Unlike the Merlin we met in the Singularity (I'll not mention which for the sake of anybody that has not played them all yet), the Merlin we can summon does not have a direct heal on his NP, only a heal-per-turn effect. The heal-per-turn scales a little more strongly, though.
Going from NP1 to NP2 changes the heal-per-turn from 1,000 per turn (5,000 total) to 1,500 per turn (7,500 total). There is no other effect of a higher NP level - the NP charge per turn is a static 5%, and the stars-per-turn is still based on Overcharge percentage (which you're unlikely to use, as a single 200% NP generates the same stars per turn as 2 100% NPs, except it only applies the heal and NP charge effects once, for an overall loss of a lot of healing and NP gauge in exchange for an extra attack on a later turn).
In my opinion, having used a LOT of SQ to get him, it's only worth it if you get a second with whatever spare SQ you have on you, and you don't want any of the upcoming servants. I think that's unlikely.
Think of Merlin as two halves - his skills are all about making others stronger, and his NP is about sustaining his allies. By increasing his NP level, you make one aspect of his sustain stronger by a mostly-negligible amount (if you need to heal a lot, simply get his NP cycling itself and unload lots of them to keep the buff up, there's rarely a time where an extra 500turn/2500 total will save you while not cycling his NP), and you likely use up a lot of SQ.
I just don't feel that's a good trade.
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