noname2200

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    L10: Behemoth (6,235 until level 11)
    < noname2200
    • A 33 year old male gamer
    • United States
    • Joined on April 14th 2008, last online 20 hours ago.
    • Profile Views: 103,551
    • Forum posts: 17,834 times which averages 5 posts per day
    •   VG$ 5729.87

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    noname2200's Wall

    < 1 - 20 of 2412 <
    < Veknoid_Outcast posted something on noname2200's wall:

    Hey man! Glad to see you online again!

    Thanks, and right back at you! Glad to see you're still around: how's life been treating you?

    on 15 September 2018

    Pretty well! Lots of changes recently, including a new job. What’s new in your world?

    on 15 September 2018

    Nice! Liking the new job so far? Mind if I ask what it is?

    As for my end, It's been a while since I've been so busy. I left in large part due to the workload, and that has only worsened, but I think it's important to try and push back, at least a little.

    2018 can't end soon enough, though...

    on 15 September 2018

    It’s a job for a health care IT company; I’ll be liaising with institutional partners and physicians. A lot to learn but good so far!

    Sorry to hear about the workload. Finding any spare time to play games?

    on 15 September 2018

    Much less than I'd like. I often have Xenoblade on in the background, but rarely actually play it much. I think I bought about four or five games I haven't even booted yet, on top of The Golden Country and finishing Mario and Rabbids.

    I think I'm going to take a moratorium on buying new stuff until the old stuff at least gets played. The downside to having so much coming out...

    on 15 September 2018

    < TruckOSaurus posted something on noname2200's wall:

    Don't just login, come and post! If the forums are too scary, my wall is a safe place!

    < NintendoPie posted something on noname2200's wall:

    You are missing out on a much better time than the Dark Ages, I hope you know. Even I returned.

    I intend to hold you to that promise. If things go south, it's all NintendoPie's fault, yessiree!

    How've you been?

    on 15 September 2018

    < outlawauron posted something on noname2200's wall:

    You are missed noname.

    < theRepublic posted something on noname2200's wall:

    I got a Wii U as an early Christmas present. Now I need some friends. What is a good way to find you?

    What are your first games?

    on 04 December 2016

    Just Mario Kart at the moment. I am open to suggestions.

    on 08 December 2016

    Well I own 80 percent of all the games. That includes eshop. Do You like 2D games, what about Mario, Boyanetta 2?

    on 08 December 2016

    I do like platformers. I will be picking up the Mario games. I am interested in Bayonetta, and was thinking about getting both of those. I will probably get a lot of the Nintendo games available.

    Any interesting third party titles?

    on 11 December 2016

    < amp316 posted something on noname2200's wall:

    Weird, I can't respond to you on my wall. Anyhow, I just saw something that appears less often than Halley's Comet.

    < spurgeonryan posted something on noname2200's wall:

    spurgeonryan posted something on Linkzmax's wall:
    Time to come back and show us if you still got what it takes to handle theprof. Game starting soon.

    < BasilZero posted something on noname2200's wall:

    Dat avatar ;)

    Yup, great choice!

    on 01 August 2016

    < MARCUSDJACKSON posted something on noname2200's wall:

    Sup

    Yo!

    on 23 June 2016

    How are things

    on 24 June 2016

    < RolStoppable posted something on noname2200's wall:

    Why is there no Fire Emblem Fates castle data of yours? You still have the same 3DS, right?

    No, my system broke a week or two back. Switched to a New 3DS, haven't played FE since I got it.

    on 01 June 2016

    If you give me your new friend code and set up an easy to beat Streetpass team, I'll visit you daily to give you some battle and visit points. My friend code: 4940-5524-9113.

    on 02 June 2016

    Will do once I get home.

    Shit, I forgot that I'll have to add friends all over again. Hardly seems worth it at this late stage...

    on 02 June 2016

    < RolStoppable posted something on noname2200's wall:

    I guess I'll have to put eight Ultrafauna Slayer XX on my skell to beat the beast. I'll have to be able to do it in two shots because my skell doesn't survive long enough to do anything else.

    You know, you could have told me from the start that I need at least ten Ultrafauna Slayer XX to get it done. With eight of them I depleted about 55% of the Telethia's health with the opening shot, but since it heals itself and the second shot doesn't have the benefit of Opening Attack anymore, I only take off about 45%. That's not enough because of the regenerated health. But at least I am close now.

    I've got some questions regarding locations that I don't recall where they are. The spreadsheet is translated from Japanese into English (sometimes loosely) and I am playing the game in German, so it's... well, hard to remember. Give me Frontier Nav numbers, please.

    1. Primordia: Bluecliff and Castaway Cavern.
    2. Oblivia: Demon's Pocket and Ibitsa.
    3. Sylvalum: Abysscave.
    4. Cauldros: Don't need a location here, but I've never seen the weather magnetic storm. The common weather is cloudy, occasionally it's clear, brimstone rain is followed up by rainbow most of the time, but magnetic storm is a complete mystery to me.

    on 29 March 2016

    It doesn't take that many though. I only have four Ultrafauna Slayers, and I still take off 80% on that opening shot. I'm guessing you don't have the best physical and/or range attack bonuses from your armor and other weapons.

    As for your questions, give me a few minutes to check my save.

    on 29 March 2016

    Castaway Cavern is the cave one hex southwest of FN 113, at the end of the rock bridge. You had a few quests there, especially where you take the BLADE whose afraid of Man-on around that area and ultimately end up rescuing a Man-on who made with friends with that BLADE.

    on 29 March 2016

    Optimizing equipment is so tiresome in this game. So many weapons, so many augments...

    I don't consider making all those Ultrafauna Slayers a waste of time though. Like I said before, the game wants you to kill 100 Telethias and 100 Yggraliths, so killing them with a single shot of the Zenith Cannon would be great. Yes, that's not possible on the Telethia, but taking off 1m HP before firing the cannon works to kill it in 20 seconds.

    on 29 March 2016

    I can't find a Bluecliff, but that might have a different name in German. Is it a dark cave where everything is colored blue? If so, that might be Turtle Nest. It's technically one hex north of FN 106, but it's easier to access it by warping to 105, going straight east at sea level, and then going south at the first opening. If you find a sand bar dividing two bodies of water, the cave is at the end of that little river, at sea level.

    on 29 March 2016

    That's Castaway Cavern? I had to find the enemy Burning Lophid, so I thought that would be a cave with lava in it.

    on 29 March 2016

    It'll take more than twenty seconds, unfortunately: after the first shot, he's effectively invincible until he (slowly) descends to the ground. So you're probably looking at closer to a minute.

    on 29 March 2016

    You'd be right: those should be at the Molten Hollow, just south of 109.

    on 29 March 2016

    I don't think that Bluecliff is a cave. I need to find a vesper and a blatta at that location. When the spreadsheet uses such names, it's commonly refering to travel points that aren't Frontier Nav numbers. Commonly, not always. Still doesn't mean that it is actually such a travel point, it's just that sometimes the translation is something different. Castaway Cavern is plain and simply Gray Cavern in German, hence why I didn't make the connection.

    on 29 March 2016

    Demon's Pocket is technically one hex northeast of FN 306. Warp to 306, fly as low as you can into the canyon and follow the walls to the left. The entrance is at the tip of the "boot" on the map.

    on 29 March 2016

    Ah, Bluecliff sounds like Drop Shaft (real creative). It's one south of FN 111: you should be able to spawn right on top of it. Just go down the hole(s) directly in front of you. Sometimes it has a dragon-looking tryant guarding it, if that helps.

    on 29 March 2016

    I've seen a Youtube video of the Telethia. First weakened with a few normal melee attacks, then killed off with the Zenith Cannon long before the Telethia would switch to invincibility to prepare for phase two.

    Molten Hollow is not it. For one, I've checked that cave, and two, the spreadsheet uses the name Molten Hollow for other enemies.

    on 29 March 2016

    If you can't warp to that hex, start at 111, fly straight up to that high rock terrace, and go straight south until you run into a pit, which in turn has another smaller pit in it.

    on 29 March 2016

    You should be correct about Demon's Pocket. I vaguely remember to have seen the Cantor enemy there before, long before I was able to defeat it. It's the only Cantor in Oblivia.

    I don't think Bluecliff is the Drop Shaft either, because once again the spreadsheet uses Drop Shaft or something very close to it for other enemies. I also repeat that I don't think that Bluecliff is a cave.

    on 29 March 2016

    I'm looking right at two Burning Lophids in the Molten Hollow. They're near the cieling: just fly up.

    on 29 March 2016

    Okay, I'll believe you about Molten Hollow. Perhaps I haven't looked up above when checking the cave.

    But Bluecliff isn't Drop Shaft. I need two enemies in the range of level 11-20. The spreadsheet also lists an Auravis for the Bluecliff location, but I've found that specific enemy at one of its other locations already. I hope that helps a little bit. Bluecliff has Auravis, Vesper, Blatta.

    on 29 March 2016

    Looking at my notes again, I need another location in Primordia: Sayram. It's for a Forfex, so it has to be a beach area.

    Overall, I am still missing 33 of the roughly 1110 entries in the bestiary, but a good bunch of them are tyrants that I couldn't beat with the Ares 90.

    on 29 March 2016

    Are you looking for something that might be translated into Swift Blatta?And are they near Sky Auravis? If so, that's Unicorn Rock. Go one hex south of 105, and go near the southeast corner of that hex. About halfway up there's a very small cave without a name there, containing a Mechanical treasure chest.

    If you need more directions, it's the rock where a level 37 auavis tyrant is circling a perch near the top of the rock: the cave is almost directly below that perch. There are evellos there during the day.

    on 29 March 2016

    Sayram Lake is the lake that stretches just north of New LA and covers several hexes. Do they narrow it down at all?

    on 29 March 2016

    The spreadsheet calls them Sneaking Blatta, Welkin Auravis and Blood Vesper. The Blatta appears during the day, the Vesper during the night. The Sky Auravis is located at Unicliff which I've already found.

    on 29 March 2016

    I can't find anything called Ibitsa. What's there?

    on 29 March 2016

    Sorry, got the Blatta mixed up. It's actually Larva Blatta and like the Vesper it only appears during night.

    on 29 March 2016

    Damn, not Unicorn Rock then: Sneaking Blatta are different, and there are no vespers there at night. I think they're in one of two places: in the silent mire or near noctilum. Give me a sec to check.

    on 29 March 2016

    Found the blood vesper: Wonderment Bluff. Warp to the military base between 101 and 103, then fly to the ledge up and to the west. Right now there are no auravis, and the blattas are lava blattas, but I assume that'll change come morning.

    on 29 March 2016

    Oops, nevermind. Yeah, that's the place.

    on 29 March 2016

    Good to know that Sayram is a lake. No wonder that I didn't find that Forfex at the coast.

    Ibitsa in Oblivia has another Forfex. The spreadsheet also says SW (southwest). I am looking for the Sand Forfex, but the Land Forfex is also listed for the same spot. I think it's a travel point on the southeast of Oblivia, maybe the Sand Forfex is a random replacement for the Land Forfex, or like other Forfexes, it only appears during rain?

    on 29 March 2016

    In Sylvalum's Abysscave I am missing the Azure Blatta. It's probably easy to find, but I have noticed in other spots that Blatta can load in really, really late.

    So the only real thing left is how do magnetic storms occur in Cauldros?

    on 29 March 2016

    Sand forfexes are mixed in with land forfexes at the east end of the canyon, one hex southwest of 312. They don't pop up until you're close. If it's under level 20, it's a sand forfex.

    on 29 March 2016

    EM Storms are incredibly rare in Cauldros, but they do happen. Only during Early Morning, though. Whoever thought weather should be time restricted, without telling the player, should also be shot...

    on 29 March 2016

    < RolStoppable posted something on noname2200's wall:

    So today I tried the Telethia again. Did around 3m damage with the opening shot (still missing Ultrafauna Slayer from the setup you suggested), but that's only a quarter of its health. Afterwards I am screwed because I have no other good weapons on the skell. The Zenit Cannon takes up only two slots, so that leaves another six. What should I go with?

    How many slots on your skell's weapons are used up? Do they all have Opening/Above Up to the maximum allowed, or are there still a few more you can squeeze in there? I suspect you could get it up more even without Ultrafauna Slayer.

    You really only need to get it up to five or so: after a third of its health is gone Telethia becomes temporarily invincible, so I just let it go all the way down to the ground and hover around a mountain a bit while my cannon recharges, while telling my idiot teammates to stay close to me. The Telethia doesn't seem to actually do anything if you do this, so it's invincibility wears off, and it only has time to recover a few hundred thousand HP. Gradually close in and give him another shot, and he should be dead/nearly dead, depending on how many of your slots are devoted to Opening Damage Up.

    on 22 March 2016

    Above Up goes on the skell frame itself. I am using two of those while the the third slot is for Attribute Physical Up. On the weapons I have three Weapon Attack Up on the Zenith Cannon, on the rest I have one Opening Up and one Negate Physical Reflect. So I have four weapon slots empty. I'd rather make two Ultrafauna Slayers than another Opening Up, because the former needs fewer materials IIRC.

    Still though, even if the Telethia would be almost dead with two shots, I need at least one weapon that does half-decent damage because the garbage I have on the skell just doesn't do it.

    on 22 March 2016

    I'll have to check my file when I get back to see what else I put on it; once the cannon was complete I just slapped on whatever weapon most boosted physical, ranged, and/or above damage, since the cannon killed everything I wanted to fight in a skell.

    I do remember the G-Buster 2 was an excellent weapon, especially since it also staggered, and I think you could put the Detonation-B superweapon with the Zenith Cannon, though because it's a melee thermal weapon it won't be as impressive with this build. I also used to emphasize weapons with short cooldowns, like the gatling guns, in order to trigger the most cockpit modes. It's a bit too luck dependent, but with high Potential skellwear those came on fairly regularly.

    on 22 March 2016

    I don't want to make another Opening Up because it feels like a waste. It's only good for the first shot. But I think I got an Opening Up XVIII on my Ares 90 that I haven't switched over; that's actually all the more reason to not make another one of those.

    on 22 March 2016

    Yes, check your file. Some good extra weapons on the skell will also help to deplete more RP of the online Nemesis. It won't hurt to have that when aiming for that stupid trophy that requires you to be there when the Nemesis gets killed. There's the risk that the player count is eventually so low that the Nemesis can't be killed in time anymore.

    on 22 March 2016

    < RolStoppable posted something on noname2200's wall:

    I put the Zenith Cannon on the Amducias that I already had, added three Weapon Attack Up XX, Negate Physical Reflect, two Above Attack Up and I think that's it. Went to the Telethia to see how it works and did 0 opening damage. That sucked.
    At least I've completed the on-foot build. Couldn't be bothered to make a fifth Potential Up, so I added a Max SP Up X that I found somewhere, because having over 4k SP isn't bad. I defeated Dadaan (a level 77 Prone) within 15 seconds, so I think the build is good enough. And yes, all the Melee Attack Up augments are good because I am using three red arts in addition to Blossom Dance. All of them are multihit, so I managed to drive up the Overdrive counter over 50, even though I don't even know what I am doing. I just activate arts one after another.
    And you really beat all tyrants? I've come across a headless Millesaurus in Oblivia. I looked up his stats and the thing has 100 million HP.

    Wait, you did ZERO damage? I did not realize that was possible! More importantly, there has to be something else going on, because even out of the box it should be doing six figures... have you tested it on other enemies?

    Your build will probably get you through just about everything now, so you should be good to go. What armors are you using? If you maximized Candid and Credible their armors should come with Potential Up X or so, while the cat people's business gets you some Potential Boosts instead. This is on the armor proper, and the light armors can have three slots like usual. You could mix and match to get you another hundred potential or so, if you want a bit more oomph.

    And yes, all 250 tyrants. The Headless Emperor is actually a pretty straightforward and boring fight: If you've beaten Lucielle the Eternal, you've basically beaten the Headless Emperor, just dragged out forever. I did it on foot and just kept spamming Overdrives, with Ghost Walker preventing him from ever hitting me. Took like five minutes of whalloping, not very interesting.

    on 21 March 2016

    The attack missed, hence no damage. I didn't test it on other enemies yet. I want to beat the Telethia because it's an optional part of a quest. Yes, I still haven't finished all the quests.

    I've maxed out all stores a long time ago. Today I also got the trophy for adding 777 augment slots to my equipment, so now I don't know what to do with miranium on a regular basis. I don't get why you can't give May May miranium in exchange for cash. Then again, I wouldn't know what to do with cash either. Would have been cool if cash bought you materials, just like the reward tickets do.

    Anyway, the armor that I am using is all level 55 pieces that come with Treasure Sensor VI. I've bought full sets for the rest of my party to increase the drop rates for a total of 120%. Each piece also has Potential Up VI on it, so it's not that bad. Yeah, I haven't bothered to equip the best armor for combat or even look for it. There's obviously room for improvement.

    on 21 March 2016

    Ah, I know the quest you're talking about. You'll also need to kill the Telethia a second time after completing the quest in order to complete the hex: even though it's the exact same fight, killing it during a quest doesn't count. With a powerful Zenith Cannon it was easy. With the Thermal build, it became significantly more annoying.

    on 21 March 2016

    You know what the trophy list says? That you have to kill 100 Telethias and 100 Yggraliths. There's only one of each in the game. These are the times when I wish I was involved in development and could have slapped the idiots who were responsible. The number of materials needed for anything should have also topped out at 9. That would have been enough to convey that you gotta go farming.

    on 21 March 2016

    I assume multiplayer kills don't count, right? Because you can kill each of them a few dozen times in eight minutes there. But then that would probably go against the grind they're clearly aiming for...

    Yeah, I don't understand the need to introduce any grind in a game that already has so much content. Again, the game as a whole often seems like one step forward, one step back.

    on 21 March 2016

    Indeed, the Nemesis battles don't count. The guy who was responsible for the trophies valued consistency higher than common sense. Since there are trophies for killing 10, 30 and 100 enemies of each species, he just went with that for the rare species as well, instead of adjusting the numbers to 1, 3 and 10.

    I have to say that the postgame really sucks. Getting to 95% exploration rate is fine, but then it begins to become a nightmare. How could this sort of thing be greenlit? It's terrible game design. It's Bravely Default level of stupidity.

    on 21 March 2016

    They probably assume 99% of players will never get that far, and that those of us who do will have invested so much time and energy into the BS that we'll grit our teeth and do at least some of it.

    on 21 March 2016

    I wanted to do all of it, but now I don't know if I can stomach it. Maxing out all arts and skills seems like a lost cause too. The special mission at the BLADE terminal nets 60 BP for every run, but that's merely a drop in the bucket. Maxing out the party members isn't much of an issue, but the main character has learned all arts and skills... I guess that lame mission has to be played around 500 times.

    on 21 March 2016

    < RolStoppable posted something on noname2200's wall:

    Which augments should I prioritize in Xenoblade CX if I want to become super powerful on foot? Potential Up seems to be a must, but what about a good way to gain TP fast in order to use more skills that depend on potential?

    Arts: TP Gain XX is the way to go. Slap two of those on a weapon and TP problems will be rare: three of them means you'll never have to worry about TP again.

    on 10 March 2016

    Also, put one Appendage Crusher XX on a weapon, one Negate Reflect (Element you're using), and Weapon Attack Power XX on the rest. Potential Up goes on the armor, save for a Potential Boost or two.

    on 10 March 2016

    I need tons of material for that nonsense. Why did they make it such a grind?

    So far I've made TP Gain for ranged weapons (there's no XX version, it's just plain TP Gain), TP Gain Appendage Destroyed XX (no idea how it is really called, but nets 1.500 TP) and Accuracy Up XX for melee weapons (because I want to hit high level foes).

    I'll do Potential augments next. Does Potential Boost stack? In that case I should make those instead of Potential Up once I have 200+ potential on my character, because +25% is greater than potential +50 from Potential Up XX.

    on 18 March 2016

    Potential Boost does stack, but I did the experiment and found those are less effective than Potential Up until you have five or so of them. Don't know what the exact formula is. That said, it wasn't a night and day difference, so go with what's easier to make.

    I don't think you need the Accuracy Up: unlike the original I don't remember missing often unless they use Decoy, in which case no reasonable amount of accuracy will be enough. You're better off just burning the decoys with fast attacks instead.

    on 18 March 2016

    Did you manage to kill all tyrants?

    on 18 March 2016

    Yes, although a few of them were killed by skell since fighting on foot isn't practical short of kiting them for ten minutes.

    on 18 March 2016

    But some tyrants are super bad. I managed to wreck my Ares 90 several times already.

    on 18 March 2016

    Ares 90 isn't a great skell out of the box. Either make a Mastema/Adumias and slap on the appropriate superweapons, or equip your Ares/Verus with Evasion augments so that it becomes nearly untouchable. Both, unfortunately, also require significant grinding to accomplish.

    on 18 March 2016

    About skell super weapons... they are available in three tiers (30, 50, 60), but the skells you can buy have 50 at most and the skells you can develop don't allow the equipment to be changed. So how can you equip a skell with level 60 weapons?

    on 18 March 2016

    Apart from the two Ares, the custom skells let you change all their equipment, including armor and weapons.

    on 18 March 2016

    What I have so far:

    Gun - Ranged: TP Gain Up, Crush: TP Gain XX, Appendage Crusher.

    Sword - Melee Acc Up XX, Melee Attack Up XX x2.

    Armor - Potential Up XX x2. Nothing of real value on the other pieces.

    But you said I should have a Negate Reflect. I am using a Gravity weapon with 512 attack right now and I hope that Rexoskell is resistant against gravity. Then such an augment would make the thing killable without a problem.

    As for the armor, is Evasion Up any good or should everything be about potential?

    Lastly, which class should I set my character to? I've got rank 10 in all of them due to the excessive grinding.

    Once I am set with the on-foot stuff, I have to kill plenty of Rexoskells and other Time Attack-exclusive enemies to build the skell weapons. All of those missions don't allow the use of skells.

    on 20 March 2016

    I found a Youtube video for an Ether Blossom build.

    Arts: TP Gain XX x3, Melee Attack Up XX x3, Potential Up XX x5. That's very simple, but the guy suggested to farm for equipment that comes with skills like HP Up, TP Up and Potential Up.

    Gosh, is the game dragging at this point. I am done with most of the missions, so there isn't much left to do besides tedious farming. The only diversion right now are squad tasks because I'll have to do a lot of them for trophies.

    on 20 March 2016

    Negate reflect only does just that: it negates reflect skills, and has no effect on resistance. However, it's critical because a lot of the postgame tyrants have reflect skills for one or more attack types, most notably ether. At least one tyrant reflects every type of attack.

    Evasion Up would help with survivability, so it's far from useless. That said, the endgame bosses have hundred of thousands if not millions of HP, so while you'd live longer the fights will drag out a lot more too. I just used a Ghost Walker build, and thus negated the need to evade for all but a handful of tyrants.

    The final class depends on what type of attacks you're going to use the most. I went with Mastermind, because that boosts your Potential more than any other class, so you're TP-using skills will hit the hardest. Drifter is a good option if you want to maximize the number of skills you'll be using, but I think Mastermind's stat boosts make it better.

    I'd ignore the Melee Up augments, as those slots are better devoted to more Potential. Melee Up has no effect on TP skills, even melee-colored ones like Blossom Dance, so it's only worthwhile if you'll be relying on non-TP melee skills. My build uses them a lot, but mostly as a way to build up TP and shorten cooldown times.

    And finally, yes, the endgame is nothing but grinding, really. It's actually not particularly fun, and the only reason I stuck with it was because off-screen mode let me grind while something else was on TV. I'm honestly not sure it's worth it.

    on 21 March 2016

    I got one skell weapon so far. I went with the first level 60 one. Am I seeing it right that it takes up four equipment slots?

    Which ones of the level 60 skell weapons should I prioritize? There are 14 of them, but I'd like to kill something eventually to break up the monotony of grinding every now and then.

    on 21 March 2016

    Different weapons take up different amounts of slots, and you can even slap on two superweapons with the right combinations. As for which weapon to use, it mostly depends on which skell you're going with: each has armor that boosts one type or another, so generally just go with that kind.

    The only things to note are that the most resisted types by postgame tyrants are ether and physical, that the dragon lance in particular is a bad weapon in my opinion (too many slots, to slow to use), and that the Zenith Cannon may be physical but it completely ignores resistances.

    I went with the Zenith Cannon myself, using a Mastema that had the Adumias' armor, and after augmenting it was doing about seven million damage in my opening shot, but out of the box it'll be doing closer to half a million or so, with a slow cooldown, so it's mostly a win-or-lose weapon that's eventually supereffective but also kind of boring. The other alternative that I liked was going thermal with the Adumias and using Megaflame and Detonation B superweapons, with the Megaflame doing the heavy lifting and the Detonation being the assist.

    on 21 March 2016

    Even more augments? What did you put on the Zenith Cannon?

    on 21 March 2016

    One Negate Reflect Physical, of course, three Custom Weapon Attack XX on the Cannon itself, Physical Attribute Up on the skell frame, and a mix of Opening Attack Up, Above Attack Up, and then the Slayer XX augments, mostly Ultrafauna for Telethia and Yggralith. Opening and especially Above Attack are fairly easy to make, and as long as you position yourself correctly those extra 50%'s add up fast.

    on 21 March 2016

    That sounds like it's going to take 20 hours to make. How many hours do you have on your file?

    on 21 March 2016

    About two hundred, although a lot of that was leaving the system on so others could use my character/ I could get minerals.

    on 21 March 2016

    < RolStoppable posted something on noname2200's wall:

    Got in a fight with people over the removal of bikinis in Fire Emblem Fates. That was fun.

    I see that the thread is still active too. Time to delve through the idiocy!

    on 22 February 2016

    < RolStoppable posted something on noname2200's wall:

    Are you looking forward to Fire Emblem Fates? Will you buy all three paths?

    Yes to both. I'll probably start with the Birthright campaign, as it's the easiest, then take it from there. How about you?

    on 16 February 2016

    I'll try to get the special edition, provided Europe gets it and it isn't a rip-off because of stupid goodies being packed in. Otherwise I'll buy Conquest and the rest as DLC.

    The small DLC pieces (like Awakening had them) will cost $25, or $17 if you buy all of them as a package. Are you interested? Because I am not.

    on 16 February 2016

    THOSE I'll definitely be skipping. I wound up getting some of the Awakening stuff later on, and it was never worth the money. The maps weren't interesting enough to justify the price, and the extra character interactions were a 6/10 affair at best.

    on 16 February 2016

    I had been thinking of trying to get some folks on this site started on a game of Diplomacy, to replace the failed mafia games, but Fire Emblem is going to put a stop to that for at least the next week, probably longer.

    on 16 February 2016

    The reactions of people to Fates have been crazy considering what has been complained about. Lack of Japanese voice track, lack of rubbing minigame, having to pay the price of two games for content that amounts to two games...

    You know what I have to complain about? That weapons don't break anymore. Now I can't do my playthroughs where I don't spend any money on weapons/staves, don't use infinite use attacks and still kill everything.

    on 16 February 2016

    Isn't that just for casual/phoenix mode though? I thought Classic kept just about all the old mechanics.

    Have to agree about the whiners though. I forget who they were, but some even claimed the lack of dual audio was egregious enough to turn them off the games entirely. I...don't understand that.

    And the cries of "censorship!" are even weirder. Who wants to play Nintendogs in their Fire Emblem?

    on 16 February 2016

    It's for all modes in both games as far as I know. Weapons now have additional properties, so a stronger weapon can make it more difficult to execute a double attack, for example. The developers cited player behavior as the reason for the change; the really good weapons often remained unused.

    The dreadful dual attack/guard of Awakening has been overhauled, but I haven't read about the new system. Hard to imagine that it will be worse.

    on 16 February 2016

    Ah, that part I know a bit about. Dual attack still works, but only for units that are adjacent. This activates all the time, but the second attack is weaker. Units that are Paired only offer the bonus stats, no additional attacks possible.

    For dual guard, the units must be paired. The pair is immune to enemy dual strikes this way, and they have a meter which builds up to permit them to fully block even a normal attack. So both are much more predictable than in Awakening.

    The enemy, of course, can use all of the above as well.

    on 16 February 2016

    The weaker dual attacks might be another reason why weapon durability was dropped. Players wouldn't be wasting good weapons to do half the damage, and if weaker weapons would be used instead, then the second attack would become pretty pointless the closer to the end the player was.

    on 16 February 2016

    < RolStoppable posted something on noname2200's wall:

    I've played a little with Grimoire Recycle and realized that there's no benefit in going slowly. A level 1 stone is worth 1 point, a level 2 stone is worth 3 points etc.
    13 level 1 stones result in a level 4 stone and the increments to higher levels grow, so that's why you won't get much for 100 level 1 stones. But it doesn't mean that, say, three batches of level 1 stones that result in level 4 stones are preferable to spending enough level 1 stones for a level 5 stone. The worth of each stone remains the same, so the only thing worth paying attention to is the needle on the scale to make it hit the next level exactly, because otherwise you are wasting a bunch of points.
    At least that's how it looks to me. Put one level 4 stone on the scale and you instantly reach exactly level 4. There's no gain in value in comparison with 13 level 1 stones that give you one level 4 stone. But you can lose out on points if the storage for grimoire stones is exhausted, so at some point you have to start recycling stones by amounts of 50+.

    Perhaps you're right, although I recall there was a decrease in value. It wasn't enough to really justify going out of your way to maximize the value, but I usually didn't have enough grimoires coming in to overwhelm me, especially since hitting up the cafe between trips is part of my routine as it is.

    on 16 February 2016

    I have equipped grimoire stones to raise my chance for grimoire chances, so I've usually been bringing in a lot more than a dozen of stones per trip. Taking it slowly simply wasn't a viable option anymore.

    I'll do some further testing on the matter, but I am quite sure that the decrease in value is merely perception because it takes increasingly more points to trade for a higher grimoire level. That's why level 1 stones seem to become worthless after you go beyond level 4.

    on 16 February 2016

    I didn't notice any differences after looking further into it, so unless you've read it in an EO guide or something, there is no penalty for recycling dozens of stones at one.

    You have been bad with numbers before. Remember when I asked you for a good way to grind in EO4? You said something about blue bears in the first maze that respawn every day. One was worth 20k EXP while the actual best way to grind has you battling monsters that give between 150-250k, plus the respawning procedure is shorter because there are more available enemies.

    on 16 February 2016

    Eh, there's a reason I went to law school: no numbers required!

    on 16 February 2016

    < RolStoppable posted something on noname2200's wall:

    What's the best way to deal with useless grimoire stones? Select 100+ of them on that scale option?

    That's one way to do it, but the better practice is to use just a handful to get to a better-level stone. As a hypothetical example, with exact numbers completely made up, ten level 1 stones can get you a decent level 3 stone, and ten level 3 stones can get you a decent level 7 stone, but a hundred level 1 stones will only get you a level 6.

    Basically, decide whether you want to get rid of all the trash at once for convenience by doing what you suggest, or if you want to slightly improve your return over time.

    on 12 February 2016

    How're you liking the game so far? Did you start with Story or Classic mode?

    on 12 February 2016

    Numbers made up, huh? So what you actually mean is that I should put enough level 1 stones on the scale to make it reach level 3, because afterwards the costs for a higher level skyrocket. When I looked at the scale the first time, I put around 100 on the scale and reached only level 5, I think. Then I cancelled because that didn't seem to be a good way to go about it. Checked the manual, but it didn't cover grimoire stones at all, so I asked you.

    I started story mode on standard difficulty. Feels pretty good so far. Cleared the first stratum with level 14, the second with level 26. But I definitely have to build skills to do more damage and perform binds and ailments. I focused on exploring first, so I get a decent amount of minerals and Arianna has all of the HP+ skills at level 3.

    on 13 February 2016

    That sounds about right: I just haven't done the process recently enough to remember if the jump was two or three levels higher than what's offered.

    As for the team, I do want to warn that while the story mode team is good enough to beat everything, including the DLC boss, it's not the best team on the planet. Fafnir and Chloe can hit very hard, but that party is only okay at inflicting binds and ailments (somewhat neutering Chloe), and Fafnir is the only real option for elemental damage. Flavio can also do some good burst damage, but the team isn't really set up to maximize him that way.

    Something to note about the game overall is reclassing: a reclassed character keeps the exact same stat growths as its original class, while learning all the new class' skills. Since ailments in particular are now Luck dependent, I got a lot of mileage from reclassing Flavio to a Hexer, since Survivalists get higher Luck (and every other stat) than Hexers. Doing this let me inflict more binds and ailments. Since War Maguses murder enemies with ailments, this also increased the damage I caused. You could also make Flavio a Gunner or Troubador, which should improve the party's elemental and overall damage respectively.

    on 13 February 2016

    I am not interested in losing five levels because of a class change. So far the exploring has been rather tame as far as difficulty goes while the bosses have been on the tough side, but it should get easier with more skills.

    A question regarding Arachne: It was only after the battle that I've noticed that you can burn the web. Would that have made a difference?

    on 13 February 2016

    A minor one: she starts stunned and with about a tenth less health. A lot of the bosses have a similar pre-battle optional puzzle which lets you start with an advantage.

    on 13 February 2016

    The hot spring DLC quest is totally otaku.

    on 13 February 2016

    Yessir. The bikini armor is actually pretty useful for the mid-game Beast (.....), but otherwise.......yeah.

    on 13 February 2016

    Bikini?

    on 13 February 2016

    The Hot Springs' boss optional drop (kill with crush damage?) gets you a bikini that can be worn by any class. It has only 1 DEF, but 75% resistance to all elements.

    on 13 February 2016

    Wow, the third floor of Ginnungagap is poorly designed. Can't escape the labyrinth or retreat to the start of the floor (but there are three chests with Return Flutes for maximum trolling), this coupled with a fork in the road where you can't see what's next and a wall will inevitably follow you. Found myself stuck between two FOEs and couldn't do anything anymore.

    on 13 February 2016

    Ah right, that's the part with the fake walls huh? It gets especially trolly towards the end too, as I recall, so keep an eye out for that. Are you sure you can't escape though? I remember having to do so on at least one occasion.

    on 14 February 2016

    I didn't have a problem towards the end because it's a bigger area with more corridors. And yes, you can't escape in the middle section if you go south first, then towards the fake wall (west) and turn right (north). Once you take a step into that corridor, the fake wall will move right behind you, so there's only one way left to go. One step further, you can look down the next corridor and see the back of a fake wall. At that point you only have a few tiles left to move around, but none of the walls have a secret passage.

    on 14 February 2016

    < RolStoppable posted something on noname2200's wall:

    How many pieces of DLC are there for EO2U? Europe gets four this week, of which one is permanently free, two are temporarily free and one costs 2 Euro. The last one is called Golden Sprout. Is that more than a short and simple quest?

    There are twelve pieces of DLC. Golden Sprout just guarantees a very rare enemy with one HP will appear: the enemy drops an ingredient that increases rare material drops. The Lucky Bud (ingredient for better grimoires) and Blessed Clover (ingredient for triple DLC) are similar.

    Most of the other DLC is either extra skins for some classes, the Highlander class from EOU 1 (now with both genders), and five that add a single extra boss, each which gets you a new item. These will probably be free for a limited time.

    The last two were always paid DLC here. One of them is a boss rush DLC with seven bosses from EOU 1, and the last has an extra floor with a new FOE and the game's ultra-ultra boss.

    on 08 February 2016

    Hm, I guess the European schedule will be identical to the American one. Paid DLC:

    Golden Sprout: En, plus a dish to increase the rate of premium grimoire stones.

    Lucky Bud: Dish to increase material gathering.

    Blessed Cover: Dish to increase EXP.

    The Eldritch Hound: Seems to be an actual quest of sorts.

    Treasures Untold: Boss rush of EO1U bosses.

    That's 10 Euro of DLC. Grimoire stones and EXP seem to be the most desirable, but far from necessary.

    on 08 February 2016

    I picked up the EXP one so I wouldn't ave to waste time grinding up new parties for the post game, but money is only really a problem if you're buying a lot of the ultimate endgame weapons (they're often available early if you fulfill the conditionals, but cost 500k+).

    The Original Sin DLC was worth the money, and I didn't mind plunking down $2 for Treasures Untold, but the rest was way too brief to be worth spending money on. Some of the items they drop can be pretty good at times, though.

    on 08 February 2016

    Never really thought the grimoire one was necessary though: the system's still not perfect, but it's sufficiently better than EOU 1 that I never had the urge or need to grind it.

    on 08 February 2016

    The money one comes with a dish for better chance to get good grimoire stones, so the money part isn't the interesting one of that DLC.

    Original Sin is listed as temporarily free on the American schedule, so did they change their plans and charge for it?

    Are any of the enemies exclusive to DLC and necessary for a 100% bestiary?

    on 08 February 2016

    I recall paying for Original Sin, but it's been a while, so it might have been free.

    All of the new-boss DLCs have exclusive enemies in them, but failing to buy the DLC omits them entirely from the bestiary, so you can still 100% without fighting them. Aside from the FOEs in the Original Sin DLC, none of them have any new enemies except the bosses.

    on 08 February 2016

    < RolStoppable posted something on noname2200's wall:

    How high do you think are my chances to become a mod on this site?

    Relatively low at the moment. In addition to the moderation history (not insurmountable), I get the impression keeping you out is something of a running gag. That last one will probably fade over time though: jokes tend to get old after all.

    on 05 February 2016

    So you are telling me there is a chance.

    on 05 February 2016

    Also, what you call moderation history, I call experience.

    on 05 February 2016

    Hey, I'm totally pulling for you. At the absolute least, it would make for a hell of a ride. Plus, it'd be nice to have another extended vacation from the site, even if by force.

    on 06 February 2016

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