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* ''VideoGame/MassEffect3'' introduces the weapon weight system, where carrying more/heavier weapons introduces a power recharge penalty. Savvy power-based classes equip their character with a light pistol (that may never get used at all) so they can use their powers more frequently. A Linear Soldier will take the heaviest and most powerful weapons he can at the expense of infrequently activating Adrenaline Rush, while a Quadratic Adept (or Engineer) will forego all but one weapon to spam powers/combos.
**Furthermore, the number of ways a Biotic explosion can be set up has greatly increased a Biotic's damage output such that even if no single biotic power can strip shields, a combo can take care of that.
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** More importantly to this trope, while certain Stands could be "on the level" of a master of Ripple, the two cannot usually engage each other. This is because Stands can only be seen by other stand users, and can only be hurt by other Stands. A Stand user can still usually be killed by attacking them directly, but many Stands function in such a way as to allow the user to hide, or to kill/incapacitate their opponent too quickly or easily. Only once in the series does Ripple power go up against Stand power, and it's laughed off as useless. It's no wonder the Ripple as a power is [[EarlyInstallmentWeirdness largely forgotten]] in Jojos.

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** More importantly to this trope, while certain Stands could be "on the level" of a master of Ripple, the two cannot usually engage each other. This is because Stands can only be seen by other stand users, and can only be hurt by other Stands. A Stand user can still usually be killed by attacking them directly, but many Stands function in such a way as to allow the user to hide, or to kill/incapacitate their opponent too quickly or easily. Only once in the series does Ripple power go up against Stand power, and it's [[SoLastSeason laughed off as useless.useless]]. It's no wonder the Ripple as a power is [[EarlyInstallmentWeirdness largely forgotten]] in Jojos.
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* ''{{JoJo's Bizarre Adventure}}'', having started as a clone of the above mentioned Fist Of The North Star, has a bit of this when comparing its styles of power. Early installments had the Ripple, a Charles Atlas Superpower similar to Hokuto Shinken, allowing the user to generate energy close to that of the sun, which had many applications. But nonetheless it was a mostly physical discipline. But then the series introduced the Stands, allowing users to become minor (or major) reality warpers, limited mostly by the specific effect of the Stand. So on the one hand, a Ripple user could conceivably use their power for more kinds of things than a single Stand user. On the other hand, Stands have near infinite possibilities when it comes to effects, whereas Ripple power has a diverse but limited scope.
** More importantly to this trope, while certain Stands could be "on the level" of a master of Ripple, the two cannot usually engage each other. This is because Stands can only be seen by other stand users, and can only be hurt by other Stands. A Stand user can still usually be killed by attacking them directly, but many Stands function in such a way as to allow the user to hide, or to kill/incapacitate their opponent too quickly or easily. Only once in the series does Ripple power go up against Stand power, and it's laughed off as useless. It's no wonder the Ripple as a power is largely forgotten in JoJo's.

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* ''{{JoJo's Bizarre Adventure}}'', ''{{JoJosBizarreAdventure}}'', having started as a clone of the above mentioned Fist Of The North Star, has a bit of this when comparing its styles of power. Early installments had [[CharlesAtlasSuperpower the Ripple, a Charles Atlas Superpower similar to Hokuto Shinken, Ripple technique]] allowing the user to generate energy close to that of the sun, which had many applications. But nonetheless it was a mostly physical discipline. But then the series introduced the Stands, allowing users to become minor (or major) [[RealityWarper reality warpers, warpers]], limited mostly by the specific effect of the Stand. So on the one hand, a Ripple user could conceivably use their power for more kinds of things than a single Stand user. On the other hand, Stands have near infinite possibilities when it comes to effects, whereas Ripple power has a diverse but limited scope.
** More importantly to this trope, while certain Stands could be "on the level" of a master of Ripple, the two cannot usually engage each other. This is because Stands can only be seen by other stand users, and can only be hurt by other Stands. A Stand user can still usually be killed by attacking them directly, but many Stands function in such a way as to allow the user to hide, or to kill/incapacitate their opponent too quickly or easily. Only once in the series does Ripple power go up against Stand power, and it's laughed off as useless. It's no wonder the Ripple as a power is [[EarlyInstallmentWeirdness largely forgotten forgotten]] in JoJo's.Jojos.
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* ''{{JoJo's Bizarre Adventure}}'', having started as a clone of the above mentioned Fist Of The North Star, has a bit of this when comparing its styles of power. Early installments had the Ripple, a Charles Atlas Superpower similar to Hokuto Shinken, allowing the user to generate energy close to that of the sun, which had many applications. But nonetheless it was a mostly physical discipline. But then the series introduced the Stands, allowing users to become minor (or major) reality warpers, limited mostly by the specific effect of the Stand. So on the one hand, a Ripple user could conceivably use their power for more kinds of things than a single Stand user. On the other hand, Stands have near infinite possibilities when it comes to effects, whereas Ripple power has a diverse but limited scope.
** More importantly to this trope, while certain Stands could be "on the level" of a master of Ripple, the two cannot usually engage each other. This is because Stands can only be seen by other stand users, and can only be hurt by other Stands. A Stand user can still usually be killed by attacking them directly, but many Stands function in such a way as to allow the user to hide, or to kill/incapacitate their opponent too quickly or easily. Only once in the series does Ripple power go up against Stand power, and it's laughed off as useless. It's no wonder the Ripple as a power is largely forgotten in JoJo's.
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Attempts to keep warriors' capabilities "normal" are far less prevalent in works of Eastern origin, and so the trope has weakened slightly in the minds of the younger generation. The common result is CharlesAtlasSuperpower.

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Attempts to keep warriors' capabilities "normal" are far less prevalent in works of Eastern origin, and so the trope has weakened slightly in the minds of the younger generation. The common result is CharlesAtlasSuperpower. Other character types, such as the MagicKnight, the KungFuWizard, and practitioners of FullContactMagic, mingle both styles of fighting to their own advantage by either using magic to augment raw strength or training their physical abilities to "power up" their magical attacks.
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*** Cut to HarryPotter throwing away his wand in exasperation. [[FunnyMoments "Bugger all this, then. I'm off to pinch a pack of smokes and sleep the rest of the day."]]

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*** Cut to HarryPotter Franchise/HarryPotter throwing away his wand in exasperation. [[FunnyMoments "Bugger all this, then. I'm off to pinch a pack of smokes and sleep the rest of the day."]]
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**** ''TabletopGame/BlackCrusade'' was even worse, as a bad roll could end with a player or enemy psyker becoming the host to a Greater Daemon, a minor demigod single-handedly capable of sending entire sectors to their knees and causing planet-wide manifestation signs.
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* ''MassEffect'': A tip from Bioware staff:

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* ''MassEffect'': ''Franchise/MassEffect'': A tip from Bioware staff:



* In "MassEffect2" it depends on the difficulty.

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* In "MassEffect2" ''VideoGame/MassEffect2'' it depends on the difficulty.
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** Buffy finally caught up in Season Eight [[spoiler:by becoming a FlyingBrick.]]

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** Buffy finally caught up in Season Eight [[spoiler:by by temporarily becoming a FlyingBrick.]]
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** Some bruisers are considered to be the "hardest scaling" champions in the game: Jax does moderately well early-mid game and utterly dominates the lategame due to gap-close, aoe stun, and most of all his absurd damage output and tankiness due to a combination of items and natural passives from his ultimate ability. Singed seems almost cute, as his only real damage output is a poison trail that he can activate, however, this seems a lot less funny in the lategame when he buys items that cause the entire poison trail to slow while applying magical, percentage based burn damage. Added to the fact that his health scales with mana as well as health items, you get someone who can basically walk around a teamfight, doing huge damage through aoe, while being essentially untargetable due to extreme tankiness (targeting singed causes you to lose).

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** Some bruisers are considered to be the "hardest scaling" champions in the game: Jax does moderately well early-mid game and utterly dominates the lategame due to gap-close, aoe stun, and most of all his absurd damage output and tankiness due to a combination of items and natural passives from his ultimate ability. Singed seems almost cute, as his only real damage output is a poison trail that he can activate, however, this seems a lot less funny in the lategame when he buys items that cause the entire poison trail to slow while applying magical, percentage based burn damage. Added to the fact that his health scales with mana as well as health items, you get someone who can basically walk around a teamfight, doing huge damage through aoe, while being essentially untargetable due to extreme tankiness (targeting singed causes you a Singed instead of a squishy damage-dealing carry is tantamount to lose).suicide).
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** Some bruisers are considered to be the "hardest scaling" champions in the game: Jax, who does moderately well early-mid game and utterly dominates the lategame due to gap-close, aoe stun, and most of all his absurd damage output and tankiness due to a combination of items and natural passives from his ultimate ability.

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** Some bruisers are considered to be the "hardest scaling" champions in the game: Jax, who Jax does moderately well early-mid game and utterly dominates the lategame due to gap-close, aoe stun, and most of all his absurd damage output and tankiness due to a combination of items and natural passives from his ultimate ability.ability. Singed seems almost cute, as his only real damage output is a poison trail that he can activate, however, this seems a lot less funny in the lategame when he buys items that cause the entire poison trail to slow while applying magical, percentage based burn damage. Added to the fact that his health scales with mana as well as health items, you get someone who can basically walk around a teamfight, doing huge damage through aoe, while being essentially untargetable due to extreme tankiness (targeting singed causes you to lose).
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** This is also zig-zagged with a couple cases. Veigar isn't very strong early and mid-game...but once he gets his AP up and gets a lot of good items, he's unstoppable to compensate for a weak early game dependent on farming. [=LeBlanc=] meanwhile can take people out before they can even blink in the early-mid game; but once people get more health, she starts to lag behind a bit. Basically; if you have Veigar, you're going to want the match to last longer and if you have [=LeBlanc=], you want push them so hard they surrender. Another example of a late-game mage is Malzahar, who goes from being a good lane pusher to being someone capable of killing any other character in a 1 v 1 fight in an incredibly short period of time. If Malzahar wins the middle lane team fights can rapidly become extremely lopsided thanks to his power curve and the area of effect, damage over time nature of his spells. Perhaps the most extreme example is Ryze, a mage whose early game is among the weakest of any champion (even ad carries can beat him) and whose mid game is quite mediocre. However, because his damage scales with mana instead of ability power, he gets a combination of what are (effectively for him) the most absurdly undercosted/power-concentrated items in the game,this combined with an inherently spam-based spell repertoire and an ultimate ability that makes all of it AOE makes late-game ryze the scariest AP carry in the game.

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** This is also zig-zagged with a couple cases. Veigar isn't very strong early and mid-game...but once he gets his AP up and gets a lot of good items, he's unstoppable to compensate for a weak early game dependent on farming. [=LeBlanc=] meanwhile can take people out before they can even blink in the early-mid game; but once people get more health, she starts to lag behind a bit. Basically; if you have Veigar, you're going to want the match to last longer and if you have [=LeBlanc=], you want push them so hard they surrender. Another example of a late-game mage is Malzahar, who goes from being a good lane pusher to being someone capable of killing any other character in a 1 v 1 fight in an incredibly short period of time. If Malzahar wins the middle lane team fights can rapidly become extremely lopsided thanks to his power curve and the area of effect, damage over time nature of his spells. Perhaps the most extreme example is Ryze, a mage whose early game is among the weakest of any champion (even ad carries can beat him) and whose mid game is quite mediocre. However, because his damage scales with both mana instead of and ability power, he gets a combination of what are (effectively for him) the most absurdly undercosted/power-concentrated items in the game,this combined with an inherently spam-based spell repertoire and an ultimate ability that makes all of it AOE makes late-game ryze the scariest AP carry in the game.

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** This is also zig-zagged with a couple cases. Veigar isn't very strong early and mid-game...but once he gets his AP up and gets a lot of good items, he's unstoppable to compensate for a weak early game dependent on farming. [=LeBlanc=] meanwhile can take people out before they can even blink in the early-mid game; but once people get more health, she starts to lag behind a bit. Basically; if you have Veigar, you're going to want the match to last longer and if you have [=LeBlanc=], you want push them so hard they surrender. Another example of a late-game mage is Malzahar, who goes from being a good lane pusher to being someone capable of killing any other character in a 1 v 1 fight in an incredibly short period of time. If Malzahar wins the middle lane team fights can rapidly become extremely lopsided thanks to his power curve and the area of effect, damage over time nature of his spells.

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** This is also zig-zagged with a couple cases. Veigar isn't very strong early and mid-game...but once he gets his AP up and gets a lot of good items, he's unstoppable to compensate for a weak early game dependent on farming. [=LeBlanc=] meanwhile can take people out before they can even blink in the early-mid game; but once people get more health, she starts to lag behind a bit. Basically; if you have Veigar, you're going to want the match to last longer and if you have [=LeBlanc=], you want push them so hard they surrender. Another example of a late-game mage is Malzahar, who goes from being a good lane pusher to being someone capable of killing any other character in a 1 v 1 fight in an incredibly short period of time. If Malzahar wins the middle lane team fights can rapidly become extremely lopsided thanks to his power curve and the area of effect, damage over time nature of his spells. Perhaps the most extreme example is Ryze, a mage whose early game is among the weakest of any champion (even ad carries can beat him) and whose mid game is quite mediocre. However, because his damage scales with mana instead of ability power, he gets a combination of what are (effectively for him) the most absurdly undercosted/power-concentrated items in the game,this combined with an inherently spam-based spell repertoire and an ultimate ability that makes all of it AOE makes late-game ryze the scariest AP carry in the game.
** Some bruisers are considered to be the "hardest scaling" champions in the game: Jax, who does moderately well early-mid game and utterly dominates the lategame due to gap-close, aoe stun, and most of all his absurd damage output and tankiness due to a combination of items and natural passives from his ultimate ability.
** It should also be noted that how hard a characters "scales" isn't necessarily reliant on their damage output. Feared characters like Amumu and Sona, for example, are considered to "scale hard" in games simply because of their disruptive abilities (AOE stuns, binds, slows, buffs), which are extremely valuable in the lategame.
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*** And played dead straight with Yuna. She starts off weak, serving only as the party's healer, with about as much offensive power as an overcooked sausage (Barring her summons, of course). But if you build her right, she can rapidly outclass Lulu in terms of sheer black magic casting ability and the relative ease of getting her ultimate weapon makes her laughably overpowered, even compared to hard-hitters like Auron. In fact, there's a very strong chance that she's the first one who'll hit the damage cap.
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* Zigzagged in ''{{Diablo}} II'' during its lifetime.

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* Zigzagged in ''{{Diablo}} ''Diablo II'' during its lifetime.
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*** Its actually an inversion more than anything. Mages were useful for utility early on but by endgame, you get access to ridiculously powerful physical abilities like X-attack (which attacks 8 times with dual wield), making mages near useless as all needed buffs can be gained through equipment. Even in the superboss fights, it becomes more of a damage race, rendering the need to heal or use magic useless.

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*** Its actually an inversion more than anything. Mages were useful for utility early on but by endgame, the later game, you get access to ridiculously powerful physical abilities like X-attack (which attacks 8 times with dual wield), making mages near useless as all needed buffs can be gained through equipment. Even in the superboss fights, it becomes more of a damage race, rendering the need to heal or use magic useless.
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*** Its actually an inversion more than anything. Mages were useful for utility early on but by endgame, you get access to ridiculously powerful physical abilities like X-attack (which attacks 8 times with dual wield), making mages near useless as all needed buffs can be gained through equipment. Even in the superboss fights, it becomes more of a damage race, rendering the need to heal or use magic useless.
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*** Nightmare Mode hurt mages way more than melee; without friendly fire mages were very overpowered, killing multiple foes at once. The ability to manually dodge attacks also made tank warriors much less useful unless you had to fight multiple fronts and don't like switching between characters.
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*** Mage's "overpowerness" had to do with their utility and game mechanics; in a straight damage race, a dual striking warrior or rogue do more damage. If you're characters are strong enough and you know what you're doing, you can actually finish fights faster with fighters than with mages, it's simply harder to pull off. Also, rogues are the best tanks in the game and probably the most powerful class in a straight fight.
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** In terms of raw damage, mages can't even come close to competing with hasted fighters. What made mages powerful, and a pain as enemies in modded games, were their self-buff protection spells and ability to dispel said protection spells. This is exactly why the Kensai/Mage class combo was arguably the most popular combo, as it combined the best offense with the best defense in the game, leading to brokenness even with the challenge mods.

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** In terms of raw damage, mages can't even come close to competing with hasted fighters. What made mages powerful, and a pain as enemies in modded games, were their self-buff protection spells and ability to dispel said protection spells. This is exactly why the Kensai/Mage class combo was arguably the most popular combo, as it combined the best offense with the best defense in the game, leading to brokenness even with the challenge mods.mods, which are significantly harder than unmodded.
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** In terms of raw damage, mages can't even come close to competing with hasted fighters. What made mages powerful, and a pain as enemies in modded games, were their self-buff protection spells and ability to dispel said protection spells. This is exactly why the Kensai/Mage class combo was arguably the most popular combo, as it combined the best offense with the best defense in the game, leading to brokenness even with the challenge mods.
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** Even when Haru becomes superior, it is due to his very magical sword that was created by the most powerful magic in the series. Technically, still an inversion as a fighter with magical weapons are still fighters.
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** Depends on whether you define anyone who uses "mana" as automatically a mage, which would make just about every battle character a mage. In fact, EVERYONE is a mage, as "prana" is essentially internal "mana" and everyone has and use "prana." "Mana" in the Natsuverse is an energy source rather than exclusively a mage's resource and is more analogous to "[[KiAttacks ki]];" the most powerful beings (such as Arcueid and ORT) are not identified as mages and rely almost solely on mana-augmented brute physical force.

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** Depends on whether you define anyone who uses "mana" as automatically a mage, which would make just about every battle character a mage. In fact, EVERYONE is a mage, as "prana" is essentially internal "mana" and everyone has and use "prana." "Mana" in the Natsuverse is an energy source rather than exclusively a mage's resource and is more analogous to "[[KiAttacks ki]];" the ki]]," mages are just more adept at manipulating it in more sophisticated ways. The most powerful beings (such as Arcueid and ORT) are not identified as mages and rely almost solely on mana-augmented brute physical force.
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** Depends on whether you define anyone who uses "mana" as automatically a mage, which would make just about every battle character a mage. In fact, EVERYONE is a mage, as "prana" is essentially internal "mana" and everyone has and use "prana." "Mana" in the Natsuverse is an energy source rather than exclusively a mage's resource and is more analogous to "[[KiAttacks ki]];" the most powerful beings (such as Arcueid and ORT) are not identified as mages and uses mana for brute physical force.

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** Depends on whether you define anyone who uses "mana" as automatically a mage, which would make just about every battle character a mage. In fact, EVERYONE is a mage, as "prana" is essentially internal "mana" and everyone has and use "prana." "Mana" in the Natsuverse is an energy source rather than exclusively a mage's resource and is more analogous to "[[KiAttacks ki]];" the most powerful beings (such as Arcueid and ORT) are not identified as mages and uses mana for rely almost solely on mana-augmented brute physical force.
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** Depends on whether you define anyone who uses "mana" as automatically a mage, which would make just about every battle character a mage. In fact, EVERYONE is a mage, as "prana" is essentially internal "mana" and everyone has and use "prana." "Mana" in the Natsuverse is an energy source rather than exclusively a mage's resource and is more analogous to "[[KiAttacks ki]];" the most powerful beings (such as Arcueid and ORT) are not identified as mages and uses mana for brute physical force.

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** Newer games, notably ''VideoGame/DevilSurvivor'', seem to either [[SubvertedTrope subvert this]] or [[InvertedTrope invert it completely]]. Sure, magic is useful at the start to get some extra turns, and can be ''brutally'' powerful when dealing raw damage, but later on physical-based Skills and normal attacks can be greatly improved by passive Skills, ending up on skills that hits ''hard'' all enemies multiple times, debuffing them with many StandardStatusEffects, breaking the ElementalRockPaperScissors with extremely high Critical chance while not consuming your precious MP.

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** Newer games, notably ''VideoGame/DevilSurvivor'', seem to either [[SubvertedTrope subvert this]] or [[InvertedTrope invert it completely]]. Sure, magic is useful at the start to get some extra turns, and can be ''brutally'' powerful when dealing raw damage, but later on physical-based Skills and normal attacks can be greatly improved by passive Skills, ending up on skills that hits ''hard'' all enemies multiple times, debuffing them with many StandardStatusEffects, breaking the ElementalRockPaperScissors with extremely high Critical chance while not consuming your precious MP. Though they do CastFromHitPoints instead...[[GameBreaker unless you take the skill that absorbs a percentage of all physical damage dealt as health for yourself]]. Unfortunately the last day features several enemies that are completely immune to physical attacks even with Pierce, bringing this trope back.
** ''VideoGame/DevilSurvivor2'' encourages you to brutally abuse magic skills, just like the first game. Then it brings in the new Anti-Almighty skill. Many of the BonusBoss demons that appear in later plays can only be effectively fought using physical attacks.
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* ''Series/BuffyTheVampireSlayer'' is a near-perfect demonstration of this trope in action. In the early seasons, the focus was firmly on Buffy, the warrior; Willow, the wizard, was limited to the occasional ritual spell cast from the safety of her own home. In a fight she was no more help than [[SpoonyBard Xander]], and sometimes less. As the seasons progressed, however, the balance of power began to shift. This shift became clear at the end of season five, when Buffy described Willow as her "big gun" -- pointing out that while she, Buffy, had been unable to even slow Glory down, Willow had actually managed to inflict some damage. In season six, their relative status was no longer in question; Willow was the stronger of the two, and when it came to a showdown between Willow and Buffy in the season finale, Willow threw Buffy around like a rag doll. (The writers made her [[HoldingBackThePhlebotnium less willing to use her power]] for season seven, bringing her back to the point where Buffy was at least relevant; but Willow was still solidly in the Quadratic camp.)

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* ''Series/BuffyTheVampireSlayer'' is a near-perfect demonstration of this trope in action. In the early seasons, the focus was firmly on Buffy, the warrior; Willow, the wizard, was limited to the occasional ritual spell cast from the safety of her own home. In a fight she was no more help than [[SpoonyBard Xander]], and sometimes less. As the seasons progressed, however, the balance of power began to shift. This shift became clear at the end of season five, when Buffy described Willow as her "big gun" -- pointing out that while she, Buffy, had been unable to even slow Glory down, Willow had actually managed to inflict some damage. In season six, their relative status was no longer in question; Willow was the stronger of the two, and when it came to a showdown between Willow and Buffy in the season finale, Willow threw Buffy around like a rag doll. (The writers made her [[HoldingBackThePhlebotnium [[HoldingBackThePhlebotinum less willing to use her power]] for season seven, bringing her back to the point where Buffy was at least relevant; but Willow was still solidly in the Quadratic camp.)
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fixed instances of \"Psyenergy\"; should be \"Psynergy\"


* Inverted in the ''VideoGame/GoldenSun'' series. Psyenergy (the magic equivalent of the series) is great to crush {{mook}}s early on, but later in the game physical attacks are just stronger overall thanks to the super-powerful [[CriticalHit Unleashes]]. The only good attack Psynergies are the ones that factor the caster's attack into the damage. It's also literally inverted in that Psyenergy doesn't get stronger with level-ups, while physical damage does grow with level-ups. Yes, you get stronger Psyenergies, but more powerful weapons outweigh them. (The developers went even more physical-friendly in the sequels.)

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* Inverted in the ''VideoGame/GoldenSun'' series. Psyenergy Psynergy (the magic equivalent of the series) is great to crush {{mook}}s early on, but later in the game physical attacks are just stronger overall thanks to the super-powerful [[CriticalHit Unleashes]]. The only good attack Psynergies are the ones that factor the caster's attack into the damage. It's also literally inverted in that Psyenergy Psynergy doesn't get stronger with level-ups, while physical damage does grow with level-ups. Yes, you get stronger Psyenergies, Psynergies, but more powerful weapons outweigh them. (The developers went even more physical-friendly in the sequels.)
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*** The importance of 1-2 Range attack is relatively higher than every other game in the series, thanks to the relative lack of common and reliable 1~2 range weapons outside of tomes, with magic swords being extremely rare (there are only about 7 of them in the entire game - and one of them is exclusive to Lief), Javelins - though somewhat common - are impractical to use indoors due to the extremely limited number of indoor lance users (and many of the chapters are indoors), and lastly - the inaccurate and relatively rare Hand Axe. Low ranked tomes can be acquired by stealing it from enemy mages or taking it from captured enemy mages, and is relatively easier to steal with your thieves.

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*** The importance of 1-2 Range attack is relatively higher than every other game in the series, thanks to the relative lack of common and reliable 1~2 range weapons outside of tomes, with magic swords being extremely rare (there are only about 7 of them in the entire game - and one two of them is exclusive to Lief), them, the Light and Earth swords, can only be used by Lief and Nanna respectively), Javelins - though somewhat common - are impractical to use indoors due to the extremely limited number of indoor lance users (and many of the chapters are indoors), and lastly - the inaccurate and relatively rare Hand Axe. Low ranked tomes can be acquired by stealing it from enemy mages or taking it from captured enemy mages, and is relatively easier to steal with your thieves.



*** Staves are [[GameBreaker poorly balanced]]. Status Staves has infinite range, are very accurate, and lasts throughout the entire stage(or until it is cured with a Restore Staff), Physic can heal any allied unit in the map, Fortify heals every allied unit in the map, and the flexibility of Warp, Rewarp, and Rescue more than makes up for the fact that they can miss. There was a saying that "there are only two kinds of units in FE5 lategame: those that can use staves and have high magic, and those that can't".

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*** Staves are [[GameBreaker poorly balanced]]. Status Staves has infinite range, are very accurate, and lasts throughout the entire stage(or until it is cured with a Restore Staff), Physic can heal any allied unit in the map, Fortify heals every allied unit in the map, and the flexibility of Warp, Rewarp, and Rescue more than makes up for the fact that they can miss. There was a saying that "there are only two kinds of units in FE5 [=FE5=] lategame: those that can use staves and have high magic, and those that can't".
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* The ''VideoGame/FireEmblem'' series averts this, because ''everyone's'' growth is technically linear. Because magic works almost identically to the way weapons work, the variety that any particular class has partially depends on what weapons it's allowed to use (along with stat caps, movement, and class skills). The advantage of Mages is they're versatile in that they can attack from close-up or at range. However, most are standard {{Glass Cannon}}s, especially females (as males are more often the JackOfAllStats). This is even more notable on later games where both enemies and allies get decent resistance. For example...

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* The ''VideoGame/FireEmblem'' series averts this, because ''everyone's'' growth is technically linear. Because magic works almost identically to the way weapons work, the variety that any particular class has partially depends on what weapons it's allowed to use (along with stat caps, movement, and class skills). The advantage of Mages is they're versatile in that they can attack from close-up or at range. However, most are standard {{Glass Cannon}}s, {{Squishy Wizard}}s, especially females (as males are more often the JackOfAllStats). This is even more notable on later games where both enemies and allies get decent resistance. For example...



*** In this game, Magic stats is used for both Magical Offense and Defense, in a game where most physical units has a little amount of Magic. Although most opponent in the game is Physical, this change also affect items such as M Up Staff and Holy Water, which increases Magic by 7.
*** The importance of 1-2 Range attack is relatively higher than every other game in the series, thanks to the relative lack of common and reliable 1-2 ranges for other weapon types, with the rare magic swords, Lance being mostly unable to be used indoors, and innacurate and relatively rare Hand Axe. Low level tomes can be acquired by stealing it from enemy mages or taking it from captured enemy mages, and is relatively easier to steal with your thieves.
*** Sages has a ridiculous Promotion Bonus that increased Magic by 5, and Skill by 5, Speed by 6, and Defense by 4.
*** Staves are poorly ballanced. Status Staves has infinite range, accurate, and lasts throughout the entire stage(or until it is cured with a Restore Staff), Physic can heal any allied unit in the map, Fortify heals every allied unit in the map, and the flexibility of Warp, Rewarp, and Rescue more than makes up for the fact that they can miss. There was a saying that "there are only two kinds of units in FE5 lategame: those that can use staves and have high magic, and those that can't".

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*** In this game, Magic stats is used for both Magical Offense and Defense, in a game where most physical units has a little amount of Magic. Although most opponent enemies in the game is Physical, are physical combatants, this change also affect items such as M Up Up/Barrier Staff and Holy Water, which increases Magic by 7.
*** The importance of 1-2 Range attack is relatively higher than every other game in the series, thanks to the relative lack of common and reliable 1-2 ranges for other weapon types, 1~2 range weapons outside of tomes, with the rare magic swords, Lance swords being mostly unable to be used indoors, extremely rare (there are only about 7 of them in the entire game - and innacurate one of them is exclusive to Lief), Javelins - though somewhat common - are impractical to use indoors due to the extremely limited number of indoor lance users (and many of the chapters are indoors), and lastly - the inaccurate and relatively rare Hand Axe. Low level ranked tomes can be acquired by stealing it from enemy mages or taking it from captured enemy mages, and is relatively easier to steal with your thieves.
*** Sages has a ridiculous Promotion Bonus that increased Magic by 5, and Skill by 5, Speed by 6, and Defense by 4.
4. This is a very sizable boost in this game due to the lower overall stat {{Cap}}s in comparison to the other games in the series (Just 20 in Thracia 776 - compared to 25~30 in other titles). In fact, because of these boosts, players often recommend promoting any and all Sage-capable units as soon as you're able to.
*** Staves are [[GameBreaker poorly ballanced. balanced]]. Status Staves has infinite range, are very accurate, and lasts throughout the entire stage(or until it is cured with a Restore Staff), Physic can heal any allied unit in the map, Fortify heals every allied unit in the map, and the flexibility of Warp, Rewarp, and Rescue more than makes up for the fact that they can miss. There was a saying that "there are only two kinds of units in FE5 lategame: those that can use staves and have high magic, and those that can't".

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