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Just finished the game! What a trip. Now to 9.0 everything. By the way, I got my own 3DS thanks to this game, so OP could you update my friend code to 1118-1157-8874? THX
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| # ? Apr 5, 2012 11:18 |
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| # ? May 23, 2013 22:14 |
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The problem right now isn't that you can't create a "perfect weapon", but rather it's hard to fuse something with ANY sort of customization at all beyond randomness. I'm trying to fuse a weapon for fast 9.0s right now, so a staff with 6 stars in ranged and +7 or 8 in defense with no other mods would be amazing, and way under the value cap of ~300-310 for fusing, but I feel like the game forces you to take mods you don't want no matter what, making this very difficult to do. The fusing cap in itself is annoying too, because every extremely high value weapon is usually a clusterfuck of random mods with no offensive capabilities, rendering them pretty much unusable. Edit: I have an idea. I'm farming 0.0 ch 1 for weapons with no mods in hopes of creating a base 6 star ranged weapon with nothing on it to transfer my defense mod on to. BabyRyoga fucked around with this message at Apr 5, 2012 around 11:48 |
| # ? Apr 5, 2012 11:29 |
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BabyRyoga posted:The problem right now isn't that you can't create a "perfect weapon", but rather it's hard to fuse something with ANY sort of customization at all beyond randomness. I'm trying to fuse a weapon for fast 9.0s right now, so a staff with 6 stars in ranged and +7 or 8 in defense with no other mods would be amazing, and way under the value cap of ~300-310 for fusing, but I feel like the game forces you to take mods you don't want no matter what, making this very difficult to do. It's not impossible, you just have to be persistent. It didn't take me too long to end up with my current 9.0 weapon: Laser Staff 319 Value 3 Ranged stars / 1 Melee star Overall Defense +6 Shaking +1 Standing Cont. Fire +1 Recovery Effect +3 Knockback Recovery +1 Heart Bonus +3 Do I wish I could trade away the Shaking and Standing Continuous Fire modifiers for more pure damage? Sure, but getting the Overall Defense, Recovery Effect, and Heart Bonus modifiers all together like this was more important. Also, another thing you said was that getting those high-valued weapons with a bunch of skills is worthless because they're generally a random assortment of skills and not much damage, but it's actually not. If said 330+ value item is used in a fusion and doesn't pass along most of its skills, the value has to be compensated somewhere, and that somewhere is in damage modifying stars. Thus, the ideal arrangement would probably be to get the core skills you want on a weapon, then get some high-valued weapons from 9.0 Intensity runs and hope you can pass along the core skills and not much else while getting more damage stars.
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| # ? Apr 5, 2012 11:57 |
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Shadow Ninja 64 posted:It's not impossible, you just have to be persistent. It didn't take me too long to end up with my current 9.0 weapon: That one looks pretty good. Ideally, I would want one like that with more attack power. I would get rid of the heart farm rate to compensate, as I can just farm ch 1 for 20k+ hearts a pop if I need them. It seems like this farming thing to create a base weapon with no mods and high attack is working, but the number of weapons it takes to increase each star basically doubles, since you have to create an entire new weapon close in value to fuse. So far, I have a hewdraw club with 3 stars in ranged and nothing else. I just basically play ch 1 on 0.0, do something else while the air stage completes itself, then super speed run through the land battle, grabbing all the treasures and beating the boss in about 45 seconds. I also buy any weapons that appear in the store with no mods afterwards as well.
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| # ? Apr 5, 2012 12:36 |
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Got my AR Cards from Nintendo yesterday. What is the difference between the "Palutena" card I got with my game, and the "Paulutena (Rare)" card that I got from Club Nintendo? Seems kind of weird.
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| # ? Apr 5, 2012 12:53 |
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any of you folks wanna share your weapons/power setups for beating things on 9.0? I'm having a lot of trouble beating most of the later chapters on even 8.0 without dying (especially due to Ornes, gently caress Ornes). Any tips?
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| # ? Apr 5, 2012 13:21 |
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I've been doing pretty good with the Insight Staff. Picking off enemies from afar has really helped me out. Too bad I have trouble with the rooms they force you to fight the enemies in. Range: 4 and a half stars Melee: 4 stars Overall Defense: +3 Health: +1 Speed: +2 Recovery Effect: +1 I'm trying to fuse a better staff, or really just any weapon right now. I like this staff, but I just can't seem to beat some levels with it.
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| # ? Apr 5, 2012 15:03 |
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How the gently caress do you deal with Mimicuties in an enclosed/small area? They do tons of damage and no matter how I dodge seem to close in on me and do their Chun-Lee kick. If I have enough room to get out of their range I'm fine but the only solution to these and those other guys (Clubberskulls? I don't know what they're called, they're the ones that look innocent until you attack, then transform into the huge armed dudes that chase you down with the sole purpose of loving up your day) is to just run away if you can.
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| # ? Apr 5, 2012 15:44 |
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Wrist Watch posted:How the gently caress do you deal with Mimicuties in an enclosed/small area? I wonder how many chests I've missed at this point by going "that's obviously a Mimicutie, no way".
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| # ? Apr 5, 2012 16:20 |
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Tempura Wizard posted:I wonder how many chests I've missed at this point by going "that's obviously a Mimicutie, no way". I actually started marking down where they were until I realized that on higher difficulties there would probably be more and probably moved to different places anyway. *facepalm* I've found that if you dash away-rangeshot-dash away-rangeshot repeat you can usually take care of them without getting hit. But it's hard, especially in the smaller rooms.
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| # ? Apr 5, 2012 16:59 |
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It took about 15 or 20 mostly AFK runs through ch. 1, but it worked. ![]() So the theory now is that I can do this again to make a similar weapon with overall defense +x, then fuse the two together to come up with a 6 ranged atk power beast. The hardest part will probably be turning it into the weapon I want. According to a Japanese info wiki, +7 overall def is worth aprox. 80 value, so I would probably have to settle for 5 to stay under the cap. Also, I would probably need to have some number of weapons with values between to bridge the value gap. BabyRyoga fucked around with this message at Apr 5, 2012 around 17:31 |
| # ? Apr 5, 2012 17:28 |
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Wrist Watch posted:How the gently caress do you deal with Mimicuties in an enclosed/small area? They do tons of damage and no matter how I dodge seem to close in on me and do their Chun-Lee kick. If I have enough room to get out of their range I'm fine but the only solution to these and those other guys (Clubberskulls? I don't know what they're called, they're the ones that look innocent until you attack, then transform into the huge armed dudes that chase you down with the sole purpose of loving up your day) is to just run away if you can. I found that if you dash/dodge towards them right as they do their kicking attack, you'll actually end up behind them and in quite an advantageous position. But they're still motherfuckers that do too much drat damage.
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| # ? Apr 5, 2012 17:40 |
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dorkasaurus_rex posted:I found that if you dash/dodge towards them right as they do their kicking attack, you'll actually end up behind them and in quite an advantageous position. But they're still motherfuckers that do too much drat damage. Don't bother dodging when they're doing their spinning sweep kicks though. You'll just end up getting trapped within the twister of pain.
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| # ? Apr 5, 2012 18:58 |
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Wrist Watch posted:How the gently caress do you deal with Mimicuties in an enclosed/small area? I always bring the Confuse attack power so they never even reach me before I'm done with them. Finally got the balls to do a 9.0 Intensity level (even though it was the first one.) It felt as good as beating it the first time on 7.0 and ended about the same way. With me almost dying at the end.
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| # ? Apr 5, 2012 19:07 |
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Ok, I need a break from this game. I've already snapped two styles' in half trying to 9.0 chapter 9. On my last run I was one enemy away from the door, then that stupid thing that breaks into two halves double teamed me and I went into critical, and while I was falling the legs loving kicked me.
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| # ? Apr 5, 2012 20:13 |
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dorkasaurus_rex posted:any of you folks wanna share your weapons/power setups for beating things on 9.0? I'm having a lot of trouble beating most of the later chapters on even 8.0 without dying (especially due to Ornes, gently caress Ornes). I've already posted my weapon. The important factors for me are a high Overall Defense modifier, a high Recovery Effect modifier, and a weapon with good range so I can maintain distance and have time to react to attacks (or kill something from far enough away that it never goes active). My current power setup is Pisces Heal lv4, Effect Recovery lv1, Healing Recovery lv1, Weak-Point Reticule lv1, and Autoreticle lv1. The last two are because I just recently did two levels where the boss of the level is very mobile and aiming is hindered by various factors. Another setup I've run include swapping out Healing lv1 for Healing lv3 and replacing the reticles with Quick Charge lv1 or lv2. Shadow Ninja 64 fucked around with this message at Apr 5, 2012 around 20:26 |
| # ? Apr 5, 2012 20:21 |
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dorkasaurus_rex posted:I found that if you dash/dodge towards them right as they do their kicking attack, you'll actually end up behind them and in quite an advantageous position. But they're still motherfuckers that do too much drat damage. Dodging left/right also takes you behind them, since their kick barrage counts as a melee-range attack and side-dodges have you circle around them. The trick I've found to dealing with [spoilers]mimicuties[/spoilers] (do we really need to spoil this?), especially in close quarters, is to never attack until they do and ALWAYS dodge. Front/side dodge their rapid-kick so you can get behind them and hit them with a melee combo or charge attack (whichever is strongest). Their spinning kick is more of a pain to deal with: either you want to get out of dodge and leave the room until it's finished or dodge like mad and hope you don't get blindsided. I suppose using a Confuse power is also an option if you're a WUSSBAG. Oh, and it turns out Nintendo really doesn't like Canadians since the Kid Icarus code I have just doesn't seem to work over there, so you Yanks have a second chance for free poo poo. If you want the free Kid Icard 3D Classics code, just post in the thread with your e-mail - first come, first serve - and I'll send it your way.
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| # ? Apr 5, 2012 20:26 |
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BabyRyoga posted:It took about 15 or 20 mostly AFK runs through ch. 1, but it worked. This is a really interesting approach, but I still think I prefer beating levels on high intensities and then going with the "most beneficial fusion(s)" plan, just because you'll also be getting good weapons, powers, and hearts out of the deal. Be sure to let us know if this does work out for you, though, because it might end up being the way to go as far as creating a weapon for 9.0 Intensity goes.
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| # ? Apr 5, 2012 20:29 |
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Onean posted:I'm not sure how Viridi would work, seeing as she's the only named character that you don't fight. I can guarantee that Sakurai could come up with something, and I would love to see her, but I can't think of anything off the top of my head. More likely we would get a stage built around her and Palutena.[/spoiler]
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| # ? Apr 5, 2012 20:35 |
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Jetpack Postman posted:Oh, and it turns out Nintendo really doesn't like Canadians since the Kid Icarus code I have just doesn't seem to work over there, so you Yanks have a second chance for free poo poo. If you want the free Kid Icard 3D Classics code, just post in the thread with your e-mail - first come, first serve - and I'll send it your way. I'll go ahead and take it! Edit: Thanks! Dieting Hippo fucked around with this message at Apr 5, 2012 around 23:21 |
| # ? Apr 5, 2012 21:06 |
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Jetpack Postman posted:Dodging left/right also takes you behind them, since their kick barrage counts as a melee-range attack and side-dodges have you circle around them. ^^^^CRAP Yes, please! justin@nomadedit.com
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| # ? Apr 5, 2012 21:07 |
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Shadow Ninja 64 posted:This is a really interesting approach, but I still think I prefer beating levels on high intensities and then going with the "most beneficial fusion(s)" plan, just because you'll also be getting good weapons, powers, and hearts out of the deal. Be sure to let us know if this does work out for you, though, because it might end up being the way to go as far as creating a weapon for 9.0 Intensity goes. The problem I have to deal with now is filling in the value gap. If I had a 6 star ranged overall def +5 weapon and tried to fuse it with my 6 star ranged recov +4 weapon, the difference in value would probably drop one of the attributes or some of the stars. If the former happened, I wouldn't have a work around. If the latter would have to have a ranged only weapon of higher value to fuse onto the result and hope that whatever other attributes I have on it to increase the value high enough aren't chosen over the defense and recovery. This is what I found out for certain, though: - Fusing weapons with similar attack values will indeed slightly increase the attack value, which is how I made a 6 star ranged weapon and added recovery+4 to it. - Every weapon (or weapon type) has a multiplier that also affects this. If you fused two weapons with no stats at all together, the resulting weapon would end up with half a star of whatever multiplier wins out. IE, two 100 value first blades would end up with a weapon that has half a star in ranged, two 100 value palms would end up with a weapon that has half a star in melee. I think when you fuse two weapons together that have stats in both, it is averaged out, then affected by the multiplier of the resulting weapon. - If a weapon only has stars in one of the two attack values, the multiplier will never cause a positive value to be added to the stat that has none, unless fused with a weapon that has at least half a star in that stat. - I don't know how the multipliers work to decrease attack values back to 0, but it can be done, it's just very difficult with some weapons. Edit: Actually, I don't think you can ever reduce an attack value back to 0, the lowest it will go is half a star. BabyRyoga fucked around with this message at Apr 5, 2012 around 21:31 |
| # ? Apr 5, 2012 21:16 |
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Is the circle pad pro necessary to play this game? Resident evil Revelations was a much better experience for me with it
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| # ? Apr 5, 2012 21:34 |
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^^^The Circle Pad Pro isn't used like in Revelations, it's just an alternate circle pad for lefties. What I've started doing now is collecting value 100 weapons, at least one of each. That way, I have a variety of cheap weapons for multiplayer. I think it might work out in my favor.
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| # ? Apr 5, 2012 21:35 |
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Dieting Hippo posted:What I've started doing now is collecting value 100 weapons, at least one of each. That way, I have a variety of cheap weapons for multiplayer. I think it might work out in my favor. It won't. The stronger the weapon, the better you generally will do. It helps to be fairly skilled and patient while playing, too.
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| # ? Apr 5, 2012 21:37 |
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I think it would work if you were playing 1v1, where you would only need to kill them once for every 3 times they kill you. When you play with more people you end up not getting any finishing blows or getting destroyed in seconds.
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| # ? Apr 5, 2012 21:44 |
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Edoraz posted:It won't. The stronger the weapon, the better you generally will do. It helps to be fairly skilled and patient while playing, too. I've won a good amount of matches using my value 100 first blade. The reason for this is that it takes someone using a value 300 weapon three kills on me to make up for the one kill I made on them. I'll also go ahead and toot my own horn and say that I'm pretty skilled. It's all about the dodging. Edit: Not to mention, low value weapons rule in Light vs. Dark. Takes longer for your angel to appear (Team health is at 900 default, someone unskilled with a value 300 weapon will drop the gauge), and you can still clear enemies away from your angel if they do appear with melee dash attacks. Dieting Hippo fucked around with this message at Apr 5, 2012 around 21:48 |
| # ? Apr 5, 2012 21:45 |
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Jetpack Postman posted:Oh, and it turns out Nintendo really doesn't like Canadians since the Kid Icarus code I have just doesn't seem to work over there, so you Yanks have a second chance for free poo poo. If you want the free Kid Icard 3D Classics code, just post in the thread with your e-mail - first come, first serve - and I'll send it your way. Just in case you still have your code... I think you can just switch your region to the US in the 3DS' system settings, go into the eShop, redeem the code and switch back. It won't wipe your currency or anything.
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| # ? Apr 5, 2012 22:27 |
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When taking negative attributes to help out the other attributes, NEVER choose Shot Defense -. I got stuck in Gyrazer lasers, really all lasers, until they hit Pit far back enough that they can't reach him. So while I had defense +6, that didn't help when I got hit 6-7 times in constant stun, because of those lasers. It's a shame too. I had high hopes for this weapon. ):
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| # ? Apr 6, 2012 00:02 |
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Does anyone else online use cannons? I am the only person I've ever seen use a Cragalanche Cannon.
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| # ? Apr 6, 2012 01:02 |
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OK, I think I have the fusing completely figured out. It is designed in a way that makes it extremely hard (but not impossible) to manipulate more than one stat outside of dumb luck. Every weapon (possibly every weapon type) has a slight multiplier that leans towards either ranged or melee. When you fuse two weapons together, the ranged and melee values are averaged out, then affected by the multiplier of the resulting weapon. I don't know if this is a fixed value for every weapon, or if it carries slightly more weight on certain weapons. Rules 1. The multiplier will have no effect on a value of 0. If you have a weapon that ONLY has stars in ranged and you fuse it with another weapon that only has stars in ranged, the resulting weapon will never have any stars in melee, even if it's multiplier would otherwise be biased to melee. 2. Once a weapon has at least half a star in an attribute, it can NEVER be removed. 3. If two weapons with similar values in only one stat are fused, the stat will rise. Example, a 2-star ranged and a 1 1/2 star ranged, both with 0 in melee, will make a 2 1/2-star ranged. 4. If two weapons with 0 in both ranged and melee are fused, the result will be a weapon that has half a star in whichever multiplier wins out (providing that both of these weapons have no other attributes on them, IE are 100 value). 5. Greyed-out attributes can be assimilated into the attack values, especially when fusing two weapons of vastly different overall value. 6. Attack values can also be lost entirely when fusing two weapons of vastly different overall value, if too many other attributes are chosen when calculating the value of the resulting weapon (but can never be reduced to less than half of one star). 7. Overall value for fused weapons caps out around 305, give or take. The only way to create a weapon of higher value than that through fusion is to use one or more weapons from the store or treasure chests that have higher values. Each time you fuse, some of that extra value will be lost. I don't know if there is a formula, just a set of rules and some kind of RNG maybe. When you fuse two weapons together, it seems like it finds some kind of intended average overall value (which will go up as long as you haven't reached the cap) and gives you a set of attributes that gets closest to that overall value after the attack values are calculated, assuming the overall value of the two weapons being fused are close to each other. There are also some approx. values for each point of each attribute on this Japanese wiki: http://shinparu.wiki.fc2.com/wiki/%...%82%AD%E3%83%AB Note that these vary from attribute to attribute, and the first point (or half point for attack values) of any attribute is worth SLIGHTLY MORE than the rest, which is a bit counter-intuitive; usually, it would be the other way around with this type of system so that a well-rounded weapon would be easier to make than one that excels in a few categories, but with this system, you are losing a little bit of potential when you have more attributes. So based on this, I think either 1) There is some kind of ID or random number generated when a weapon is created, which has some affect on which attributes will be transferred after the attack values are calculated, with a few points of leeway. or 2) There is no leeway, the game will calculate every combination of abilities possible, and always give you whichever combination of attributes is closest to the average overall value. If I had two exact copies of the same weapon with a fairly high value (200s and lots of attributes), I could prove that it's either 1 or 2, based on if the results are the same or not. Now, I wanted to make that blade I posted a picture of into a 6 ranged 0 melee recov +4 overall defense +8 weapon of some sort for easy 9.0 farming, as those are the two most desirable attributes for solo. Based on the values found in that Japanese wiki, there is no way I could do that before hitting the overall value cap. With a negative mod of some sort, I might be able to get 6 or 7, otherwise i'm guessing that 5 would be the best I could get and still maintain the same attack value. The only problem is, how do you bridge the value gap? Since only the entire point value for an attribute rather than single points can be transferred, there is no way to do so in one fuse. On the other hand, say I had a 6 ranged 0 melee weapon with Recovery Effect +4, a 6 ranged 0 melee weapon with overall def +1, another of the same stats with def +2, +3, +4, so on, I could fuse them all in order in theory, and end up with a 6 ranged 0 melee weapon that has 2 high attributes and still maintains it's 6 attack value. That is a lot of fuses, though. It took probably 20 or so (mostly AFK) runs through ch. 1 on 2.0 intensity with buying weapons that had no attributes and only 1 attack stat from the store in between to make that one weapon. It would take hundreds of trips to make a set of weapons with increasing defense values to fuse. And even after all that, it would be nearly impossible to get the EXACT weapon you want in the end, it would just be luck of the draw unless you do some extremely selective fusing while making each of the weapons. So, 6 star ranged 0 star melee weapon of choice with 2 high attributes of choice? You'll probably have to collect a few thousand weapons, with lots of ones that you'll have to discard. It will also include specific 100 value weapons to some extent that will need to be gathered from the appropriate chapter, or the store. Also, I haven't tested this out yet. If there is some RNG involved, there might be some point during the chain fusing where you'll need to make another copy of whichever defense attribute weapon you are on, because it doesn't copy over with the one you currently have. BabyRyoga fucked around with this message at Apr 6, 2012 around 02:50 |
| # ? Apr 6, 2012 02:44 |
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jonjonaug posted:Does anyone else online use cannons? I am the only person I've ever seen use a Cragalanche Cannon.
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| # ? Apr 6, 2012 03:06 |
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Greyscale Skies posted:Yep! Well, kind of anyway. Oh my god.....I just imagined how it would be for the Wii. Using the nunchuck to move Pit and the wiimote to aim. Nintendo make the sequel on WiiU and have that be an option! I demand it! Also I'd live an opinion on this weapon I obtained while attempting to clear Chapter 3 in 9.0 (beat it in 8.0, sadly): Needle Palm Range: 5 stars Melee 2 stars Value: 302 Overall Defense +2 Knockback Defense +1 Petrification +3 Side-dash Cont. Fire +1 Knockback Recovery +1 Heart Bonus +1
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| # ? Apr 6, 2012 03:31 |
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Dieting Hippo posted:I've won a good amount of matches using my value 100 first blade. The reason for this is that it takes someone using a value 300 weapon three kills on me to make up for the one kill I made on them. I'll also go ahead and toot my own horn and say that I'm pretty skilled. It's all about the dodging. Interesting. And a good sign. I guess I've been having a lot of luck with my sub 300 stuff.
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| # ? Apr 6, 2012 03:37 |
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^Re: Iwata Asks What strikes me the most is that the flying level is basically identical to the final product in terms of progression. Even at that early stage they had the bit where it pauses and zooms in on the town when Pit realizes they're attacking it. ---- I got stuck on a team with a guy named jesus. We must have played like 10 Black vs White Battles. He registered 0 points in every single one of them. Either he really sucked at the game or he was making a statement by turning the other cheek.
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| # ? Apr 6, 2012 03:49 |
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Add me! nerdz 4768 - 7589 - 8444 I found a pretty good ambush setup both for free for all and light versus dark. It goes like this: Pudgy Palm (mine has 4 stars ranged) Slip Shot 1 Homing shot 3 Heal 3 You get enough uses to keep using them for almost the entire time. The forward dash charged shot does 100-120 damage, knocks down, has the single best homing I've seen yet and 50 range, recharges almost instantly and gets even better with the homing skill. With slip shot you can simply go to an adjacent room and dash charge fire blindly through the walls and you will always hit someone. It's not uncommon to wipe an entire team when they can't even hit you back. I keep getting thrashed by some claw and club users, though.
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| # ? Apr 6, 2012 06:36 |
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BabyRyoga posted:OK, I think I have the fusing completely figured out. (...) I just want to chime in and say thanks for this; I find the theorycrafting really interesting but not the legwork involved involved in figuring out the rules. The min/maxer in me is one step closer to making an Ideal Weapon.
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| # ? Apr 6, 2012 06:49 |
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Welp, I think I just learned something about how the loot works in this game. If you get a weapon in a level, die, then continue with the difficulty lowered, the stats on the weapon (and maybe items) are reflected on the difficulty you beat the level on. Meaning that if you get an item on 6 intensity and finish on 5, the weapon will be weaker than when you got it. ![]() I hope I'm wrong about this, because I've been working my rear end off trying to get some new good weapons, as well as practice, to finish the story with on a higher difficulty.
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| # ? Apr 6, 2012 08:46 |
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Obeast posted:Welp, I think I just learned something about how the loot works in this game. If you get a weapon in a level, die, then continue with the difficulty lowered, the stats on the weapon (and maybe items) are reflected on the difficulty you beat the level on. Meaning that if you get an item on 6 intensity and finish on 5, the weapon will be weaker than when you got it. You are right, oh and I wouldn't count on always getting gold when going for those seven, eight and nine runs because my recent nine runs have been getting me poo poo from the 220 rung and lower.
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| # ? Apr 6, 2012 09:01 |
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| # ? May 23, 2013 22:14 |
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Waffleopolis posted:Oh my god.....I just imagined how it would be for the Wii. If you want to do more than imagine, just get Sin & Punishment 2. It's rather brilliant. All on-rails stuff, but doesn't fare any worse for it.
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| # ? Apr 6, 2012 09:09 |




























