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Impact demonstrably works very well, and even works with spells. And ultimately, knocking down an enemy more often so your team and pound the tar out of it is more effective than just a modest damage boost.
Preemption does nothing, as far as anyone can prove.
Stability also works on some other things like the roar of a chimera.
Meanwhile, Resistance is similar but much worse, mostly protecting against pretty irrelevant effects like frozen from Frazil, as if that's a common threat (and it doesn't make you immune to poison generally, just certain poison-causing attacks). It does make you immune to most sleep attacks, so good against Death.
When in critical health, all physicial damage is reduced to 1. Magic damage is not affected
Try everything and refer to this for details on how stuff works, but don't think your favorite build is somehow crap because it doesn't fit Bluhman's straight forward methodology shown here and play the game before you build your perfect setup.... trust me, there's a lot of "learning by doing" in this Capcom hidden gem for sure.
• Forces any flying creatures to land on ground.
• Forces 4-legged creatures on ground to use their leap attack if done from a certain distance. (Can help to save an escort target or a mage/archer)
• Using it on any invisible creatures (like ghost/spirits) makes the target appear in front of the skill user for a short while before it attempt to possess/attack.
• It's a must-have with the Springboard/Launchboard shield skill as casting it and following it with the springboard skill results in a super-high damage that can deal massive damages to some enemies. (It can 1-hit the wings of a griffin if done with a powerful weapon, rendering it unable to fly anymore. It can also hit the wings of any wyvern/dragon.)