VoiceOfReasonPast wrote: ↑Sun Jan 17, 2021 8:29 am
I think you mean gear upgrades? You
usually don't notice it since you wouldn't get all the ingredients until you've reached the corresponding God Eater Rang (or however you call that), but I remember sitting on a sniper upgrade for
two entire tiers, all the components just waiting to be crafted into it.
No no, I meant the moves the monsters do. As you climb the ranks, the monsters, regardless of variants, get new moves, some universal, some exclusive to their variant. If you go and fight for example a Chi-You :
At rank 3 and rank 8, the difference is night and day. At rank 3 you just have the dumb fuck swing its arms around and doing another attack, while at rank 8 it has a fuck ton of moves, including a rare one where he carpet bombs you if it becomes enraged or if you keep attacking his wings in order to break them.
VoiceOfReasonPast wrote: ↑Sun Jan 17, 2021 8:29 am
The main difference afaik is that the variants would use moves that the original would only use when enraged, but it's not that easy to notice.
Mostly, the variants are somewhat more aggressive, have bigger numbers, and drop different stuff.
The only variant this applies to is the Calligula variant and only because it's the Final Boss and gets massive boosts in stats. Every other variant at Rank 10(I think) and EX(or whatever it's called in english) is indistinguisable from the variant apart from elemental strengths, elemental weaknesses, weapon strangths and weaknesses along with some shuffled stats that you can guess from looking at the weapons made from their parts at Rank
* :
Take the Loeweberg line of Long Blades for example, made from drops from the Vajra family. The three Vajra that exist are the basic Vajra, the ice variant Prithvi Mata and the final evolution, the Dayus Pita. The final swords you can craft are the following :
1.)Koenigsberg
* - Dayus Pita :
Overall Exposure ↓
Stamina ↑ S
Athlete
With Slash : 363 and Divine : 330 for damage
2.)Ravineberg
* - Prithvi Mata :
Overall Exposure ↓
Stamina ↑ M
Athlete
With Slash : 352 and Ice : 275 + Divine : 165 for damage
3.)Sturmberg
* - Vajra :
Overall Exposure ↓
Stamina ↑ M
Athlete
With Slash : 352 and Thunder : 275 + Divine : 165 for damage
If you draw parallels with the monsters, you'll notice that the Dayus Pita does hit like a truck compare to the two but it a whole lot less mobile and runs out of "stamina" much faster along with hitting like motherfucker in terms of elemental damage. Meanwhile, the basic Vajra and the Ice variant hit about the same but their differences like in the spread of their attacks and damage types(Lightning and Ice) while having one or two physical attacks that deal divine damage but they are about as agile and have zero chill compared to Dayus Pita but as a counter, they suck at having good ranged options, like the Dayus Pita's railgun machine-gun thunderbolts.
Alternatively, they all have different weak points :
Vajra Weak Point wrote:
1.)Front Legs : Use slash triangle attacks(Long Blades) to quickly unbound the front legs with minimal effort.
2.)Head : Buster Blades(Blunt Damage), Impulse Edge(Pure Elemental + Slash) and homing bomb/radial bullets can easily unbound the head.
3.)Tail : Using aerial combos with Long Blades(Slash damage) is the easiest way to unbound the tail. Wait for Vajra to land from a pounce attack then attack the tail.
Prithvi Mata Weak Point wrote:
1.)Head : Same shit as Vajra
2.)Shoulders : Blaze elemental shot/laser type bullets can easily unbound this part, so load up a fuckton of Fire + Pierce damage on your gun with homing properties if possible.
3.)Torso : Shame shit as the shoulders but especially high power advanced piercing bullets help here
Dayus Pita Weak Point wrote:
1.)Head : Long Blades with high slash attribute can quickly unbound this part, so pure Long Blades like Blade EX * are recommended or at least ones that have hugefuck Slash numbers like the Soul Calibur.
2.)Front Legs : Short Blades with high pierce attributes can quickly unbound this part, so basically hammer the triangle button and have blades like Freeze Drill EX * with 340 pierce damage.
3.)Cape: Divine bomb/radial bullets or Dyaus Pita's own Aragami bullets are effective in unbounding this part, so pure elemental damage is recommended here since the tail has resistance to Slash / Pierce / Blunt damage types and is the main way of defending against melee.
God Eater Burst had a lot of work put in the monsters after GE1 since they mostly listened to the payers who brought the first game in japan and most of them acctually were veterans from PSO1 and Monster Hunter already, so the game shot in quality and ideas.
But it can't be true! I'm not your father, I still haven't scored.
