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So I'm wondering if something is normal or if I broke something by doing something out of order. After the butterfly:
Instead of going down the elevator I back tracked to the pit and beat the boss there. After the cut scene they said they were bringing the woman I rescued back to headquarters but she doesn't appear there.
Thanks. I thought I ran around and checked them all, but it was getting late so I very well may have missed her.
She's allegedly behind one of the closed doors that you cannot access. Just proceed with the game. You'll get a cutscene where she joins the crew eventually.
I'm going to complain because that always makes the RNG work:
After having it drop without needing it on possibly every single other character to come through the parking garage, now that my hammer character is there I cannot get the damn Sunset Hammer to drop.
Edit: Got it...after 2 Queen's Iron, an awakening item, and ~5000 Haze (at ~250/kill).
So I just noticed that the button on the elevator floor is a three-headed wolf.
...
The government is totally going to be what founds Fenrir, isn't it?
The Provisional Government's elite policing force is known as Cerberus. The elevators are presumably maintained by them to assist in their patrols. I do not believe that they have any connection to Fenrir. However Jack had a sat phone that he obviously expects to be functional (even though he was dumb and tried to use it underground in a cave), so it may be possible that some upper level members of the Provisional Government has remained in contact with the outside world.
I haven't played the God Eater games, and I'm not versed in its lore. The following is what I've gathered from reading other people's conclusions. There are some conflicting points below.
*I've read speculation that the events of Code Vein, Great Collapse to Present, may very well take place sometime alongside the timeline of God Eater 1 and that the Great Collapse was the arrival of the Arigami.
*I've read that sometime during God Eater 1, some event causes the moon to be terraformed and it should be full of greenery. However the moon can be seen in the hot springs, and the moon still looks normal. This suggests that Code Vein does not take place beyond the events of God Eater 1 since the greening of the moon hasn't happened yet.
*However some dataminers have uncovered references to the following enemies: Varja, Marduk, and Hannibal. I've read that those creatures came into being during the events of God Eater 2, so that conflicts with the white moon.
I'm going to complain because that always makes the RNG work:
After having it drop without needing it on possibly every single other character to come through the parking garage, now that my hammer character is there I cannot get the damn Sunset Hammer to drop.
Edit: Got it...after 2 Queen's Iron, an awakening item, and ~5000 Haze (at ~250/kill).
I don't entirely get why you're making separate characters in this particular Souls-like.
You get enough materials to upgrade different types of weapons, and there aren't builds in the typical sense of stat placement. You just switch up your code/armour.
I'm going to complain because that always makes the RNG work:
After having it drop without needing it on possibly every single other character to come through the parking garage, now that my hammer character is there I cannot get the damn Sunset Hammer to drop.
Edit: Got it...after 2 Queen's Iron, an awakening item, and ~5000 Haze (at ~250/kill).
I don't entirely get why you're making separate characters in this particular Souls-like.
You get enough materials to upgrade different types of weapons, and there aren't builds in the typical sense of stat placement. You just switch up your code/armour.
But if it's fun, go for it, of course!
I like experiencing the different encounters and bosses with each weapon in these games.
Figuring out how to beat encounters that a weapon isn't quite suitable for is fun in its own way, separate from treating each encounter as a puzzle to be solved where you match the right weapon to the situation and steamroll through.
Though that's fun too.
edit: And I'm not a huge fan of doing it via NG+, because I'm not a fan of beating on a damage sponge forever.
I beat NG tonight. Got the good end. I want to farm up a bit, get some extra Tungsten, and clear out the important stuff from the companion's exchange shops before moving on to NG+. I've read that you can start NG+ with standard difficulty, and I'll probably just do that to pickup the rest of the blood codes from a bad-end playthrough, then just help some people with co-op as I wait for the DLC.
I've been playing around with assorted status effects on the items that I looted from chests over the course of the game, and the Stun Machete absolutely bullies Queen's Knight Reborn in the depths. It's basically game over once it procs. IO and I just wail on him while he's stunned, then he comes out of the stun, and ultimately gets re-stunned before he can re-enter a neutral state to start attacking us again. Here I spent the whole game assuming that bosses would be immune to this stuff or that the effects would be lackluster and restricted to meme builds.
I'm glad there are so many distinct movesets, it's always disappointing when a Soulslike's sparse on those.
So far, just in Ruined City, Howling Pit, and Trenches I've noticed:
wide Slashy bayonet
narrow slashy bayonet
pokey bayonet
4-combo-no-pause quick swords
2-hit broadswords
4-hit-with-pause katanas
axe
hammers
vertical-horizontal greatsword
diagonal-left-right greatswords
diagonal up/diagonal down katana-greatsword
halberd
double-tap halberd
spears
Kamar on
+1
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
I just wish there were more models. As an aesthetics guys they are severely lacking in that department. Only a handful of weapons and almost every model is used multiple times within that handful.
So, Howling Pit boss keeps one-shotting me with the dash and I'm not sure if my health/defense/level is too low or if that's just how it be.
edit: So, this is...curious. Is it not possible to roll the two-hit spin that follows the first slash sometimes? No matter how late I do it, the second tap of the spin comes late enough to hit me. Guess I'll need to run away or block.
double edit: Took fewer tries than the Butterfly (6 or 7, maybe?), but still. These bosses are fairly difficult, solo!
So, Howling Pit boss keeps one-shotting me with the dash and I'm not sure if my health/defense/level is too low or if that's just how it be.
edit: So, this is...curious. Is it not possible to roll the two-hit spin that follows the first slash sometimes? No matter how late I do it, the second tap of the spin comes late enough to hit me. Guess I'll need to run away or block.
double edit: Took fewer tries than the Butterfly (6 or 7, maybe?), but still. These bosses are fairly difficult, solo!
Depends partly on which roll you have (slow/normal/quick), and how close you are to her. If dodge her dash before it's the end of her dash, you should have to to dodge the second portion.
I'd definitely advise blocking more often. It is very strong, especially with 2h weapons.
In essence, heavier stuff blocks better, and has worse dodging.
League of Legends: Sorakanmyworld
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
A lot of the bosses are more aggressive than most dark souls bosses, and your heals are more sluggish compared to estus heals. The game was balanced for you to have a companion tagging along as the baseline difficulty. I recommend using Mia since a lot of people think that she's the weakest. That way the aggro gets divided up as the devs intended, but it's still you that does the heavy lifting. The dlc alternative color scheme Mia is a bit nicer from a quality of life standpoint since most of what she does is cast a buff that makes your buffs last longer.
Also the butterfly and hatsune miku oddly rank up moderately high on people's difficulty assessments, which is odd for early game bosses.
Neither one was unbearable or anything solo, just more tricky than I expected.
At least you can intuit the correct reaction for most of what they're throwing at you, even if execution is tight enough sometimes that I'll see what I should do and fail anyway.
It's not over at the Sekiro rote memorization end of the spectrum where fun goes to die.
0
DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Neither one was unbearable or anything solo, just more tricky than I expected.
At least you can intuit the correct reaction for most of what they're throwing at you, even if execution is tight enough sometimes that I'll see what I should do and fail anyway.
It's not over at the Sekiro rote memorization end of the spectrum where fun goes to die.
You'll probably want a companion for double boreal brute or the "ornstein/smaugh" fight. It's similar to the dark souls fight with a fast boss and a slow boss, except the slow boss has fast heavy hitting ranged attacks that can strike the anywhere in the arena.
One thing that kinda annoys me is that none of the veils come close to the venous claw in terms of backstab damage, and I hate the way that it looks and it doesn't sit well for me for a pre-order item to be the best at anything. It's also damn near the best at being lightweight. I know Ivory Grace is lighter, but I'm not sure if anything else is too.
It does inflict slash damage, whereas the stinger/ivy veils inflict pierce. An enemy would have to resist slash damage quite significantly for that to make up the difference though.
I wonder if anyone's put together efficiency/dps/scaling/etc information for different ichor weapon attacks yet.
Or, like, optimized combos for dps. I suspect 'just mash X and then throw out a Y if you run dry on stamina and don't bother with ichor attacks except the smashy charge with big weapons' isn't actually optimal play.
I'm pretty sure someone already said it, but it bears repeating: Despite being really cool, the melee component of bayonets is really bad; the early ones, at the very least. All tested at +3 on the dummy.
Bayonet, Lost Bayonet: Simple infinite wide left right advancing swings combo, but tends to swing over heads more than you'd expect. Passable damage, good spread (when it isn't missing heads). Multi-shot cone charge shot, not sure if it checks to see if multiple beams hit or just has three fixed damage ranges (strongest shot by far up close).
Riot Breaker: Weird janky slow slash combo moving forward. Literally missed half my swings at point blank locked on to the dummy for no reason a few times. Lower damage, slower, no aoe. AoE shotgun charge shot, same damage at any range/portion of hit so decent if you have grouped enemies at range.
Sunset Bayonet: Decent single-target slash-poke-slash-backstep slash combo; to continue connecting, you can use your RB+X to charge back in. Actually okay for short attack windows, but awkward and no aoe. Simple floating-orb charge shot, slightly stronger than RB but one target only.
So, the melee sucks, but the Ys are okay for a cheap shot normally, and quite strong buffed (Ranged Impact alone is good, and it looks like 'attack' buffs like Adrenaline affect them, which could get quite goofy). So it's all about dumping ichor, which seems to be a consistent thing in this game. They seem stronger than early offensive gifts, at least, and being able to slot a bunch of utility instead of 3+ attack spells is good.
I think these would probably work a lot better if, I dunno, finishing a combo gave you charge so you could tap and get a full-power shot as part of your combo? Something like that, to make them something other than 'bad alternative to sword/halberd+free spammable spell'...since realistically, you'd be much better off using something else to melee for ichor, THEN dumping ichor via bayonet shots. Or, like, using charged fang attacks, if you wanna be a real weirdo.
p.s. I must reiterate that I cannot actually believe how awful the second phase of the trenches boss is.
He has a second phase? I honestly don't' remember him at all.
When he switches to the axe.
If you're standing in front of him, he can and will hit you with zero start up with either a slash or hilt smack, neither of which actually needs to make contact with your model. I'm also not a fan of the huge area of effect around the impact of his attacks, or his ability to 180 for his charge up slam, but eh.
It's all doable, I'm just not a big fan of moves where the solution is 'die to it until you figure out wtf is going on'.
And him backhopping until he's by the wall, where the camera freaks out if you stay under/behind him (but can't go in front without dying) is some nonsense, but camera garbage is sorta par for the course in this genre.
I keep on having the game crash after beating Mido, in the cutscene right after.i eventually had to skip the cutscene to get the game to not crash consistently on PS4.
It was extra frustrating cause I beat him each time with only one try, and then when it came to the fourth time beating him, it took like six tries.
That almost killed my desire to finish the game.
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Farmed out the Black Greatsword and Black Sword.
BGS is totally sick, amazing moveset and weight.
BS is fine but I don't really usually like pure Strength 1Handers.
Does anyone know if status effects are applies as a flat number - will a hit from a 1-hander do the same amount of, say, poison buildup as a hit from a 2-hander, or is it like drain, but not visible on the stat screen?
I guess it's a fast test next time I play, if no one knows.
From what I've observed, heavy weapons inflict a lot more status per hit than light weapons. Coupled with the propensity for heavy weapons to have better reach for pokes, and and their habit of safely stunlocking enemies, I think heavy weapons win out in this category too. The one caveat for light weapons IMO is that they can stack up a good deal of status with circulating pulse IF you can safely get the whole attack off without getting staggered out mid animation.
I wish they'd slipped some thrusting swords into one-handed blades, for maximum stylishness.
I say this because I thought, based on the description of one of the swords, that maybe they had--but alas, looking at it in a video, it seems to just use the standard 4-hit looping combo.
I just automatically assumed you couldn't, and never attempted it, until just now when I did it accidentally on a character where I was working on proficiency with one buff but actually using a different one.
It only shows the last one on your weapon, but the red buff timer icon keeps ticking in the corner.
To the dummy, for EXPERIMENTS.
edit: Yup. And both seem to provide the same benefits, with no dropoff on the second one applied. 461 unbuffed, 554 one element (+93), 646 two elements (+93), 711 with Adrenaline on top. 507 adrenaline only (10% buff), 609 adrenaline and one element. So wait, are elements just 20% (20% of 461 is 92.2)?
461*1.1*1.2*1.2 would be 730, so that's not how it works.
Ah, I think the 1.2 of the element counts the AR boost from adrenaline, but not the other elemental damage. So they add 20% each based on the 507 (~101.4 damage each element). Yeah, that math works out, more or less.
X: Flashing Fang (Atlas) double damage for first hit of combo
Y: Adrenaline (Fighter) increase attack for 10%
A: Blood Sacrifice (Hunter) spend HP to gain 6 ichors per-use
B: Overdrive (Assassins) raise damage 25%, but ended when you take damage
Left: Blow of Madness (Berserker) raise attack for 400 for your first combo
Up: Final Journey (Queensayer) raise damage for 50%, 3 minutes after that you died and can't be revived by your companion EXCEPT you defeat boss and removed all buffs
Down: Fatal Surge (communal gift only with Jack) double damage, half stamina usage but can't use regen (you still can consume regen inducer)
Right: Bridge to Glory (Eos) increase attack by 50%
I wish they'd slipped some thrusting swords into one-handed blades, for maximum stylishness.
I say this because I thought, based on the description of one of the swords, that maybe they had--but alas, looking at it in a video, it seems to just use the standard 4-hit looping combo.
There is a piercing sword from the double boss.
Unrelated thought after beating the game: The scaling is weird sometimes.
Using a weapon that scaled E on STR, A on DEX and D on WIS
But for some reason equipping the STR+DEX up skill gave more damage than the DEX+WIS skill?
I dunno man! Game is weird!
And I made a buff build all about trying to make that fire sword work. And man, it was really feeling good! Like look at that damage it's awesome! Then after dying on a boss I wanted to see what my other 2 hander would do just running the exact same set-up and... yea it was still totally better. Whompwhomp.
I wish they'd slipped some thrusting swords into one-handed blades, for maximum stylishness.
I say this because I thought, based on the description of one of the swords, that maybe they had--but alas, looking at it in a video, it seems to just use the standard 4-hit looping combo.
There is a piercing sword from the double boss.
Unrelated thought after beating the game: The scaling is weird sometimes.
Using a weapon that scaled E on STR, A on DEX and D on WIS
But for some reason equipping the STR+DEX up skill gave more damage than the DEX+WIS skill?
I dunno man! Game is weird!
And I made a buff build all about trying to make that fire sword work. And man, it was really feeling good! Like look at that damage it's awesome! Then after dying on a boss I wanted to see what my other 2 hander would do just running the exact same set-up and... yea it was still totally better. Whompwhomp.
Melee attacks only scale with Str and Dex. If a weapon has Mind and Willpower scaling, that only effects the Y Giftlike attack.
If it doesn't have one of those, it's an error and probably means a Gift Attack existed at one point but was removed.
Posts
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Thanks. I thought I ran around and checked them all, but it was getting late so I very well may have missed her.
She's allegedly behind one of the closed doors that you cannot access. Just proceed with the game. You'll get a cutscene where she joins the crew eventually.
Armchair: 4098-3704-2012
After having it drop without needing it on possibly every single other character to come through the parking garage, now that my hammer character is there I cannot get the damn Sunset Hammer to drop.
Edit: Got it...after 2 Queen's Iron, an awakening item, and ~5000 Haze (at ~250/kill).
...
The government is totally going to be what founds Fenrir, isn't it?
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I haven't played the God Eater games, and I'm not versed in its lore. The following is what I've gathered from reading other people's conclusions. There are some conflicting points below.
*I've read speculation that the events of Code Vein, Great Collapse to Present, may very well take place sometime alongside the timeline of God Eater 1 and that the Great Collapse was the arrival of the Arigami.
*I've read that sometime during God Eater 1, some event causes the moon to be terraformed and it should be full of greenery. However the moon can be seen in the hot springs, and the moon still looks normal. This suggests that Code Vein does not take place beyond the events of God Eater 1 since the greening of the moon hasn't happened yet.
*However some dataminers have uncovered references to the following enemies: Varja, Marduk, and Hannibal. I've read that those creatures came into being during the events of God Eater 2, so that conflicts with the white moon.
Armchair: 4098-3704-2012
I don't entirely get why you're making separate characters in this particular Souls-like.
You get enough materials to upgrade different types of weapons, and there aren't builds in the typical sense of stat placement. You just switch up your code/armour.
But if it's fun, go for it, of course!
I like experiencing the different encounters and bosses with each weapon in these games.
Figuring out how to beat encounters that a weapon isn't quite suitable for is fun in its own way, separate from treating each encounter as a puzzle to be solved where you match the right weapon to the situation and steamroll through.
Though that's fun too.
edit: And I'm not a huge fan of doing it via NG+, because I'm not a fan of beating on a damage sponge forever.
I've been playing around with assorted status effects on the items that I looted from chests over the course of the game, and the Stun Machete absolutely bullies Queen's Knight Reborn in the depths. It's basically game over once it procs. IO and I just wail on him while he's stunned, then he comes out of the stun, and ultimately gets re-stunned before he can re-enter a neutral state to start attacking us again. Here I spent the whole game assuming that bosses would be immune to this stuff or that the effects would be lackluster and restricted to meme builds.
Armchair: 4098-3704-2012
So far, just in Ruined City, Howling Pit, and Trenches I've noticed:
edit: So, this is...curious. Is it not possible to roll the two-hit spin that follows the first slash sometimes? No matter how late I do it, the second tap of the spin comes late enough to hit me. Guess I'll need to run away or block.
double edit: Took fewer tries than the Butterfly (6 or 7, maybe?), but still. These bosses are fairly difficult, solo!
Depends partly on which roll you have (slow/normal/quick), and how close you are to her. If dodge her dash before it's the end of her dash, you should have to to dodge the second portion.
I'd definitely advise blocking more often. It is very strong, especially with 2h weapons.
In essence, heavier stuff blocks better, and has worse dodging.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Also the butterfly and hatsune miku oddly rank up moderately high on people's difficulty assessments, which is odd for early game bosses.
Armchair: 4098-3704-2012
At least you can intuit the correct reaction for most of what they're throwing at you, even if execution is tight enough sometimes that I'll see what I should do and fail anyway.
It's not over at the Sekiro rote memorization end of the spectrum where fun goes to die.
That's a hottake right there!
Armchair: 4098-3704-2012
Dried-up Trenches is an unending nightmare
edit: I feel like some of these second phase hitboxes are
dubious
3 pulls, though
It does inflict slash damage, whereas the stinger/ivy veils inflict pierce. An enemy would have to resist slash damage quite significantly for that to make up the difference though.
Armchair: 4098-3704-2012
Or, like, optimized combos for dps. I suspect 'just mash X and then throw out a Y if you run dry on stamina and don't bother with ichor attacks except the smashy charge with big weapons' isn't actually optimal play.
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
I'm pretty sure someone already said it, but it bears repeating: Despite being really cool, the melee component of bayonets is really bad; the early ones, at the very least. All tested at +3 on the dummy.
Bayonet, Lost Bayonet: Simple infinite wide left right advancing swings combo, but tends to swing over heads more than you'd expect. Passable damage, good spread (when it isn't missing heads). Multi-shot cone charge shot, not sure if it checks to see if multiple beams hit or just has three fixed damage ranges (strongest shot by far up close).
Riot Breaker: Weird janky slow slash combo moving forward. Literally missed half my swings at point blank locked on to the dummy for no reason a few times. Lower damage, slower, no aoe. AoE shotgun charge shot, same damage at any range/portion of hit so decent if you have grouped enemies at range.
Sunset Bayonet: Decent single-target slash-poke-slash-backstep slash combo; to continue connecting, you can use your RB+X to charge back in. Actually okay for short attack windows, but awkward and no aoe. Simple floating-orb charge shot, slightly stronger than RB but one target only.
So, the melee sucks, but the Ys are okay for a cheap shot normally, and quite strong buffed (Ranged Impact alone is good, and it looks like 'attack' buffs like Adrenaline affect them, which could get quite goofy). So it's all about dumping ichor, which seems to be a consistent thing in this game. They seem stronger than early offensive gifts, at least, and being able to slot a bunch of utility instead of 3+ attack spells is good.
I think these would probably work a lot better if, I dunno, finishing a combo gave you charge so you could tap and get a full-power shot as part of your combo? Something like that, to make them something other than 'bad alternative to sword/halberd+free spammable spell'...since realistically, you'd be much better off using something else to melee for ichor, THEN dumping ichor via bayonet shots. Or, like, using charged fang attacks, if you wanna be a real weirdo.
He has a second phase? I honestly don't' remember him at all.
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
When he switches to the axe.
If you're standing in front of him, he can and will hit you with zero start up with either a slash or hilt smack, neither of which actually needs to make contact with your model. I'm also not a fan of the huge area of effect around the impact of his attacks, or his ability to 180 for his charge up slam, but eh.
It's all doable, I'm just not a big fan of moves where the solution is 'die to it until you figure out wtf is going on'.
And him backhopping until he's by the wall, where the camera freaks out if you stay under/behind him (but can't go in front without dying) is some nonsense, but camera garbage is sorta par for the course in this genre.
It was extra frustrating cause I beat him each time with only one try, and then when it came to the fourth time beating him, it took like six tries.
That almost killed my desire to finish the game.
BGS is totally sick, amazing moveset and weight.
BS is fine but I don't really usually like pure Strength 1Handers.
I guess it's a fast test next time I play, if no one knows.
Armchair: 4098-3704-2012
I say this because I thought, based on the description of one of the swords, that maybe they had--but alas, looking at it in a video, it seems to just use the standard 4-hit looping combo.
I just automatically assumed you couldn't, and never attempted it, until just now when I did it accidentally on a character where I was working on proficiency with one buff but actually using a different one.
It only shows the last one on your weapon, but the red buff timer icon keeps ticking in the corner.
To the dummy, for EXPERIMENTS.
edit: Yup. And both seem to provide the same benefits, with no dropoff on the second one applied. 461 unbuffed, 554 one element (+93), 646 two elements (+93), 711 with Adrenaline on top. 507 adrenaline only (10% buff), 609 adrenaline and one element. So wait, are elements just 20% (20% of 461 is 92.2)?
461*1.1*1.2*1.2 would be 730, so that's not how it works.
Ah, I think the 1.2 of the element counts the AR boost from adrenaline, but not the other elemental damage. So they add 20% each based on the 507 (~101.4 damage each element). Yeah, that math works out, more or less.
Armchair: 4098-3704-2012
https://v.redd.it/jpoyoufij1s31
For this particular one:
In general:
Armchair: 4098-3704-2012
There is a piercing sword from the double boss.
Unrelated thought after beating the game: The scaling is weird sometimes.
Using a weapon that scaled E on STR, A on DEX and D on WIS
But for some reason equipping the STR+DEX up skill gave more damage than the DEX+WIS skill?
I dunno man! Game is weird!
And I made a buff build all about trying to make that fire sword work. And man, it was really feeling good! Like look at that damage it's awesome! Then after dying on a boss I wanted to see what my other 2 hander would do just running the exact same set-up and... yea it was still totally better. Whompwhomp.
Melee attacks only scale with Str and Dex. If a weapon has Mind and Willpower scaling, that only effects the Y Giftlike attack.
If it doesn't have one of those, it's an error and probably means a Gift Attack existed at one point but was removed.