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PSN-Name: Greek-God88
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Spielt gerade: Cold Steel
Ach, viel zu kompliziert
Gestern das erste mal mein Accessory geklaut bekommen, man war das nervig, mit hätten noch 2 Sekunden gefehlt ^^
Also die abductor können schon ziemliche nervensägen sein
Gestern das erste mal mein Accessory geklaut bekommen, man war das nervig, mit hätten noch 2 Sekunden gefehlt ^^
Also die abductor können schon ziemliche nervensägen sein
Hab echt noch nicht so den Durchblick.. Aber werde jetzt versuchen so viele Infos wie möglich zu finden und in den Thread hier packen
Waffen mod:
http://www.gamefaqs.com/boards/715590-freedom-wars/70478375
Rarity
The rarity of weapons range from 1 to 8, which gives the weapons up to 12 slots for modules. To make the best weapon possible, you wanna pick Rarity 8. Although for some who do not wish to put in the efforts and time you can go with Rarity 6, simply because it’s more manageable, less element of randomness and therefore time saving.
In term of the way to acquire rarity 8 weapons, it is recommended that you level your weapon facility to the highest lvl( lvl 8 ) first so you can manufacture them. Unless you want to spend a lot of time in Code 8 missions and go with your luck, I would suggest you sticking with manufacturing.
ATK Power
Every single weapon has a different Growth rate. Some have a low initial atk power but they grow stronger the higher lvl u upgrade them. Soms have a high initial atk power and falls off in the later lvl. To put it in a simple way, if you want your weapons to eventually have the highest dmg possible, you would wanna pick the late bloomers.
So we are aiming to get a Rarity 8 Late Bloomer weapon.
For the sake of simplicity we will only us lvl 1 in the discussion below.
Here’s the formula for finding out if a weapon is late bloomer
(weapon's Lv1 attack power* - weapon's Lv1 minimum atk possible) / (weapon's Lv1 max - weapon's Lv1 min) = X
if X =
0.00 ~ 0.15 then late boomer
0.16 ~ 0.35 then random
0.36 ~ 0.47 then normal
0.48 ~ 1.00 then early boomer
Note: If the weapon comes with dmg modifying modules you should factor them in before you do the calculation.
The formula is pretty self explanatory. But for you convenience I will put up a chart.
https://docs.google.com/document/d/1x1FQVVDB0NpbccHzAYKQuQtLdfTy42pmSSmmvJQzakM/edit?usp=sharing
So here we have four different types of Growth rate, but we are not gonna discuss the random type here.
So that leaves us with the Late Bloomer, the Normal, and the Early Bloomer.
Now we will talk about the Growth rate
Even if the 2 weapons fall into the same Growth rate type, their growth rate will still vary.
Take the Rarity 8 Aftershadow with Atk power of 247 as an example
The known max late bloomer Atk for Aftershadow is 249(No.1), the 247 one ranks from No.4 to No.5. So now we know that first weapon is superior than the second one.
However, the Growth rate can be inherited. Still take the example of the R8 Aftershadow with 247Atk. Take a R1 Aftershadow with 249Atk as a component, feed it to the 247 R8, and you will get a R8 Aftershadow with 249Atk. And there you have the best of the Late Bloomer.
Noted that Growth Rate inheriting isn’t limited to the same Growth Rate Type, even if they are different Growth Rate Types, the inheriting still works. (Only inherit the Growth Rate Rank, Not the Growth Rate Type.)
Another Example: still the take R8 Late Bloomer Aftershadow(Atk 247, No.4 or No.5) as the base weapon, use a R5 Early Bloomer Barbara’s Easy Blaster(Atk 407, No.1) as the component, and modify. So now you have a R8 Late Bloomer Aftershadow(Atk249, No.1)
Still notice that Growth Rate Type will not be inherited but the Growth Rate Rank will. So a R8 Early Bloomer eating a R1 Late Bloomer won’t give you a R8 Late Bloomer, you still have a R8 Early Bloomer, However the Growth Rate Rank will be affected because the R1 Late Bloomer.
Finally Growth Rate inheriting only increase, and it won’t decrease. So don’t worry about feeding the wrong component will mess up the weapon’s Growth Rate Rank.
So all you have to do is to make sure the base weapon (the weapon you wanna use) belongs to Late Bloomer Type, feed a Growth Rate rank No.1 weapon to it, and you will have a Late Bloomer Type Growth Rate Rank No.1 Weapon.
Btw, the 8 weapons that Simon gave the player are all normal Growth Rate Type Rank No.1, so if you can’t find materials, these are good alternatives. In term of getting the materials to modify, Code3-4 mission is a good choice for farming Growth Rate Rank No.1 weapons.
Element
Element weakness link:
Fire>Ice>Lightning>Will’O>Fire
First thing to know if that there are Maximum in Element, the Total Element maximum and the Single Element Maximum.
The Total Element maximum is the total of the 4 elemental stats, excluding the modules, before upgrading to advance model is 50, after is 100.
For the Single Element Maximum, including modules, before upgrading to advanced model is 78, after is 100.
Other than the weapon’s own stats, and stats gained from upgrading to advanced model, you can also change the stats by modifying them.
The rule for elemental stats modifying:
20% of the component weapon’s highest elemental stats (excluding modules) will go into the base weapon. Round it up at the decimal.
You can also purchase lvl 5 weapons from Zakka, upgrading them to the advance model, which gives 30 elemental stats, which in term gives 6 elemental stats to your base weapon.Noted you can also use material to alter the element stats when modifying.
However some weapons have stats that cannot be removed and stats that gained from upgrading to advance model cannot be removed.(ie. Aderling comes with 20 fire elemental stats that cannot be removed.)
Also it is recommended that you upgrade your weapon to advanced model before adding elemental stats, because it gives the weapon bonus stats and increase the maximum.
Module
Module modifying can result in the following 4 situation,
Maintained, Inherited, Added, New
Maintained means the module comes from the base weapon.
Inherited means the module comes from the component weapon.
Added means the module comes from adding material during modifying.
New means it’s randomly generated.
Added belongs the New category, Maintained and Inherited belong to the same category. Both categories have a certain value.
Rarity/Module Slots/Maintained,Inherited/New,Added.
1/2/1/1
2/3/2/1
3/4/2/2
4/6/3/3
5/7/4/3
6/8/4/4
7/10/6/4
8/12/7/5
Here’s some useful material for modifying:
Electroconducting Ultra: Brown?/Maintain 1 module
Electroconducting Ultra: Black?/Maintain 3 modules
(C6 Benzotriyne?)/Maintain 5 modules
Sulphur /Inherit 1module
Selenium /inherit 3 modules(can be farmed in 2-4 by picking up field resource)
(nano crystal magnetic material?)/inherit 5 modules
Need help with the names coz i haven’t got my hands on some of these materials.
To sum up everything:
First you want a R8 Late Bloomer weapon
Then you wanna upgrade it to advance model
Modifying elemental stats(MAKE SURE YOU DO IT AFTER ADVENCE MODEL!)
Modifying the Growth rate rank
After that modifying modules and upgrading to highest can be done in either order since upgrading does not affect the modules.
The rarity of weapons range from 1 to 8, which gives the weapons up to 12 slots for modules. To make the best weapon possible, you wanna pick Rarity 8. Although for some who do not wish to put in the efforts and time you can go with Rarity 6, simply because it’s more manageable, less element of randomness and therefore time saving.
In term of the way to acquire rarity 8 weapons, it is recommended that you level your weapon facility to the highest lvl( lvl 8 ) first so you can manufacture them. Unless you want to spend a lot of time in Code 8 missions and go with your luck, I would suggest you sticking with manufacturing.
ATK Power
Every single weapon has a different Growth rate. Some have a low initial atk power but they grow stronger the higher lvl u upgrade them. Soms have a high initial atk power and falls off in the later lvl. To put it in a simple way, if you want your weapons to eventually have the highest dmg possible, you would wanna pick the late bloomers.
So we are aiming to get a Rarity 8 Late Bloomer weapon.
For the sake of simplicity we will only us lvl 1 in the discussion below.
Here’s the formula for finding out if a weapon is late bloomer
(weapon's Lv1 attack power* - weapon's Lv1 minimum atk possible) / (weapon's Lv1 max - weapon's Lv1 min) = X
if X =
0.00 ~ 0.15 then late boomer
0.16 ~ 0.35 then random
0.36 ~ 0.47 then normal
0.48 ~ 1.00 then early boomer
Note: If the weapon comes with dmg modifying modules you should factor them in before you do the calculation.
The formula is pretty self explanatory. But for you convenience I will put up a chart.
https://docs.google.com/document/d/1x1FQVVDB0NpbccHzAYKQuQtLdfTy42pmSSmmvJQzakM/edit?usp=sharing
So here we have four different types of Growth rate, but we are not gonna discuss the random type here.
So that leaves us with the Late Bloomer, the Normal, and the Early Bloomer.
Now we will talk about the Growth rate
Even if the 2 weapons fall into the same Growth rate type, their growth rate will still vary.
Take the Rarity 8 Aftershadow with Atk power of 247 as an example
The known max late bloomer Atk for Aftershadow is 249(No.1), the 247 one ranks from No.4 to No.5. So now we know that first weapon is superior than the second one.
However, the Growth rate can be inherited. Still take the example of the R8 Aftershadow with 247Atk. Take a R1 Aftershadow with 249Atk as a component, feed it to the 247 R8, and you will get a R8 Aftershadow with 249Atk. And there you have the best of the Late Bloomer.
Noted that Growth Rate inheriting isn’t limited to the same Growth Rate Type, even if they are different Growth Rate Types, the inheriting still works. (Only inherit the Growth Rate Rank, Not the Growth Rate Type.)
Another Example: still the take R8 Late Bloomer Aftershadow(Atk 247, No.4 or No.5) as the base weapon, use a R5 Early Bloomer Barbara’s Easy Blaster(Atk 407, No.1) as the component, and modify. So now you have a R8 Late Bloomer Aftershadow(Atk249, No.1)
Still notice that Growth Rate Type will not be inherited but the Growth Rate Rank will. So a R8 Early Bloomer eating a R1 Late Bloomer won’t give you a R8 Late Bloomer, you still have a R8 Early Bloomer, However the Growth Rate Rank will be affected because the R1 Late Bloomer.
Finally Growth Rate inheriting only increase, and it won’t decrease. So don’t worry about feeding the wrong component will mess up the weapon’s Growth Rate Rank.
So all you have to do is to make sure the base weapon (the weapon you wanna use) belongs to Late Bloomer Type, feed a Growth Rate rank No.1 weapon to it, and you will have a Late Bloomer Type Growth Rate Rank No.1 Weapon.
Btw, the 8 weapons that Simon gave the player are all normal Growth Rate Type Rank No.1, so if you can’t find materials, these are good alternatives. In term of getting the materials to modify, Code3-4 mission is a good choice for farming Growth Rate Rank No.1 weapons.
Element
Element weakness link:
Fire>Ice>Lightning>Will’O>Fire
First thing to know if that there are Maximum in Element, the Total Element maximum and the Single Element Maximum.
The Total Element maximum is the total of the 4 elemental stats, excluding the modules, before upgrading to advance model is 50, after is 100.
For the Single Element Maximum, including modules, before upgrading to advanced model is 78, after is 100.
Other than the weapon’s own stats, and stats gained from upgrading to advanced model, you can also change the stats by modifying them.
The rule for elemental stats modifying:
20% of the component weapon’s highest elemental stats (excluding modules) will go into the base weapon. Round it up at the decimal.
You can also purchase lvl 5 weapons from Zakka, upgrading them to the advance model, which gives 30 elemental stats, which in term gives 6 elemental stats to your base weapon.Noted you can also use material to alter the element stats when modifying.
However some weapons have stats that cannot be removed and stats that gained from upgrading to advance model cannot be removed.(ie. Aderling comes with 20 fire elemental stats that cannot be removed.)
Also it is recommended that you upgrade your weapon to advanced model before adding elemental stats, because it gives the weapon bonus stats and increase the maximum.
Module
Module modifying can result in the following 4 situation,
Maintained, Inherited, Added, New
Maintained means the module comes from the base weapon.
Inherited means the module comes from the component weapon.
Added means the module comes from adding material during modifying.
New means it’s randomly generated.
Added belongs the New category, Maintained and Inherited belong to the same category. Both categories have a certain value.
Rarity/Module Slots/Maintained,Inherited/New,Added.
1/2/1/1
2/3/2/1
3/4/2/2
4/6/3/3
5/7/4/3
6/8/4/4
7/10/6/4
8/12/7/5
Here’s some useful material for modifying:
Electroconducting Ultra: Brown?/Maintain 1 module
Electroconducting Ultra: Black?/Maintain 3 modules
(C6 Benzotriyne?)/Maintain 5 modules
Sulphur /Inherit 1module
Selenium /inherit 3 modules(can be farmed in 2-4 by picking up field resource)
(nano crystal magnetic material?)/inherit 5 modules
Need help with the names coz i haven’t got my hands on some of these materials.
To sum up everything:
First you want a R8 Late Bloomer weapon
Then you wanna upgrade it to advance model
Modifying elemental stats(MAKE SURE YOU DO IT AFTER ADVENCE MODEL!)
Modifying the Growth rate rank
After that modifying modules and upgrading to highest can be done in either order since upgrading does not affect the modules.
Ich finde die kleinen Schwerter so viel besser als die anderen Sachen. Mit der großen Klinge komme ich mir zu langsam vor, zudem kann man dann noch nicht mal von den Bossen die Parts trennen. Habe außerdem erst ab Code 3 gemerkt, dass herumliegende Waffen der Gegner Loot sind ..Facepalm
Gibt es hier überhaupt Combos? Habe bisher spamm oder spamm
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