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Super Robot Wars/UX/Info Dump: Difference between revisions
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This can be used to your advantage to be high level early, via bouncing resupplies off a couple of units. Stages 22's boss doesn't move and will only attack if you're in its range. Be careful when doing this, as this could make enemies more difficult than they should be, forcing you to grind to catch everyone back up. This can also be done in stage 7 of the Celestial Being route, as you have two resuppliers there (R-Daigun and Elshank). Then just surround the enemy and resupply until you reach the level you want. | This can be used to your advantage to be high level early, via bouncing resupplies off a couple of units. Stages 22's boss doesn't move and will only attack if you're in its range. Be careful when doing this, as this could make enemies more difficult than they should be, forcing you to grind to catch everyone back up. This can also be done in stage 7 of the Celestial Being route, as you have two resuppliers there (R-Daigun and Elshank). Then just surround the enemy and resupply until you reach the level you want. | ||
Beating the game three times permanently-unlocks 15 upgrade mode. This works similar to K's, where the attack power increase for bars 11-15 is based on what you gained for 1-10. The per-bar increase for HP (300), EN (10), Armor (60), Mobility (5), and Accuracy (6) remains constant.<br> | |||
Weapon Attack increases are: 1250+1250, 1400+1350, and 1600+1400. | |||
Pre-upgraded units count towards your money total for new game+, even if you didn't upgrade them after they joined. | |||
Any Fafner from Part 2 that appears in Part 3 starts stage 41 with at least 4 upgrades. The Noin, Zehn, Zwolf, and Dreizehn start with 4 and don't carry upgrades from any TV Fafners. The Funf is the same one you had in Part 2, so it has either 4 upgrades or whatever upgrades you made to it, whichever's higher. | |||
Instant-dodge abilities probably work on a "scaling percentage system". That is to say, if the defender's Maneuver is equal to or greater than the attacker's, the activation chance is the listed maximum. And then it goes down on a 1:1 basis for however much more Maneuver the attacker has. | |||
Base damage formula is ((Stat+Will/200)*Attack Power)*Terrain Adjustment. Replace "Attack Power" with "Armor" for Defense. This means not only is Will weighted equally with stats, one point of either is +0.5% more pre-armor damage or pre-damage armor. Things get a bit complex with damage-boosting passives like SEED and Ninja Awakening, but this should give you a decent baseline. | |||
Revision as of 09:55, 19 January 2014
When you close the game it takes over 1 min for the game to shut down, this might depend on how many save slots you're using.
Giving Remodel Skill to pilots who can swap units allows you to save funds by upgrading the unit after you move the Remodel Skill pilot to it. This applies to Shinn, Shou and Kanon (Kanon's upgrades in Babylon don't carry over to Mark Drei or Mark Dreizehn in arc 3 so you save funds even without pilot swap). If you give the skill to a character whose unit confers a refund, you get the amount of money you would have spent had the discount not been in effect.
Refunds:
Riot A: Clear Stage 2
Riot B: At the start of Stage 11
Babylon: Clear Stage 34
Megatherion/Mark Eins: Clear Stage 37, provided Michio was not kept
Brave Commander Type: Clear Stage 48, provided Graham was not kept
In UX, when you shoot down enemies in a map and Game Over, the killcount itself doesn't carry over but the fact you've shot down enemies does, which enables that you can grind kills for secret flags.
Enemy levels are based on the average level of your top 20 main pilots. Subpilots, like the ones in battleships, and Soushi don't count. To see the levels of your top 20 pilots, open the "Use Skill Parts" menu in the first column in the intermission and then press L or R until your pilots are sorted by level. The average probably rounds down if it's a decimal.
This can be used to your advantage to be high level early, via bouncing resupplies off a couple of units. Stages 22's boss doesn't move and will only attack if you're in its range. Be careful when doing this, as this could make enemies more difficult than they should be, forcing you to grind to catch everyone back up. This can also be done in stage 7 of the Celestial Being route, as you have two resuppliers there (R-Daigun and Elshank). Then just surround the enemy and resupply until you reach the level you want.
Beating the game three times permanently-unlocks 15 upgrade mode. This works similar to K's, where the attack power increase for bars 11-15 is based on what you gained for 1-10. The per-bar increase for HP (300), EN (10), Armor (60), Mobility (5), and Accuracy (6) remains constant.
Weapon Attack increases are: 1250+1250, 1400+1350, and 1600+1400.
Pre-upgraded units count towards your money total for new game+, even if you didn't upgrade them after they joined.
Any Fafner from Part 2 that appears in Part 3 starts stage 41 with at least 4 upgrades. The Noin, Zehn, Zwolf, and Dreizehn start with 4 and don't carry upgrades from any TV Fafners. The Funf is the same one you had in Part 2, so it has either 4 upgrades or whatever upgrades you made to it, whichever's higher.
Instant-dodge abilities probably work on a "scaling percentage system". That is to say, if the defender's Maneuver is equal to or greater than the attacker's, the activation chance is the listed maximum. And then it goes down on a 1:1 basis for however much more Maneuver the attacker has.
Base damage formula is ((Stat+Will/200)*Attack Power)*Terrain Adjustment. Replace "Attack Power" with "Armor" for Defense. This means not only is Will weighted equally with stats, one point of either is +0.5% more pre-armor damage or pre-damage armor. Things get a bit complex with damage-boosting passives like SEED and Ninja Awakening, but this should give you a decent baseline.