geebs: (Default)
geebs ([personal profile] geebs) wrote2007-10-01 09:44 am

ladies with an attitude, fellas that were in the mood

Hmm, its cool out there right now. But I guess we are in the fall season. I can prolly start wearing long sleeved shirts into work again. Owel, just another boring Monday. Man, am I tired. I'm totally behind on my sleep. Pathetically, its because of TV and video games. If only I could say I was tired as a dog because I'd been out all night partying. Regardless of the cause, who has time for sleep anyways?

Owel, yesterday, at church, I was aghast that they ran out of the Eucharist at Communion. I guess its prolly cause they had a guest priest or something and maybe he didn't do something right, but how do you run out?! This is suburbia, not Mexico, or the Philippines or Italy or one of the other countries where its like insanely crowded and SRO even in the huge-ass churches so there's just so many people that Communion takes forever. Actually, it was quite a mess yesterday, like frickin' amateur hour. You'd think they'd never had mass before! How hard is it to pass a basket around correctly?!

Owel, not for the WO portion of the post. I know, you're thinking, geebus, doesn't he ever shut up about the game? No, I don't. But its also notes for me so if I lose my save or want to restart it over, I'll remember all the little things I need to do (and with 79 characters, that's a lot) . I believe other than the 2 new characters (Orochi and Da Ji), I only have Kuniochi, Kotaro, and Noh to unlock. I hear the first is easy as pie, and the second two are pains.

I'm still toying with weapon slots. It is widely accepted that slay, flash, might, and brave are the musts. So that gives you 4 to play with. Range and agility are musts on most characters, except for those where range has no effect, and those few whom agility screws up their attack sequence. Ice and bolt are the other two, but there are some whose ice never seems to go off. Not once did I see Keiji or Honda freeze someone. So I switched ice to fire, because as I said, I hear fire and bolt go well together. The bolt is area effect and stuns the opponent (not the same as dizzy, stun only lasts an extra second or two), and since fire continues to deal damage "until the enemy recovers", he'll continue to take damage until the electric shock finishes. I hear ice and multi also go together, because elemental effects have higher percentages with multi (since the multiple images increase the number of times you're hitting them). However, I hear that multi doesn't work well with certain character's movesets.

So after putting in slay, flash, brave, and might, the choice of the other four depends on their moveset. In addition to the remarks above, I believe some don't really benefit from air, since its hard for them to hit an airborne character with other triangle attacks. I think you're somewhat safe with DW characters, as their C1 and C4 are almost always moves that hit the enemy up in the air, and their c2 usually ends with multiple triangle hits. So, knock them up with the c4, then juggle them with the C2. However, a good number of the SW characters can't take advantage of air and are better off using it on something else. I'm wondering if Honda might do well with air- his c3 combo ends with him twirling his spear in front of him. Its an auto juggle, so you're definitely getting multiple triangle hits, which would be boosted by air.

Owel, in addition to the weapons slots, there's the ability slots. You only have 7 of those, and 4 will be taken up by cavalier (you always need a horse!), potence (attack power up), fortitude (def power up, ESSENTIAL in harder difficulties), and impulse (running speed up). 7 doesn't sound like enough, but a good majority of the rest of the abilities have limited usefulness anyways. Acclaim (increased EXP) and Karma (luck up) are only useful when leveling up characters/trying to get decent weapon drops. Power, Technique, and Speed supposedly "improve" the abilities of characters of those category types, but I haven't noticed any difference whatsoever. I didn't notice a significant improvement with boost either, which supposedly increases your charge attack power.

There's the vitality and musou gauge increase. Vitality might be useful in harder levels, but on easy and normal, its pointless. Increased musou gauge might be useful since its not just used for musou attacks anymore, many special attacks use it as well. Acutally, it has more use for your special attacks, since you should only use musou attacks for getting out of jams- I think even against a frozen opponent, you're better off doing a combo than musou-ing them. So I think awakening isn't as useful in this game either- in SW2, the highest level made it so your musou was always the true musou version. But it doesn't seem to be the case anymore- you can only do the true musou when you're in the red or you do the chain musou. I believe all awakening does is make your musou do extra damage.

I beleive the other skills are: increase HP you recover when idle, increase MP you recover when idle, gradually increase MP even while active, reduced MP usage, and HP recover on higher than 10 hit combos. As I said before the HP stuff is prolly only needed in higher difficulties. So on easy/normal, I guess the last three slots, I'd put boost (even if the effect isn't noticable, every little bit helps), the reduced musou consumption (to be able to do more r1 attacks!), and mebbe the musou recover while active? Because it is kinda a pain to run out of musou and having to switch characters to recover it or hope a musou wine or all recover shows up.

[identity profile] turdburgler.livejournal.com 2007-10-02 04:10 pm (UTC)(link)
I never liked the musou bar boosting items. A lot of characters have really shitty musous, only useful for getting out of a jam to run away and look for health.

And additionally, the longer the musou bar the longer it takes to charge it after you've emptied it (in the more recent incarnations of the game just tapping the musou button once will empty the entire thing instead of just part of it). Which sucks for all characters because 1) you need a full musou to get the benefit of your elemental effects and 2) if you have a good musou and want to use it all the time it takes forever to recharge it grumble.

[identity profile] geebs.livejournal.com 2007-10-02 04:27 pm (UTC)(link)
Yeah, you never needed as big a musou bar as the game let you. Even characters who's musou is good at "shredding" (i.e. they stay and one place and either hit all around them multiple times like Zhen Ji or Ginchiyo, or in front of them like Zhou Tai or Musashi), you don't need to be hitting them that many times, everything around you is usually dead halfway through the "super sized" musou bar.

Oh, heh, there is a diff between SW and DW characters in that respect- the thing you bring up about hitting the musou button emptying the whole bar, that's an SW thing. So when you're playing DW characters in the game, musou consumption stops when you let go. But if you're playing an SW character, it will totally empty no matter what. So if you get a 10 second full musou buff, you can use it and stop right before it starts sucking off your musou bar with a DW character, but SW characters will always get their bar depleted if you use their musou during that time. I don't know why they didn't just make it the same for all characters.

Owel, since they use the musou gauge for things other than musou now, at least they didn't link elemental effects to it being full. Things will always go off (well not always, ice isn't 100%, even at 10 on a weapon), regardless of whether you have full musou or not.