me thinking... What would it be like having 3 prince's in the back + 2 gladiators up front?