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Post by Deleted on Feb 3, 2012 7:01:44 GMT -5
I had problems with Dullahan the first time because I'd built up too much risk using (the wrong) chain abilities. I didn't have any problems when I fought him again last night by just doing individual attacks and occasional single-chain attacks with the "70 percent damage" skill. Then I got anally raped by the stupid phantom about fifteen minutes after that, forcing me to go back to the last savepoint. I'd had a really rough day, so I wasn't up for playing anymore.
I agree about the weapons - for a game that forces you to switch weapons whenever you encounter a different type of enemy, I wish that there were a "quick switch" option to alter between two weapon types. Just after Dullahan I'm having to do that, since you'll have a beat type and an undead in the same room, then in the next, then the next. It gets tedious - reminds me of Legacy of Kain, but without the bad load times. Oh well, it's not a huge gripe, just an annoyance.
I'm still between like and hate on this one. It's kind of enjoyable and I can see the merits, but getting slaughtered out of the blue after having made some progress (yet without running into savepoints) kind of takes the wind out of my sails.
That, and it makes me start criticizing how fucking retarded the main character looks. Now I'm over the assless bermuda shorts and lobster bib. Right now I'm aghast at his perfect posture. His spine is perfectly vertical at all times, even when jumping. It's like he has a gyroscope in his pelvis. It's like he's scared that if his back isn't at a 90 degree angle with the floor a bomb in his head's going to go off.
Hints and not bitching Ok, so hints, hints. Use the magic spell you get from dullahan on the slimes. The bowgun kind of sucks so far. I tried using it on zombies, which is a bad idea. It builds risk up way too fast. I'm thinking of using the club (Pink Squirrel) on undeads after this break.
Also, need someone else to back me up on this but from what I'm seeing, if you raise a category/affinity (say "human") on a weapon, it doesn't negatively affect categories right next to it (in this case, evil and beast), although the rest of the categories seem to lower randomly. From what I'm seeing, you could build up two adjacent categories on one weapon with no adverse effects on those two categories - right now I've got a weapon that's good against humans and beasts, but shitty against everything else. Anyone else doing this/seeing this?
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Post by megatronbison on Feb 3, 2012 7:53:24 GMT -5
Is there any way to pass on your weapon affinity from one to another of a similar type? :\
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Post by retr0gamer on Feb 3, 2012 10:28:27 GMT -5
I wonder if anybody would want to do a "fan dub" project on this game. The dialogue is very, very well made, honestly, and I love the "faux-shakespeare" style that Square later applied to FF12 and the PSP FF Tactics remake. Makes the dialogue seem less cliche and more meaningful. It was Alexander O Smiths first translating gig. He did an amazing job.
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Post by Deleted on Feb 3, 2012 10:34:37 GMT -5
Is there any way to pass on your weapon affinity from one to another of a similar type? :\ I'm thinking you can when going to the workshop, but haven't gotten there yet. Knowing this game it'll probably average the two or give you some sort of penalty for merging the weapons. Also, did some reading up in the manual - the color/letter on your items represents the material - L is leather, B is bronze, I is iron, there are some others too, like steel. Apparently they have better base stats as you go up...I just got an Iron club, which is what made me look into it.
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Post by zogbog on Feb 3, 2012 11:42:03 GMT -5
Hints:
You can cause monster infighting (anything ranged has a habit of causing it, humans are easy to con). Undead opposes dragon, Human against Evil, Phantom Vs Beast. (I might be wrong, but these are the ones I've noticed, elements are the same but I think only light and dark are in direct competition with each other) Weapons will take the element of the highest stat, so while you can have a rocking weapon vs phantoms and dragons, you can only have a weapon that deals light damage even if aqua is one point below it (I think, I might be wrong, but the highest one gets the elemental hit effect). Blades have a certain hierarchy; combining two blades of the same level/tier will produce the blade one level above. Even if it says you’re only going to do 0dmg you can still chain moves to get more damage in. it might take a while but you will whittle down the enemy. You will take much more damage at higher risk. Like bats dealing 999 damage at 100 risk. Wines will give you anywhere between +1 and +4 stat points. It’s random each drink so you can save load to get the best outcome. Things regen faster when not in combat mode. Combining blades will mix the stats of the two weapons, I’m not sure how it figures it out. Every grip can hold a certain number of gems, gems are bad ass. You can potentially never die by using defence arts, since they heal you rather than reduce damage. You can take 100 damage, bringing you to zero, heal back 50 and be okay. Stats will only reduce the other stats when above 0 I think. Negative stats never seem to cause other stats to go down. Magic is sort of pants but risk break moves are good because they use the weapons stats to deal damage. You can use spells on yourself to grind elemental resistance. Like healing to grind light defence. Elements are important.
Not hints:
Wow, I forgot the roulette for stats after bosses. So weird. And yes, a fan dub would be rocking, the script is very good and I’m a sucker for theatre style acting. I even found myself voicing all the characters while watching.
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Post by megatronbison on Feb 3, 2012 12:24:38 GMT -5
I'm reading every line of Seymours with the hammiest Liquid Snake voice in my vocal repetior!
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Post by 9inchsamurai on Feb 3, 2012 13:02:48 GMT -5
Weapons will take the element of the highest stat, so while you can have a rocking weapon vs phantoms and dragons, you can only have a weapon that deals light damage even if aqua is one point below it (I think, I might be wrong, but the highest one gets the elemental hit effect). I believe you can actually select the main element your weapon is using somewhere in the status screen. You have to hit accept on the element you want, otherwise it will use the dominant one like.
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Post by Snarboo on Feb 3, 2012 13:50:55 GMT -5
The bowgun kind of sucks so far. I tried using it on zombies, which is a bad idea. It builds risk up way too fast. Really? That's my go to weapon for undead enemies. Since most of them are melee and do ridiculous damage, it allows me to keep them at a distance while sniping at them from cover or on a high ledge. My weapon of choice for phantom enemies is the rusty nail, a spear, for the same reason.
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Post by Deleted on Feb 3, 2012 13:55:08 GMT -5
The bowgun kind of sucks so far. I tried using it on zombies, which is a bad idea. It builds risk up way too fast. Really? That's my go to weapon for undead enemies. Since most of them are melee and do ridiculous damage, it allows me to keep them at a distance while sniping at them from cover or on a high ledge. My weapon of choice for phantom enemies is the rusty nail, a spear, for the same reason. I'm more of a barbarian type guy ;p. Nah, the extra risk plus the chains were making it tedious for me to even hit anything (sheathe, wait 30 seconds, attack was what I'd have to do). I think I'm just too impatient for the game, lol . How many hitpoints do the phantoms have? I was doing something like 5 hp an attack, it was ridiculous.
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Post by Snarboo on Feb 3, 2012 14:02:59 GMT -5
How many hitpoints do the phantoms have? I was doing something like 5 hp an attack, it was ridiculous. I think they have really low HP, somewhere between 50 and 70, but I always use degenerate on them first thing so that I can deal more damage to them. I recommend investing in the magic counter defense art. I forget the exact name for it, but if you can get the timing down, you counter their attack and deal damage to them based on a percentage of the damage they did to you. It seems to be the best way to fight them if you can't hit them. Edit:I had no idea you could dual class a weapon! Thanks Zog, I'll look into dual classing a few of my weapons so they are more effective against various enemy types.
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Post by derboo on Feb 3, 2012 16:24:32 GMT -5
Here's a tip for y'all: The only really reasonable way to play this game is getting ridiculously good at chaining the +1 damage skill. When you do about 20 hits each time, it doesn't matter anymore when your weapon's initial damage is 0. Builds up risk rather quickly, but it's easy to get it lowered again. Also, you need to get ridiculously good at countering with healing so the final boss cannot instant-kill you anymore. It's a bitch to figure out the timing though, as the animation for the attack in question lasts about five minutes.
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Post by Discoalucard on Feb 3, 2012 16:44:30 GMT -5
I was bad with all of that because I find the rhythm pressing in this game to completely lack rhythm. Ashley's attack animations are so damned weird, and even once you do get those down, it's much, MUCH harder to get the timing for enemy attacks. The window is too short to react to consistently and the animations never felt natural to match up to what they should be.
The first time I quit playing this game was because a boss was insta-killing me repeatedly, and the strategy the internet told me at the time was to "use defense arts". Fantastic! That would have been viable if the whole thing weren't so arbitrarily implemented.
Jeez I haven't even started replaying this game yet and it's already making me irritated.
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Post by Deleted on Feb 3, 2012 16:47:06 GMT -5
My problem with the defense arts is that I'm instinctively hammering the circle button to try and attack before the enemy, when I should be preparing to get raped. Instead, I end up getting a "too fast" and missing my opportunity to defend. That, and I can never remember which defense art I have equipped on which button when I am actually ready to use defense arts. I suck.
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Post by zogbog on Feb 3, 2012 16:50:40 GMT -5
My problem with the defense arts is that I'm instinctively hammering the circle button to try and attack before the enemy, when I should be preparing to get raped. Instead, I end up getting a "too fast" and missing my opportunity to defend. That, and I can never remember which defense art I have equipped on which button when I am actually ready to use defense arts. I suck. THIS. Further extension of X and O being shitty and randomly switching. Also hint, the actual timing is a bit before the "!" shows on screen, so it's kinda pointless to wait for it. Especially for offensive arts.
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Post by Snarboo on Feb 3, 2012 17:02:53 GMT -5
Ashley's attack animations are so damned weird, and even once you do get those down, it's much, MUCH harder to get the timing for enemy attacks. The window is too short to react to consistently and the animations never felt natural to match up to what they should be. Yeah, I have to agree, the timing on enemy attacks can be brutal. You pretty much have to get hit a few times before you get the timing down, and if an enemy has multiple attacks, that can take a while. As for timing weapon chains, my biggest issue there is that chain timing is radically different between weapons. It's quite possible to get used to the timing of one weapon, only to switch to another and have to relearn everything all over again. My problem with the defense arts is that I'm instinctively hammering the circle button to try and attack before the enemy, when I should be preparing to get raped. Instead, I end up getting a "too fast" and missing my opportunity to defend. You can tell when an enemy is about to attack by watching the speech bubble above their head. You'll notice that it'll change from an ellipse to an exclamation point right before they attack. This is essentially the "turn speed" of an enemy. Some enemies take turns very slowly, allowing you to get a few turns in before they attack. Others are quick and will attack almost as soon as they are in range. Just observe how long it takes for an enemy to display the exclamation point to get the turn speed for that enemy. That's one of the reasons the phantoms are such a pain to fight: they pretty much attack as soon as they teleport near you, and then quickly teleport out. That's why I try and use a weapon with good range against them.
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