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Jun. 19th, 2012 09:09 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
TV commentary:
Eureka- So what's up with no one even batting an eye when Holly-gram was all, "Do you know what its like to go through life not being able to touch yourself?" I mean, she obviously didn't mean in that way, but its just a really odd way to phrase it. Given her current predicament she could of said touch others or touch anything, or said what its like to be unable to feel. How can you not think dirty thoughts when someone talks about not being able to touch themselves.
And I forget, are all the Z-wave mishaps involving Carter because he was jacked in remotely? Or is it that he's the main character and thus the only focus when something happens to him? Because if that z-wave interaction with whatever Kevin dosed him with works on anyone who was in the machine, why have they glossed over that? I mean, the only reason they "cured" Jack was because Alison's all, "You're no longer the man I married!" and I was screwing over friends like Deputy Andy in the name of science. But if whatever Kevin did boosted Jack's brain power, I would think one of the Astreus folks would start experimenting with that, since they don't have the same concerns as Jack.
Lost Girl- Was this episode an exercise in having the cast do bad Southern and Irish accents? Also, Bo's hairstyle this ep made her look way hotter than she normally does.
clevemire thinks its because it distracted from her striking nose.
WO blather- So, finally got some gold star abilities for weapons of various characters. It seems having high prosperity is almost essential though, that way you get a lot of weapon drops- I've been grinding on Rescue at Yi Ling, and with Prosperity +10, I was getting 5-8 weapons. Of course, it does get frustrating when none of the those weapons have gold abilities, or if they do, its like confluence or something.
Anyways, after tinkering around with the game a bit. It seems the must haves on your weapon are wind, slay, and absorption. Everyone should have these. Not to say other things like agility and bolt are non-essential, most people should have them, but there are a few where it might not be the best. I mean, let's go over the weapon attributes:
Absorption: absorbs life from enemy when attacking. Obviously this is a must have!
Agility: increases attack speed on all attacks. This is good for most people, though I'm not sure if some of the way-fast characters get as a significant benefit compared to others.
Blast: increases damage for projectiles and shockwave attacks. This is obviously a benefit to the bow and gun and throwing weapon folks. However, those characters with shockwave attacks, its usually just one or two attacks in their combo strings with that property. Granted, its an attack you'll prolly use a lot, but its so specific I'm not sure you should waste a slot in it.
Bolt: stuns enemies and deals fixed damage relative to enemy's max health. Damage can be stacked with Wind and Slay as well. Now, why didn't I include it in the must haves? You prolly should have bolt for the most part. But, if you're really struggling with space on a weapon, I think you can forgo this if you have high wind, slay, as well as echo, typhoon, and brilliance. I feel the benefits of echo and typhoon (see a few paragraphs down) lessen the stun affect of bolt, Not that it makes bolt weaker, but between what echo and typhoon are doing, the stun affect is just adding insult to injury at that point. However, given that bolt/slay/wind stack, you're doing less damage with your elemental attacks. But, if you have brilliance, the effects of slay and wind are coming off on every attack, not specific charge attacks, so again, your damage output is so high already that losing bolt doesn't hurt that much.
Brawn/Might: Brawn increases damage for normal attacks, Might for charge attacks. At full, I think you're doing 1.2x extra damage. That's good, but there are better attributes out there. I mean, if you have brilliance, then obviously slay/wind/bolt is the way to go, but even without it, the chance to auto-kill peons from slay, the damage through guard from wind and the stun from bolt in addition to the percentage damage they're doing against officers relative to their health just seems better. Brawn and Might do stack with Blast and Courage, so if your attack happens to be a projectile or shockwave against an officer, your doing way more damage than normal, but as I just said, its prolly not an efficient use of slots.
Cavalier: increases damage for attacks while mounted. Yeah, this is pointless. I've played every stage already, and while I do have Red Hare, I haven't encountered a mission where needing to mount a horse to get somewhere quickly was needed. Even then, its such a limited window that its a total waste of a slot because you'll rarely be on a horse.
Celerity: movement speed occasionally doubles (for 30 seconds) upon defeating enemy officers. This seems like such an esoteric attribute- I mean, when you're doing a stage, clearing an area of enemy officers and being able to get to the next "section" of the battlefield with more officers that much faster is a boon, but again, not enough to waste a slot on.
Chronos: extends resting time in between combos. Combos take longer to terminate. Honestly, I'm not sure what the benefit of having combos are, other than saying you did a really high combo. Again, there are way better things to put on your weapon.
Courage: increases damage against enemy officers. This is probably a better choice than brawn or might, because at least then you have the benefit of both against officers.
Destruction: increases damage of your musou attack. I'm not sure if this or Verity is better (maybe take both). I think you should only take this if you know you're going to be using your musou a lot. Which means of course that Osmosis is an absolute must to keep your musou meter up! If you're going to go this route though, then obviously your build should be centered around that- no need in doing slay/bolt/wind/echo/typhoon because if you're going for a musou heavy strategy, you're less concerned with the damage/crowd control of your non-musou attacks and more on building your musou up fast so you can unleash it time and time again.
Diligence: increases experience obtained during kills. This is unnecessary. If you're grinding, you're getting more than enough xp and growth points to use after the battle. Plus, obviously its useless once you're Level 99. Well, not totally useless, if its like SW, then every 5000 xp your life/musou meter still auto fills up, but its not something to waste a slot on.
Flak: increases damage against airborne enemies. I think if you use this, your play style has definitely got to revolve around juggling. Its definitely a boon for folks Zhao Yun and Zhang He, who "drill" their opponents into the air and can follow up with several more hits whilst there are both there, Zhao Yun even more so since he's a technique character and they get critical hits on airborne enemies. But yeah, unless you have a character with a good launcher and good at juggling an opponent after that, you shouldn't use this.
Flame: burns the enemies, causing depleting health while airborne. There are just so many better elements than this, you definitely shouldn't waste the slot.
Frenzy: increases damage of Special (R1) attacks. Non-damaging R1s receive no additional effect. Obviously this is useless for folks like Gracia, Liu Shan, and Nobunaga. But its incredibly great for those with really great specials, like Nu Wa. Like I mentioned earlier with destruction though, if you're going to take this, then your strategy should be centered around spamming this. Again, osmosis is a must have!
Guerdon: regular peons occasionally drop gems upon death. While gems are your currency, I don't think this is worth the slot. Particularly if you're grinding, as you'll prolly be in a level with tons of enemies and thus would be getting your TTA meter to fill often, and you're getting way more gems from the true triple attack.
Harmony: weapon compatibility increases faster. I thought this was a must have (along with taking Gyuki) to quickly max out your compatibility with a big star (given they start out with such low attack power, you want to raise your compatibility fast so you can get that attack bonus). But as long as you're on a high star stage with lots of kills, you'll max out quick. I mean, with harmony you'll prolly max out in 2 high-level stages instead of 3, but in lieu of having anything better to put on the weapon, you can have this. Obviously, its pointless once you max out your compatibility, so replace it afterward. But yeah, if you just don't have anything great to put on your big star yet, this makes an okay place holder until you do while maxing the weapon out.
Ice: occasionally freezes enemies, rendering them motionless for a set time. Higher attribute level increases chances of freezing. Its better than fire, but there are way better things out there to put on your weapon.
Industry: increases rate of proficiency gain. Another pointless attribute. I mean, since unlike weapon compatibility, the stage difficulty is inconsequential, its based solely on number of kills, between Dodomeki and the Mystic's Bracers, you can easily raise proficiency to S in 1-3 levels without it. Its not something you would ever actively put on your weapon. If its there good, but replace it as soon as possible. Particularly once you're at S proficiency, as the attribute is even more useless at that point.
Osmosis: absorbs musou from enemy when attacking. A must have if you plan on using R1s or musous a lot.
Prosperity: enemy officers occasionally drop weapon boxes upon death. This is infinitely useful when grinding for weapons with gold star attributes as you end up getting more weapons. But, you only need it on a character who's sole purpose is grinding for weapons. Since everyone on the team gets a weapon from the weapon drops, if you're trying to get weapons for a specific character, they just need to be on a team, and you have to make sure the person with prosperity on their weapon kills the officers.
Providence: enemy officers occasionally drop item boxes upon death. Not nearly as useful as prosperity, as most stages have two item boxes hidden somewhere anyways. Like harmony, if its on the weapon already and you don't have anything to replace it with, its fine. But have no qualms about putting something better when you can.
Reach: increases attack range. This doesn't do anything for projectiles or shockwaves, and even after that, it seems there are less attacks that are actually affected by this than there are. Which is kinda annoying. But if you're struggling with slots, you can prolly get rid of it for something better. Particularly if you have echo and typhoon, as the benefits of that outshine the extended reach.
Slay: chance to one-hit kill regular peons and deals fixed damage relative to enemy's max health. Damage can be stacked with Bolt and Wind as well. The description speaks for itself.
Wind: makes attacks unblockable and deals fixed damage relative to enemy's max health. Damage can be stacked with Bolt and Slay as well. This may be even more important than slay, as it gets around blocks.
Wisdom - regular peons occasionally drop a mini-EXP scroll (+150 EXP) upon death. Pointless for the same reason as diligence, as the benefit compare to how much xp you're already getting is minimal.
Gold attributes-
Brilliance: when Musou gauge is full, every attack carries elements currently equipped on the weapon. Brilliance does not work with Absorption and Osmosis for normal attacks. I was wondering why people were all, this or osmosis. But since the benefit only happens when your musou meter is full, you prolly should't be doing anything that would require refilling it, as having every attack have slay/wind/bolt on them should suffice just fine in most situations.
Confluence: True Triple Attack meter fills up faster during combos. I feel this is a waste of a slot, because while triple attacks are beneficial, it fills decently enough without it that there are better things to put on your weapon. Particularly if you have the trinity skill, or a character with attacks that fill the meter special quick!
Echo: enemies hit will produce a shockwave around their bodies that damages (but does not flinch) surrounding enemies. Echo seems to activate on every non-musou attack except for some hits of certain charge attacks. Definitely great for crowd control! Between this and typhoon you should be slaughtering crowds left and right.
Multi: produces a clone (during normal attacks) that attacks the enemies in the same way, a split second after your attack. The clones do not carry any elements. This is a confusing as hell description, because it makes you think its like Nene or Hanzo's ability where they make ghost versions of themselves that attack along side them. No, I figured this out from DW, its basically when you attack, you have these little after images trailing you. Those are the "clones". Basically, for some reason they chose to describe the ability rather than state what it does, which is basically a more powerful version of brawn/might/courage/blast where its doing way more than 1.2x damage.
Typhoon: creates a damaging whirlwind in front for every normal attack (and most charges and R1 specials) Yeah, this is a definite must, as it is seriously just ridic for crowd control! Enemies will be hard pressed to overwhelm you with this active on your weapon. It is only in front of you, so you could still get mobbed, just be sure to move around so enemies don't overwhelm you from behind.
Verity: Musou attacks always become True Musous regardless of health status. As with other similar attributes, you better have osmosis if you're going to use this. As with destruction, if you're going to pick this, you're going to have to center your build around spamming musous. As I said in a previous post, the SW characters benefit from this more, as they get a special attack at the end of their musou, whiles all DW characters get are double damage and fire element on their musou. But as I also mentioned previously, since DW characters don't use up their whole meter when doing musous, they can fill it up that much faster.
So all in all, you can't go wrong with bolt/wind/slay/agility/absorption/brilliance/echo/typhoon, but it might not be ideal for most everybody, particularly depending on how you play them. Its still a really solid build though.
Eureka- So what's up with no one even batting an eye when Holly-gram was all, "Do you know what its like to go through life not being able to touch yourself?" I mean, she obviously didn't mean in that way, but its just a really odd way to phrase it. Given her current predicament she could of said touch others or touch anything, or said what its like to be unable to feel. How can you not think dirty thoughts when someone talks about not being able to touch themselves.
And I forget, are all the Z-wave mishaps involving Carter because he was jacked in remotely? Or is it that he's the main character and thus the only focus when something happens to him? Because if that z-wave interaction with whatever Kevin dosed him with works on anyone who was in the machine, why have they glossed over that? I mean, the only reason they "cured" Jack was because Alison's all, "You're no longer the man I married!" and I was screwing over friends like Deputy Andy in the name of science. But if whatever Kevin did boosted Jack's brain power, I would think one of the Astreus folks would start experimenting with that, since they don't have the same concerns as Jack.
Lost Girl- Was this episode an exercise in having the cast do bad Southern and Irish accents? Also, Bo's hairstyle this ep made her look way hotter than she normally does.
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WO blather- So, finally got some gold star abilities for weapons of various characters. It seems having high prosperity is almost essential though, that way you get a lot of weapon drops- I've been grinding on Rescue at Yi Ling, and with Prosperity +10, I was getting 5-8 weapons. Of course, it does get frustrating when none of the those weapons have gold abilities, or if they do, its like confluence or something.
Anyways, after tinkering around with the game a bit. It seems the must haves on your weapon are wind, slay, and absorption. Everyone should have these. Not to say other things like agility and bolt are non-essential, most people should have them, but there are a few where it might not be the best. I mean, let's go over the weapon attributes:
Absorption: absorbs life from enemy when attacking. Obviously this is a must have!
Agility: increases attack speed on all attacks. This is good for most people, though I'm not sure if some of the way-fast characters get as a significant benefit compared to others.
Blast: increases damage for projectiles and shockwave attacks. This is obviously a benefit to the bow and gun and throwing weapon folks. However, those characters with shockwave attacks, its usually just one or two attacks in their combo strings with that property. Granted, its an attack you'll prolly use a lot, but its so specific I'm not sure you should waste a slot in it.
Bolt: stuns enemies and deals fixed damage relative to enemy's max health. Damage can be stacked with Wind and Slay as well. Now, why didn't I include it in the must haves? You prolly should have bolt for the most part. But, if you're really struggling with space on a weapon, I think you can forgo this if you have high wind, slay, as well as echo, typhoon, and brilliance. I feel the benefits of echo and typhoon (see a few paragraphs down) lessen the stun affect of bolt, Not that it makes bolt weaker, but between what echo and typhoon are doing, the stun affect is just adding insult to injury at that point. However, given that bolt/slay/wind stack, you're doing less damage with your elemental attacks. But, if you have brilliance, the effects of slay and wind are coming off on every attack, not specific charge attacks, so again, your damage output is so high already that losing bolt doesn't hurt that much.
Brawn/Might: Brawn increases damage for normal attacks, Might for charge attacks. At full, I think you're doing 1.2x extra damage. That's good, but there are better attributes out there. I mean, if you have brilliance, then obviously slay/wind/bolt is the way to go, but even without it, the chance to auto-kill peons from slay, the damage through guard from wind and the stun from bolt in addition to the percentage damage they're doing against officers relative to their health just seems better. Brawn and Might do stack with Blast and Courage, so if your attack happens to be a projectile or shockwave against an officer, your doing way more damage than normal, but as I just said, its prolly not an efficient use of slots.
Cavalier: increases damage for attacks while mounted. Yeah, this is pointless. I've played every stage already, and while I do have Red Hare, I haven't encountered a mission where needing to mount a horse to get somewhere quickly was needed. Even then, its such a limited window that its a total waste of a slot because you'll rarely be on a horse.
Celerity: movement speed occasionally doubles (for 30 seconds) upon defeating enemy officers. This seems like such an esoteric attribute- I mean, when you're doing a stage, clearing an area of enemy officers and being able to get to the next "section" of the battlefield with more officers that much faster is a boon, but again, not enough to waste a slot on.
Chronos: extends resting time in between combos. Combos take longer to terminate. Honestly, I'm not sure what the benefit of having combos are, other than saying you did a really high combo. Again, there are way better things to put on your weapon.
Courage: increases damage against enemy officers. This is probably a better choice than brawn or might, because at least then you have the benefit of both against officers.
Destruction: increases damage of your musou attack. I'm not sure if this or Verity is better (maybe take both). I think you should only take this if you know you're going to be using your musou a lot. Which means of course that Osmosis is an absolute must to keep your musou meter up! If you're going to go this route though, then obviously your build should be centered around that- no need in doing slay/bolt/wind/echo/typhoon because if you're going for a musou heavy strategy, you're less concerned with the damage/crowd control of your non-musou attacks and more on building your musou up fast so you can unleash it time and time again.
Diligence: increases experience obtained during kills. This is unnecessary. If you're grinding, you're getting more than enough xp and growth points to use after the battle. Plus, obviously its useless once you're Level 99. Well, not totally useless, if its like SW, then every 5000 xp your life/musou meter still auto fills up, but its not something to waste a slot on.
Flak: increases damage against airborne enemies. I think if you use this, your play style has definitely got to revolve around juggling. Its definitely a boon for folks Zhao Yun and Zhang He, who "drill" their opponents into the air and can follow up with several more hits whilst there are both there, Zhao Yun even more so since he's a technique character and they get critical hits on airborne enemies. But yeah, unless you have a character with a good launcher and good at juggling an opponent after that, you shouldn't use this.
Flame: burns the enemies, causing depleting health while airborne. There are just so many better elements than this, you definitely shouldn't waste the slot.
Frenzy: increases damage of Special (R1) attacks. Non-damaging R1s receive no additional effect. Obviously this is useless for folks like Gracia, Liu Shan, and Nobunaga. But its incredibly great for those with really great specials, like Nu Wa. Like I mentioned earlier with destruction though, if you're going to take this, then your strategy should be centered around spamming this. Again, osmosis is a must have!
Guerdon: regular peons occasionally drop gems upon death. While gems are your currency, I don't think this is worth the slot. Particularly if you're grinding, as you'll prolly be in a level with tons of enemies and thus would be getting your TTA meter to fill often, and you're getting way more gems from the true triple attack.
Harmony: weapon compatibility increases faster. I thought this was a must have (along with taking Gyuki) to quickly max out your compatibility with a big star (given they start out with such low attack power, you want to raise your compatibility fast so you can get that attack bonus). But as long as you're on a high star stage with lots of kills, you'll max out quick. I mean, with harmony you'll prolly max out in 2 high-level stages instead of 3, but in lieu of having anything better to put on the weapon, you can have this. Obviously, its pointless once you max out your compatibility, so replace it afterward. But yeah, if you just don't have anything great to put on your big star yet, this makes an okay place holder until you do while maxing the weapon out.
Ice: occasionally freezes enemies, rendering them motionless for a set time. Higher attribute level increases chances of freezing. Its better than fire, but there are way better things out there to put on your weapon.
Industry: increases rate of proficiency gain. Another pointless attribute. I mean, since unlike weapon compatibility, the stage difficulty is inconsequential, its based solely on number of kills, between Dodomeki and the Mystic's Bracers, you can easily raise proficiency to S in 1-3 levels without it. Its not something you would ever actively put on your weapon. If its there good, but replace it as soon as possible. Particularly once you're at S proficiency, as the attribute is even more useless at that point.
Osmosis: absorbs musou from enemy when attacking. A must have if you plan on using R1s or musous a lot.
Prosperity: enemy officers occasionally drop weapon boxes upon death. This is infinitely useful when grinding for weapons with gold star attributes as you end up getting more weapons. But, you only need it on a character who's sole purpose is grinding for weapons. Since everyone on the team gets a weapon from the weapon drops, if you're trying to get weapons for a specific character, they just need to be on a team, and you have to make sure the person with prosperity on their weapon kills the officers.
Providence: enemy officers occasionally drop item boxes upon death. Not nearly as useful as prosperity, as most stages have two item boxes hidden somewhere anyways. Like harmony, if its on the weapon already and you don't have anything to replace it with, its fine. But have no qualms about putting something better when you can.
Reach: increases attack range. This doesn't do anything for projectiles or shockwaves, and even after that, it seems there are less attacks that are actually affected by this than there are. Which is kinda annoying. But if you're struggling with slots, you can prolly get rid of it for something better. Particularly if you have echo and typhoon, as the benefits of that outshine the extended reach.
Slay: chance to one-hit kill regular peons and deals fixed damage relative to enemy's max health. Damage can be stacked with Bolt and Wind as well. The description speaks for itself.
Wind: makes attacks unblockable and deals fixed damage relative to enemy's max health. Damage can be stacked with Bolt and Slay as well. This may be even more important than slay, as it gets around blocks.
Wisdom - regular peons occasionally drop a mini-EXP scroll (+150 EXP) upon death. Pointless for the same reason as diligence, as the benefit compare to how much xp you're already getting is minimal.
Gold attributes-
Brilliance: when Musou gauge is full, every attack carries elements currently equipped on the weapon. Brilliance does not work with Absorption and Osmosis for normal attacks. I was wondering why people were all, this or osmosis. But since the benefit only happens when your musou meter is full, you prolly should't be doing anything that would require refilling it, as having every attack have slay/wind/bolt on them should suffice just fine in most situations.
Confluence: True Triple Attack meter fills up faster during combos. I feel this is a waste of a slot, because while triple attacks are beneficial, it fills decently enough without it that there are better things to put on your weapon. Particularly if you have the trinity skill, or a character with attacks that fill the meter special quick!
Echo: enemies hit will produce a shockwave around their bodies that damages (but does not flinch) surrounding enemies. Echo seems to activate on every non-musou attack except for some hits of certain charge attacks. Definitely great for crowd control! Between this and typhoon you should be slaughtering crowds left and right.
Multi: produces a clone (during normal attacks) that attacks the enemies in the same way, a split second after your attack. The clones do not carry any elements. This is a confusing as hell description, because it makes you think its like Nene or Hanzo's ability where they make ghost versions of themselves that attack along side them. No, I figured this out from DW, its basically when you attack, you have these little after images trailing you. Those are the "clones". Basically, for some reason they chose to describe the ability rather than state what it does, which is basically a more powerful version of brawn/might/courage/blast where its doing way more than 1.2x damage.
Typhoon: creates a damaging whirlwind in front for every normal attack (and most charges and R1 specials) Yeah, this is a definite must, as it is seriously just ridic for crowd control! Enemies will be hard pressed to overwhelm you with this active on your weapon. It is only in front of you, so you could still get mobbed, just be sure to move around so enemies don't overwhelm you from behind.
Verity: Musou attacks always become True Musous regardless of health status. As with other similar attributes, you better have osmosis if you're going to use this. As with destruction, if you're going to pick this, you're going to have to center your build around spamming musous. As I said in a previous post, the SW characters benefit from this more, as they get a special attack at the end of their musou, whiles all DW characters get are double damage and fire element on their musou. But as I also mentioned previously, since DW characters don't use up their whole meter when doing musous, they can fill it up that much faster.
So all in all, you can't go wrong with bolt/wind/slay/agility/absorption/brilliance/echo/typhoon, but it might not be ideal for most everybody, particularly depending on how you play them. Its still a really solid build though.