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**Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by StarOcean3FanGirl on Tue Jan 11, 2011 8:53 pm

079-080 - Defeat Norton in 30 Seconds/No Damage
----
Just beat Norton into the ground in 30 second and without taking damage. I'd rather beat him in 30 seconds, then reload the save and beat him without taking damage. Easier that way, at least for me.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by StarOcean3FanGirl on Tue Jan 11, 2011 8:55 pm

081-082 - Defeat Giant Crab in 1 Minute and w/o taking damage
-----
Use Blade of Fury + Aerial and you'll finish the crab in no time, maybe even without taking damage.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by StarOcean3FanGirl on Tue Jan 11, 2011 9:03 pm

083-084 - Defeat Shelby in 1 Minute and w/o taking damage
----
You can use Blade of Fury + Aerial and defeat Shelby, or you can use Blazing Sword and defeat him like that.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Link on Tue Jan 11, 2011 9:04 pm

13 guides in...a couple of minutes. Oh sh*t, I love this girl now.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by StarOcean3FanGirl on Sun Jan 16, 2011 1:28 am

085-086 - Defeat Moonshadow Clan Thief in a Minute & w/o Damage
----
This one requires that you accept Roger in your party at Duggus Forest. After that, exit that small house and try to continue on your path. The Moonshadow Clain Thief is really easy to defeat, because he's only a normal bandit with a considerably faster short major.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Roxas on Thu Feb 10, 2011 8:21 pm

~LENNETH SERIES~

Okay, so Link here had a vid guide titled "525055-KHZ Battle Trophy Walkthrough" or something like that on YT. He did Anger 500 times, then deleted the vid for no apparent reason. He also did Lenneth, but deleted that one too. Afterwards, he's been BT vid guideless since late 2009, so now I'mma pick up the pace with textual information.

Anyway, this covers Universe Lenneth Alone, Metal Pipe, Galaxy Lenneth alone, Universe and Gal Time Lenneth, Lenneth Majors Only and No Damage Uni and Gal.


What you do is, regardless of what BT you're trying to get, get Fayt at LV255 (TODAY MAKES 255. XD) and get your Metal Pipe from the beginning of the game. Yep, that means BoP synthing time. x)
So yeah, 8x BoP with all Def berries Fayt, or 9x BoP with all def berries Fayt and put Increase MP Damage on short O and Divine Blade on Long O. Hell, proper Blazing Pendant if you think you can do it without switching. Once you do that, major the **** out of Lenneth and she'll go down in mere minutes, because her MP total is far less than her HP total. If you don't want/need the alone BT, do it like Fayt_KHZ and Link do it, that is Fayt and Maria.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Link on Thu Feb 10, 2011 9:08 pm

^

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Guest on Wed Mar 23, 2011 10:33 pm

Defeat Fayt Series

All I can recommend is Stun Bombs, going through Sphere and picking up Energy Burst, and let AI Maria handle this fight. Oh, and aim for Fayt Solo ending as well because Luther is the easiest partner to deal with as far as I know. Yes, I do know a little bit about Star Ocean 3 8D

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Link on Thu Apr 07, 2011 12:11 am

Nice job. But for more info I would have AI Maria use AD > EB, AI Fayt BoF >Air Raid, and keep a dead character for teh lulz. Specially on 4D where you're aiming for just pwning Fayt.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Link on Sun Jun 12, 2011 8:00 pm

THANK GOD I HAVE THIS TOPIC HERE. My Memory Card won't be read by my PS2 because it hates me, so now I gotta get all 285 again for FAM -.-

Luckily I know how to play which will make getting these ******* a hell lot easier.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by FaytKHZ on Mon Jun 13, 2011 4:39 pm

That sucks. But you do know that we don't have this anywhere near finished, rite?

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by StarOcean3FanGirl on Tue Dec 13, 2011 11:02 pm

If it hasn't been noted already, when you do Norton Redux Metal Pipe (which is how you get Metal Pipe only), it helps immensely to have 8x full refine BoP and a speed booster so as to get no damage. There are many vids that show how to beat him easy peasy, Blade of Fury > Air Raid is one of the most effective.

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Rebecca on Thu Mar 15, 2012 11:23 am


Namida_no_nami
Posted 3/4/2012 7:54:28 AM
message detail
quote

so here goes my opinion on each skill

Aerial:
useful early on to knock down dangereous foes, and does decent HP
damage and some MP while being rather fast to activate, but is
outclassed later; untested with Ethereal Blast, someone wants to give it
a try? (the idea would be similar to AR --> EB, which is having time
to actually use EB, but cheaper in cp with worse interruption)

Charge:
it's useful for it's early MP damage, since HP damage-wise BoF is much
stronger and also better as cancel fodder, albeit BoF cost more cp to
complete the move

Blade of Fury: everyone's favourite
cancel-fodder is also extremely fast (at lv 10) and quite damaging if
you let the third attack come out (in early game at least you should)

Side Kick:
user-friendly, cheap on cp and useful through the whole game for it's
i-frames, also packs a bit of punch 'cos it's so fast, which also makes
it a decent cancel fodder; it's only problem really is that will miss
against some foes; please remember, while it does some damage, that's
not the main purpose of this skill, much less when BoF does so much
better

Shotgun Blast: fire elemental, slow start-up,
relatively long cooldown and 4 cp cost, c'mon... that's what I thought
at first, but this skill is on-par with BoF in terms of damage in the
PAL version if the foe is neutral to fire, and can be cancelled fast
too, with the same positioning capabilities, so you can use it instead
of BoF when the foes are weak or neutral to fire

Air Raid:
weaker in damage than lv 10 BoF for 7 cp, but godly knockdown
capabilities and small AoE (and cooler animation imo); can be used for
juggling but it's not exactly brilliant for it (but it's fun!)

Dimension Door: decent main-game damage, big AoE, paralysis and continuous crowd control for 6 cp? yes, please, thank you
this is a useful skill in early-mid post-game too, although will soon fall short; can be used for fast, safe approach too

Ethereal Blast:
sigh... technically speaking, lv 10 BoF does much more damage in a
minute than EB, which is very sad, having into account that you learn
BoF at lv 2 and have to wait until Sphere to obtain EB AND that EB costs
8 cp... and Charge chains do more MP damage too for the same reason...
really, if they ever remake this game, EB should either do much more
damage (or many more hits) or being much faster
anyway, EB has a good
AoE (although not as big or long-lasting as DD) and you can evade some
moves while floating (inferior to SK's i-frames, though); overall what
this move can offer in comparison to the rest of his skills is
long-range AoE and the cool looks (well, it's enough for me to use, but
it's very far from what I'd call a good final skill); as a matter of
curiosity, the tracking increases with the skill levels, although I'm
not sure of the actual level where the tracking becomes noteworthy

Blazing Sword:
killer move in early game but both damages are somewhat worse than
other blade enchantments and is also the slowest, good against foes that
are weak to fire, obviously

Ice Blade: biggest HP damage
of the 4, so it's the preferred choice for most of the postgame
(mid-game you won't tell the difference, most likely) if you want to use
fireworks Fayt in a HP damage team (unless the foe is ressistant to
water)

Lightning Blade: biggest MP damage until you gain access to Divine Blade and it's also the fastest of the 4; great for wind-weak opponents

Divine Blade:
the best overall for post-game, with the best MP damage and tied with
BS for the second best HP damage (1% difference is meaningless); it's
also non-elemental so you'll want to use this for super-bosses if you're
using fireworks Fayt
---
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PSN: Ike_Ocean

Mad_Cartoonist
Posted 3/4/2012 8:44:07 AM
message detail
quote

Gah! I can't wait for Sophia's thread >_<
I
don't have much say on Fayt's discussion, since I've only use a few
skills that are actually useful after getting it (i.e. BoF, AR, Aerial,
and Charge)
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Namida_no_nami
Posted 3/4/2012 9:59:17 AM
message detail
quote

minor mistake, quoting myself on Charge: [...] albeit BoF cost more fury to complete the move
Sophia's
next week, I'd like people to have time to write and learn about each
and every character to be aware of their (more or less) real (known)
potential, so one week should be enough for that purpose (won't archive
the topics, however, useless bumping is out of the question, too)
---
'official' Computer Science Engineering student of the DDFF board
PSN: Ike_Ocean

Namida_no_nami
Posted 3/4/2012 6:12:46 PM
message detail
quote

oh,
and after some testing on flinching resisting foes (that position
themselves out of BoF's ideal distance for the third hit) it turns out
that BoF will usually miss 1 or 2 hits in the final part of the attack,
so Air Raid is often on par damage-wise, if BoF miss one hit, does lower
damage than perfect BoF and deals more damage if BoF misses 2 hits;
(close range) EB can do it's damage more consistently, too (thus,
greater overall damage), albeit, again, it loses if BoF delivers all the
possible hits
---
'official' Computer Science Engineering student of the DDFF board
PSN: Ike_Ocean

MetalGearSolidBoy
Posted 3/4/2012 11:50:46 PM
message detail
quote
(edited)

Fayt's
Charge will pretty much never score an MP kill. It does less MP damage
per execution than Cliff's Hammer of Might, which is already known for
virtually non-existent MP damage contribution.

The time it takes
for Blade of Fury to become better than his Charge makes BoF's utility
as a damage move almost an impossible thing for most players to see,
unless I'm wrong in assuming the majority of players don't auto-level
skills early on or possibly even later in the game, especially ones that
don't become top-tier skills in doing so (like Whirlwind).

as
a matter of curiosity, the tracking increases with the skill levels,
although I'm not sure of the actual level where the tracking becomes
noteworthy


In what way does the tracking increase? I know
that he doesn't re-allign the beam once it starts its first hit even at
Level 10, and from my memory he'll still aim at the target just before
unleashing the blast with the Level 1 version.

Mad_Cartoonist
Posted 3/5/2012 12:06:51 AM
message detail
quote

Fayt's
Charge will pretty much never score an MP kill. It does less MP damage
per execution than Cliff's Hammer of Might, which is already known for
virtually non-existent MP damage contribution.

^ Really? o_o
I
remember my fayt doing some MP damage with charge when I first got it,
compared to Cliff's whose MP damage is extremely negliglible until much
later.
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Namida_no_nami
Posted 3/5/2012 2:31:22 AM
message detail
quote

ah,
yes, you probably right MGSB, I tend to keep BoF on short X until Side
Kick, then stick it to short O so it's always maxed by endgame, but most
likely isn't always the case
I rarely use Cliff's Charge but
according to eChang's faq, HoM does 6% MP damage spread among 2 hits,
whereas Fayt's Charge does 45%, unless that faq has a typo there? if so,
do we have access to other sources? else I guess I can try to
recalculate the % at least for Fayt
as for the tracking of EB, I was
refering to the repositioning, yes, at lv 1 at least he doesn't seem to
reposition at all, and as it levels, the repositioning seems to be done
later, however this might be just an impression
---
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PSN: Ike_Ocean

MetalGearSolidBoy
Posted 3/5/2012 11:29:15 AM
message detail
quote

EChang's
FAQ may have used some Battle Skill information from the Bradygames
guide which listed Fayt's Charge at 30% (W) and 45% (S) MP damage per
execution, when the reality is that it's a tenth of that at 3% and 4.5%.
Fayt's Charge would be getting a LOT more love if it did that much MP
damage per hit, as it would then rival Energy Burst at MP
damage-over-time versus a single target and is available far earlier.

Namida_no_nami
Posted 3/8/2012 2:55:00 PM
message detail
quote
(edited)

so,
now that I got some time, I'm gonna write my modified opinion of some
of the skills in order not to forget (you were right again with the typo
MGSB; I reread the brady-games guide errors faq to check there were no
more mistakes, and so it seems, he/she corrected everything but Fayt's
Charge, probably overlooked it)
I'll try posting some Fayt setups
tomorrow, provide I actually have the time, but please people, post your
own too! the idea is to share our setups and opinions, not to let me
write endless walls of text, it's also very tiring for me alone
>_>

Charge: Aerial does much more MP damage, but
it's harder to chain since it knocks down; HP damage-wise BoF is much
stronger (from lv1) and also better as cancel fodder, albeit BoF cost
more fury to complete the move

Blade of Fury: everyone's
favourite cancel-fodder is also extremely fast (at lv 10) and quite
damaging if you let the third attack come out (in early game at least
you should), it's a pity you won't be able to connect with all the hits
on some foes, but still 3 hits total are pretty much guaranted except
against superbosses

Air Raid: damage-wise is stronger than
lv10 speed BoF unless all 5 hits of BoF connect, which is not likely in
general; 7 cp is very expensive, though, however it has godly knockdown
capabilities and small AoE (and cooler animation imo) so it's not
exactly a rip-off, just too expensive; can be used for juggling but it's
not exactly brilliant for it (but it's fun!)

Ethereal Blast:
sigh... technically speaking, lv 10 BoF can do much more damage in a
minute than EB if all hits connect, which is very sad, having into
account that you learn BoF at lv 2 and have to wait until Sphere to
obtain EB AND that EB costs 8 cp... anyway, the HP damage is good if
you manage to pull it off, probably his stronger HP damage move (BoF
will miss some hit often and Air Raid knocks down); the MP damage is
pretty good, though, this is his best MP damaging skill except for MAYBE
Divine Blade
however it's still not that strong for a final skill
and really, if they ever remake this game, EB should either do much more
damage (or many more hits) or being much faster
anyway, EB has a
good AoE (although not as big or long-lasting as DD) and you can evade
some moves while floating (inferior to SK's i-frames, though); overall
what this move can offer in comparison to the rest of his skills is high
HP and MP damage, long-range AoE (for the last few hits) and the cool
looks (well, it's enough for me to use, but it's very far from what I'd
call a good final skill); as a matter of curiosity, the tracking
increases with the skill levels, although I'm not sure of the actual
level where the tracking becomes noteworthy
---
'official' Computer Science Engineering student of the DDFF board
PSN: Ike_Ocean

Ecclesiastes273
Posted 3/8/2012 5:51:13 PM
message detail
quote

I am so not at the level of this discussion, but here's something.



Blade of Fury
The
first follow-up can be delayed a bit, and the move can be cancelled out
of with a delay as well, especially at the lower levels. It's usually
enough of a delay to allow an enemy to get up from an Air Raid or some
other knockdown without committing to the last follow-up. I've only ever
used it to maximixe the hit count of my upcoming Air Raid, though, so I
can't make any enlightened claims on any skill combinations.
---
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Official ETERNAL DESTROYER of the super mega ultimate DRAGON DESTROYERS(tm).

legendmusketeer
Posted 3/9/2012 1:17:13 AM
message detail
quote

All I will say: Air Raid > every other skill in the game

*quickly backs out of topic*
---
LM

legendmusketeer
Posted 3/9/2012 1:43:14 AM
message detail
quote

Actually,
I do have to say that a 300% canceled Ethereal Blast inflicting roughly
81,000+ dmg per hit 15 times is not weak at all(SK > EB). In fact,
there aren't many "ultimate" skill combos that can compete with it for
dmg over time if used correctly.
---
LM

Namida_no_nami
Posted 3/9/2012 4:14:00 AM
message detail
quote
(edited)

any knowledge, experience, or opinion is welcomed, it's not about 'level', it's more about collective learning, so don't worry
and
yes, BoF can allow for around optimal Air Raid use, something that not a
lot of skills can say (without leaving you wide open), thanks for the
input! ^.^

I half agree with you in the AR department, legend, if it'd only cost 5 cp... it's quite good in dps too
as
for EB, yes, it's extremely strong once it reaches 300%, but reaching
so itself is a problem >_< unless someone else is stunlocking or
something
I give you the point in the damage department, however; I
didn't really paid much attention to the cancel bonus increase, which is
way bigger for heavy hitters than for fast-cancelling skills... yes, EB
is quite a strong hp damage move if the foe stands still doing nothing
or can't do anything before being hit
actually I think BoF or Shotgun Blast are better for cancelling it (better positioning), they cost more fury, though

couple
more things... Shotgun Blast can do more damage than BoF and AR if the
foe is not resistant to fire nor small, can someone think of a decent
non-situational use or setup that uses it? I know it's good but I can't
think of any use of that kind

I'm running some
knockdown/stunlock/flinch tests against foes that resists them ok (using
Sphere early floors mecha-spiders, do you think they're a good target?
the idea is not to kill them too fast, but that they do almost no damage
to me, however I don't know if there are other similar foes with more
interrupt resistance), as of now, Aerial has 10/50 (20%) knockdown
chance against them, more than I expected
---
'official' Computer Science Engineering student of the DDFF board
PSN: Ike_Ocean

Ecclesiastes273
Posted 3/9/2012 4:55:20 AM
message detail
quote

Shotgun Blast setup

My
first reaction was to think of Side Kick - Shotgun Blast. I'll need to
play around with it to see how it works out overall, but that's all I
can come up with on the spot. I'll see if I can get any profit out of
messing around with the multiple cancel windows into invincibility
frames.
---
Official Vet of the MHFU Message Board.
Official ETERNAL DESTROYER of the super mega ultimate DRAGON DESTROYERS(tm).

Ecclesiastes273
Posted 3/9/2012 9:17:02 AM
message detail
quote

Yeah, I remembered why I dropped Shotgun Blast back in '04 and never looked back. It's an awkward attack.

The
quick cancel stops at two hits, and if you want the big money damage,
you're left hanging for about a second and a half before you can cancel.
I guess the short cancel is good for bailing out into a Side Kick or
Air Raid, but it's too sluggish on the second cancel. Granted, I was
testing solo play to look at cancel shenanigans, but I didn't find many
shenanigans. With a stunlocker or even just the gift of not pulling 100%
aggro probably changes things.

For whatever it's worth, I
'tested' with a 29 Fayt on Moonbase's Proclaimer with clean Airyglyph
gear(no IC), and with a 73 Luther with clean Gemity gear(No IC). Galaxy
difficulty. Some setups had room for No Guard, but I didn't have the HP
or Def for it.

Side Kick - Shotgun Blast(Long Minor: Dimension Door)
I
was really hoping for this one, and in a party/with a stunlocker, it
might even be great. But what I tested solo, it really needs a
stunlocker or shared aggro on durable bosses: SB's cancels leave a lot
to be desired. I tried treating SK like a pseudo-Counter, which had
mixed results. The short cancel was great when I needed to bail out, but
I was losing 60% of my SB damage. Still, it allowed me to avoid attacks
with SK. I could see this wrecking randoms, and it worked pretty well
on the Proclaimer, but it was getting interrupted a lot on a more
respectable punching bag like Luther. DD was a decent chain starter as
usual, but SB was too sluggish if the target didn't stagger, and often
even when it did.

Blade of Fury - Shotgun Blast
It's
fast, and BoF isn't terrible for damage even if you're only doing two
hits at most, but I lose the safety that was allowing me to get my
chains to 250% and 300% in the first place. Another setup I'm sure
benefits from a party. I did test this with a FoF/Aura Wall party, and
BoF was having a fun time knocking Luther out of the partners' ranges.

Air Raid - Shotgun Blast
Don't ask. Both cancel windows were obstructive. That is all.

I
did some other stuff that's not worth posting(even compared to
AR-SB...), but basically, Shotgun Blast is a nice attack on paper, but
it really doesn't compare to Air Raid unless you have a
party/stunlocker, and even then, Air Raid only needs Blade of Fury(any
level, any speed) to land all 7 hits both times in a chain ending in a
300% AR on any boss. Add instant startup to that, and I don't think I'll
ever find a general use for SB when Air Raid shows up.

On the
other hand, it's great stationary damage that doesn't knockdown, push
back, or use Fireworks; a rare thing with Fayt. On the other hand, Fayt
also has Side Kick.

There are a ton of things I didn't mess
around with, like putting Shotgun Blast on minor, but I tooled around
with what I wanted for now. I'll likely do more "testing" later, on a
wider variety of targets and several parties.
---
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Official ETERNAL DESTROYER of the super mega ultimate DRAGON DESTROYERS(tm).

legendmusketeer
Posted 3/9/2012 10:35:17 AM
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quote

actually I think BoF or Shotgun Blast are better for cancelling it (better positioning), they cost more fury, though

I
agree - both are better fodders and more practical. But iirc, even with
a -3 fury reduction I don't recall either fodder being able to get
EBlast up to 300%.(could be wrong though)

Anyway, it's absolutely
fun to use on Galaxy in conjunction with No Guard simply because Fayt
tanks most enemies and flinching doesn't become an issue for the most
part at a high enough level. It's especially satisfying against the
Dragoon Knights, who soak up a lot of dmg and like to settle in one
spot. :p The problem is, there are not many enemies that can last
through a 200% cancel, let alone a 300%.
---
LM

Namida_no_nami
Posted 3/9/2012 6:50:23 PM
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quote

with -3 fury use you can JUST achieve 300% EB after a long X, same for 1 hit BoF since the cost is the same

as for SB uses in weak slot...

-SB --> Charge feels akward and has distance issues sometimes

-SB --> Aerial works, could be decent for early game

-SB --> BoF doesn't work well due to distance issues after BoF

-SB --> SK is the same that Ecclesiates' only does less damage

-SB
--> DD has an edge over BoF --> DD and is that doesn't move the
opponent at all, which is why BoF sometimes makes DD's orbs to miss the
opponent, and also provides the same damage, cp and fury cost (SK is
probably a better cancel fodder for DD anyway)
SB --> AR is the
same as BoF --> AR (allows all 7 hits of AR against red dragons,
which have really slow waking up animation, as long as you delay the
inputs a lot); only thing is that SB doesn't move the foe around so
maybe it's better for the team? anyway, BoF is easier to cancel

-SB --> EB already commented

-SB
--> SB is surprisingly damaging and has some interrupting
capabilities (flinch from the hit, as most everything, but it's somewhat
magnified since the hits come out so close to the previous one), the
problem is, you stand still like an idiot for some time no matter how
you end it which leaves you vulnerable specially in crowded battles, and
you're very static through the whole combo (not necessarily a bad thing
but requires stunlock or distraction, I can see it working great with
Albel's AW and Cliff's FoF for pretty much the whole game), note that
might miss some hit against small opponents...
oh, did I mentioned
that THIS SETUP TRIGGERS THE NMG RELIABLY EVEN IN GALAXY, where is
supposed not to show up? O.O tested it against mecha-spiders, demons,
red dragons and Lenneth herself (you're open for quite some time after
the last hit, so be careful, although she usually stands still for a bit
before coming to her senses again)

how does it works? easy (I
had NG equipped and everyone manual): you start the combo with minor X
(doesn't matter the range) while the opponent initiates an attack (or is
stunned), then you start chaining SB like no tomorrow, the foe will
often stand still like an idiot doing nothing, and since SB doesn't push
them back, you can continue to combo till your fury runs out
---
'official' Computer Science Engineering student of the DDFF board
PSN: Ike_Ocean

Namida_no_nami
Posted 3/9/2012 7:01:45 PM
message detail
quote
(edited)

^forgot to say, let go of all the hits of SB in the SB --> SB chain

the results of my interrupting/knocking down testings:

after
100 activations of Fayt's Aerial against Mecha-spiders I can confirm a
30% knockdown chance (on interrupt-resistance foes like those)

from here below I tested against Lenneth, who's probably one of the most interrupt-proof bosses, I think

-Dimension
Door flinches/interrupts her (at some point of the move) 22/100 times,
so it has around a 22% chance of flintching/interrupting Lenneth
sometimes the last hit missed so the actual % might be slightly bigger, but no more than 25%, that's for sure

-Aerial
knocks her down 29/100 times, so it has about 29% chance of knocking
her down (which is consistent with the mecha-spider data, with some room
for randomness)

-Air Raid knocks her down with the first 3 hits 63/100 times, so it has about a 63% chance of knocking her down
note
that when it lands 5+ hits times the percentage increases to about a
45/50, so yes, a near-full Air Raid has about a 90% chance of knocking
down Lenneth, truly impressive ^.^
note that you could think each hit
has about a 90/7 ~= 13% chance to knock down, but this isn't the case
really, the percentage varies per hit, I haven't recorded specific data
regarding this, but the first 2 hits and the 5th seems to have the most,
then the 6th, the 4th has few and the 3rd and 7th almost non existant

Ethereal Blast isn't being analyzed 'cos it can only flinch, if anything, and last too few time to matter

oh, and every skill can interrupt NV, even Dimension Door (probably regular attacks too, but untested)

I'll leave the runology tests for other time (Sophia, Nel, Adray)

phew... that took some time, tomorrow I'll work towards the setups, keep it up people! ^.^

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by FaytKHZ on Wed Apr 04, 2012 8:02 pm

Too much freaking text Rebecca, you know better!

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by Roxas on Sat Apr 21, 2012 6:13 pm

For Lenneth series:


Dug that one up Very Happy

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Re: **Admins ONLY** Star Ocean 3: Battle Trophies (All 300, some with video)

Post by StarOcean3FanGirl on Fri Jun 01, 2012 8:40 am

Good news! If I manage to get this job at the library I could possibly buy myself a PS2 and a copy of Star Ocean 3! I'll need to get a good camera later on as well but hey!

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