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Messages - ORYLY

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One reason why arcing slashes get used more at the end of the game is that mirror image takes care of its range problem and you face a LOT of fliers in the last dungeon. On ground enemies, getting a solid hit with it also starts up an air juggle combo, which mirror image also improves.

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Is it safe to copy over the savedata files from the demo to the full game? Or is it recommended that I just start again?

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Recettear: An Item Shop's Tale / Re: So who's the best adventurer to use?
« on: September 19, 2010, 05:23:35 PM »
Is it called sparkburst in-game? That info site from one of these threads lists it as zapper.

Pyrobomb has the same invincibility frame but a much quicker recovery. In fact, it's possible to beat Arma without losing any hp by going around in a circle and pyrobombing as she throws the sawblades (they only hurt when returning), provided she doesn't bust out her machinegun, move away really fast or back up into a wall. It's also my main anti-Griff and anti-Charme spell since they get knocked down with Sparkburst.
I haven't been screwing around with the bosses yet, but damn, that sounds like fun. The no knockdown damage looks sweet despite the risk of closing the distance.

It also has really good upwards range, and you can clear floating pumpkins and bees easily. Not to mention it's not blocked by obstacles unlike Sparky, which is really useful when trying to hit that bomb under the crab boss. Cost effective too - it only costs 5 SP per use.
Didn't know about the air-attack thing. In that case, it makes it better that force gemini when dealing with those damn flyers. But, everything on the ground is still cheaper and to kill with the similarly-priced zap.

Ice Mine is great as a makeshift wall or spawncamp trap. Try it while doing a bossrush with Samhains and throw one while they disappear. Since they like to move around you in a circle there's a good chance you get 5 free hits on them, or at least knock away that pesky fire ghost while you Sparkburst the main threat into tiny tiny gems.
I used ice mine on samhains at first, but I found it easier to just spam zap with the occasional spinning around. It kills the samhains faster and the spinning interrupts casts from ghosts. What really kills ice mine is the slow recovery and cast since it gives enemies an opening to approach. It's much faster to point sparks in the general direction you're worried about.

Also, Geddon Device becomes an even funnier joke - set 5 of them on the same spot and watch as he lands oh so gracefully on them and suicides.
I'm still on the way to that boss so I guess I'll try this out. But yeah, I guess ice mine would shine if you had the time to set it up.

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Recettear: An Item Shop's Tale / Re: So who's the best adventurer to use?
« on: September 19, 2010, 04:31:53 PM »
It's Caillou all the way for me.

When using him, ZAPPER (the spray nuke) is your solution to 99% of dungeon threats. At close range, it will instakill or stun enemies into helplessness. At medium distance, it's got enough sideways range to kill shooty mobs like rock gnolls and statues or hold back crowds in the gauntlet.

Zapper also has the secondary function of being an evasion move because of the split-second of invulnerability when you cast it. Sidestepping is always preferable, but it's nice to have a spumy panic button. Falling rocks? Zapper! Pumpkin laser? Zapper! Arma sawblades? Zapper! The evade can also be used aggressively. You can evade a red ghost's fireball and kill it at the same time, for example. While other characters get the same deal with some of their skills, note that zapper spam is sustainable because of Caillou's SP regeneration.

The second useful spell is force gemini (orbiting missiles). The undocumented feature of this skill is that you can release the missiles with your button one attack. This gives you both anti-air and diagonal attack capabilities. But, unless you need to keep away from that tiny and agile boss, it's still more SP-efficient to spam zapper even if you miss three times!

Finally, teleport is useful if you find yourself at the dead end of a very, very long path. If you're lucky, it can save more time than if Charme dashed all the way back. If you're unlucky, it puts you in the middle of a fish trap.

His melee attack and fireball are just there for charging SP, guaranteeing that you can spam zapper. You don't need to charge SP in every battle because of SP restoration from level-ups and random candy drops. Your SP will be fine as long as you beat the SP out of the occasional cornered slime or skeleton.

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Random Notes
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His other skills are completely overshadowed by zapper. Since you can change zapper's direction while shooting, zapper can accomplish whatever the two other spells can.

It's super yayness fun when the floor gets slippery because of DRIVE-BY ZAPPER and ZAPPER JOUST! I really wish there was equipment that kept the floor like that.

His lack of dash is his worst weakness for me, since I'm that impatient.

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