Well, after about 2(?) months, I've finished Part 1 of my Athlum Generics Only run. Normally, it wouldn't take me that long to get past that. Mostly because of being caught up in schoolwork, applications and continuing to gather and interpret data, which dramatically slows down any progress I may have had instead. Still, I have the Normal run to deal with. I left that one alone for now, but I have to make sure that I agree with Ophelia all the way to get Nordis's HP values. Dealing with "At Hatred's End" is not going to be fun, even more annoying if I even make it to The True Conqueror (Abyss Gate = Instakill).
The Gates of Hell was a bit more difficult than I expected. First run that morning fell apart very quickly (must have been lack of sleep), then the second one ran much more smoothly. Remind me to never go on a death run against the Gates. Having Rush there did make things a little bit easier, would have been even better if he had Vivification Herb, but it wasn't likely that he would have sparked it in time. After all, it requires about 20 uses of Restorative Herb before he gets enough Herbs EXP to spark it. I already knew that if he didn't have the Ragna-rock, it would work against me in a very nasty manner. While Vega, McGrady and Oakes can revive, there's just no way for Vega and McGrady's unions to charge enough AP for it, even with the InitAP bonus from their class (Healer, InitAP +10%). Besides, the AP cost was still far too high for it to be a feasible revive art at the moment (129AP). Still, very successful run with only deploying 12 units, even if one is still stuck at unit BR2.
Jager and the Lob Omen went much more smoothly. Only required 1 attempt, but I went ahead with recording a different set up. 1-3-3-3-1 was the config, worked flawlessly. Good thing I got their STR up a little bit, or else Lob Omen might have been a little too much for some of them to handle. Perneth and Hematea were definitely MVPs in the fight due to their very high INT, paired with Hex and single target Invo. Needed to get rid of the 4 distractions ASAP, before they really make a dent on some of the slightly more fragile unions. Purposely stuck Vega and Oakes together. I knew that they would get bashed around a little bit, so one to revive while the other will heal the union. Plus, they're sturdy enough. Marty's union was also quite robust, considering that there's the Shield of the Vanquisher in play. He would have eventually upgraded to it, but I didn't want to eventually have to hunt for Jewel Steel, and giving it to him early means that I don't have to deal with any potential illegal upgrades. Exploited Lob Omen's AI to Raidlock it a few times. This fight is much easier than the Gates if you know what you're doing, and/or happen to have high powered Hex units hanging around.
Thinking on it though... I think I may have overdone the stat grinding. Sure, it took me several tries to get past the Nest of Eagles, but I think I could have done with lower stats if I had used a similar set to the Jager+Lob Omen fight since the Hexes were dealing enough damage to take out those unions. And because of the grinding, I ended at BR20. Could have been even lower if I didn't do as much grinding, which I could have benefited from because there are new units to recruit. Well, next order of business to grabbing the numbers on those boss fights. Good thing I have saves right before each one.
And I think that someone should write an "Idiot's Guide to The Last Remnant." I'm starting to get a little bit annoyed at all the questions that are being asked. Mostly because it only takes a little bit of experimentation, a little observation, and all those save slots to figure out what the hell you're doing wrong. Almost everything that goes wrong in the game is on the player.
On a slightly more amusing note... It's the first time I've seen someone banned so quickly. I wonder over what though. Was it that topic? Or was it the topic title? I was already being extremely patient with him, even giving the HP thresholds of what the Conqueror would do. I mean, seriously. Getting caught in his Overdrive state twice is already bad enough. Since he will always use Overdrive at a certain point, all the user had to do was just prepare for and not send every union against him for the third attempt! This is the same guy that eventually noticed that rares would stop Skull Scavengers from spawning. Oh, and apparently destroying the game because it was "cheating." If anything, the player already has the advantage. A huge one at that too. It all depends on how you manipulate the game.
19 Apr 2011
12 Apr 2011
Testing, testing...
The Ancient Dragon fight only increased my BR EXP from 43 to 70. Was at BR16 when I fought it. After dealing with the first part of the Melphina quest chain and Blocter's quest, finally shifted up to BR17. So I'm still on course to completing the first part at lower than BR20.
I should probably still continue gathering data for a few other things. I managed to grab a bunch of numbers for different WS damage differences. The only relevant one is Emma's tests with the Superlative Bluesteel x2, since Emmy was equipped with the Nightbloom Virtutis/Superlative Bluesteel combo. DW isn't a straight 2.0x damage over OH. It's probably 1.0MS + 0.5SS. It seems that OH is the weakest, but most versatile. PG deals about 1.3xOH, and DW deals 1.5xOH if weapons are identical. This applies to normal attacks and Arts. Of course, my data isn't quite right (just preliminary stuff), so I need to run quite a few more tests.
So the tests... I should also check out the power difference between Power and Speed modifiers. So guess my set up will be like this...
STR255, ATK255 (or through strengthening + Zodiac Fall), Zodiac Fall Lv.3.
Weapons used: Remnants, Superlative/Shielding/Power variations (Power/Speed modifiers)
* Weapon effects and modifiers will be removed for the purpose of testing.
Accessories used: Damascene Anklet (Physical Extra Hit +4) (maybe)
Arts: Rank S/SS Only, normal attacks.
So I think the data gathered will look like this:
Peerless/Swift Requiem (20x5) (Emma vs. Yugo)
Peerless/Swift Snowfall ([Frost] +5/area) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Log Splitter (1 hit) (Faye vs. Laverne)
Peerless/Swift Rock Crusher (50x2) (Seales vs. Seales, change arts modifier)
Peerless/Swift Victory Sweep (50x2) (Emma vs. Yugo)
Peerless/Swift Moonshadow (50x2) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Rift Cleaver (30/30/40) (Faye vs. Laverne)
Peerless/Swift Dragon's Roar (1 hit/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Blood Cyclone (20x5) (Emma vs. Yugo)
Peerless/Swift Spring Squall (25x4) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Topspin (1 hit/area) (Faye vs. Laverne)
Peerless/Swift Final Toll ([Flame] +5/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Heaven's Pierce ([Thunder] +5/1 hit) (Jager vs. Haruko, compare weapon sizes too)
Peerless/Swift Temblor (1 hit/area) (Violet vs. Sheryl, compare weapon sizes too)
Peerless/Swift Quadrille (25x4) (Torgal vs. Wyngale)
Peerless/Swift Sanction (1 hit/area) (Allan vs. Leucetius)
Peerless/Swift Scattered Petals (30/30/40) (Caedmon vs. Snievan)
* Snowfall/Dragon's Roar/Topspin/Final Toll/Crush/Temblor/Sanction -> Need to test a certain claim that area/union arts are unblockable. Shouldn't be true, or else area/union MAs would not miss either, and I've had them miss multiple times.
OH Normal
PG Normal
DW Normal
TH Normal
QW Normal
DPG Normal
DTH Normal
Repeat 20 for the arts, 10 for the normal attacks, only noting non-crits. Record full damage dealt since the Anklets will add +28% (+4 hits) to all attacks except Snowfall. Or change everyone's SPD to 1 to try limiting the number of hits and record the base damage.
Then there's also the various accessories and classes that add bonus damage. Need to check if WS/WT bonuses are added to CAs. So using a similar set up...
Comparing Emmy (Ranger) and Rush (Ninja). Ninja for [Dual Wield] +5 (+15%). Cloistral Belt for [Katana] +4 (+12%). Adding 1 or 2 Black Belts ([Dual Wield] +5). Then there's also Milton's Kerchief for [Combat Arts] +5. This should also help answer if the [Combat Arts] +5 and [Power Grip] +5 effects stack for the Gladiator class. If it does, that's a +30% boost right there.
So, combinations are:
Nothing
Cloistral
Black Belt
Milton's Kerchief
Ninja
2Cloistral/2Black Belt/2Milton's Kerchief
Cloistral+Black/Cloistral+Milton's/Black+Milton's
Ninja + Cloistral/Black Belt/Milton's Kerchief
Ninja + 2Cloistral/2Black Belt/2Milton's Kerchief
Ninja + Cloistral+Black/Cloistral+Milton's/Black+Milton's
That's going to be a lot of testing... Of course, she also has a Sword in her off-hand... So what would happen if I included an accessory that boosts Swords? Or even, what's the difference between having Katana+Sword and Katana+Katana? Is there going to be a difference? Maybe I'll save it for later.
Making a note of DWers.
Unique: Emma/Emmy, Jorgen (Warrior), Rush.
Generic: Faye, Acokus, Laverne, Ynfry, Seales, Cass, Yugo, Chivrey.
Hm. Guess it'd be kinda like doing the Sovani Only run. Very limited at the beginning of the game, mostly reliant on union-target MAs for maximizing damage.
EDIT: What.Swift arts Girls hit harder than Peerless arts guys? Am I missing something here?
EDITX2: Ah. That's why. The Superlative Bluesteel's [Slash] +5 just happens to have an effect. Didn't see that coming. Will be a little more careful about this now. Best to remove all the modifiers through the trainer.
I should probably still continue gathering data for a few other things. I managed to grab a bunch of numbers for different WS damage differences. The only relevant one is Emma's tests with the Superlative Bluesteel x2, since Emmy was equipped with the Nightbloom Virtutis/Superlative Bluesteel combo. DW isn't a straight 2.0x damage over OH. It's probably 1.0MS + 0.5SS. It seems that OH is the weakest, but most versatile. PG deals about 1.3xOH, and DW deals 1.5xOH if weapons are identical. This applies to normal attacks and Arts. Of course, my data isn't quite right (just preliminary stuff), so I need to run quite a few more tests.
So the tests... I should also check out the power difference between Power and Speed modifiers. So guess my set up will be like this...
STR255, ATK255 (or through strengthening + Zodiac Fall), Zodiac Fall Lv.3.
Weapons used: Remnants, Superlative/Shielding/Power variations (Power/Speed modifiers)
* Weapon effects and modifiers will be removed for the purpose of testing.
Accessories used: Damascene Anklet (Physical Extra Hit +4) (maybe)
Arts: Rank S/SS Only, normal attacks.
So I think the data gathered will look like this:
Peerless/Swift Requiem (20x5) (Emma vs. Yugo)
Peerless/Swift Snowfall ([Frost] +5/area) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Log Splitter (1 hit) (Faye vs. Laverne)
Peerless/Swift Rock Crusher (50x2) (Seales vs. Seales, change arts modifier)
Peerless/Swift Victory Sweep (50x2) (Emma vs. Yugo)
Peerless/Swift Moonshadow (50x2) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Rift Cleaver (30/30/40) (Faye vs. Laverne)
Peerless/Swift Dragon's Roar (1 hit/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Blood Cyclone (20x5) (Emma vs. Yugo)
Peerless/Swift Spring Squall (25x4) (Rush/Emmy vs. Jorgen/Cass/Ynfry)
Peerless/Swift Topspin (1 hit/area) (Faye vs. Laverne)
Peerless/Swift Final Toll ([Flame] +5/union) (Seales vs. Seales, change arts modifier)
Peerless/Swift Heaven's Pierce ([Thunder] +5/1 hit) (Jager vs. Haruko, compare weapon sizes too)
Peerless/Swift Temblor (1 hit/area) (Violet vs. Sheryl, compare weapon sizes too)
Peerless/Swift Quadrille (25x4) (Torgal vs. Wyngale)
Peerless/Swift Sanction (1 hit/area) (Allan vs. Leucetius)
Peerless/Swift Scattered Petals (30/30/40) (Caedmon vs. Snievan)
* Snowfall/Dragon's Roar/Topspin/Final Toll/Crush/Temblor/Sanction -> Need to test a certain claim that area/union arts are unblockable. Shouldn't be true, or else area/union MAs would not miss either, and I've had them miss multiple times.
OH Normal
PG Normal
DW Normal
TH Normal
QW Normal
DPG Normal
DTH Normal
Repeat 20 for the arts, 10 for the normal attacks, only noting non-crits. Record full damage dealt since the Anklets will add +28% (+4 hits) to all attacks except Snowfall. Or change everyone's SPD to 1 to try limiting the number of hits and record the base damage.
Then there's also the various accessories and classes that add bonus damage. Need to check if WS/WT bonuses are added to CAs. So using a similar set up...
Comparing Emmy (Ranger) and Rush (Ninja). Ninja for [Dual Wield] +5 (+15%). Cloistral Belt for [Katana] +4 (+12%). Adding 1 or 2 Black Belts ([Dual Wield] +5). Then there's also Milton's Kerchief for [Combat Arts] +5. This should also help answer if the [Combat Arts] +5 and [Power Grip] +5 effects stack for the Gladiator class. If it does, that's a +30% boost right there.
So, combinations are:
Nothing
Cloistral
Black Belt
Milton's Kerchief
Ninja
2Cloistral/2Black Belt/2Milton's Kerchief
Cloistral+Black/Cloistral+Milton's/Black+Milton's
Ninja + Cloistral/Black Belt/Milton's Kerchief
Ninja + 2Cloistral/2Black Belt/2Milton's Kerchief
Ninja + Cloistral+Black/Cloistral+Milton's/Black+Milton's
That's going to be a lot of testing... Of course, she also has a Sword in her off-hand... So what would happen if I included an accessory that boosts Swords? Or even, what's the difference between having Katana+Sword and Katana+Katana? Is there going to be a difference? Maybe I'll save it for later.
Making a note of DWers.
Unique: Emma/Emmy, Jorgen (Warrior), Rush.
Generic: Faye, Acokus, Laverne, Ynfry, Seales, Cass, Yugo, Chivrey.
Hm. Guess it'd be kinda like doing the Sovani Only run. Very limited at the beginning of the game, mostly reliant on union-target MAs for maximizing damage.
EDIT: What.
EDITX2: Ah. That's why. The Superlative Bluesteel's [Slash] +5 just happens to have an effect. Didn't see that coming. Will be a little more careful about this now. Best to remove all the modifiers through the trainer.
10 Apr 2011
TLR_EE "guide"
WIP. Just outlining what some of the functions do. I'll try to go in depth a bit more when I have time/feel like it.
Link to the trainer here.
Note: If I'm not mistaken, this one will likely only work on 32bit OSes. You will need to edit it for 64bit compatibility.
Tab 1 - Battle
Shift morale to max
Freeze turn count (stops AP Charge if frozen at Turn 1 at the very beginning since there's no turn flow)
TURN: change turn count
CHAIN: change chain count
Can manually shift morale bar
Blue - Ally
Red - Enemy
Union Number
Current HP/Max HP/Current AP/ Max AP/Union Morale
Unit Number
Current HP/Max HP/Monster ID
After Battle
BR99 stats
Stats255
BR
Yellow: current BR
Red: BR threshold
Blue: Current BR EXP
In-battle
HP recovery (max HP/AP/M as well)
Not sure what this one does. Increase attack priority?
Cancel enemy attack
Damage multiplier: Double/Multi
* Can cause damage overflow to the point of not hurting the enemy.
Drop down: Option/Invincible Ally/Invincible Enemy/Both invincible
Change animation: Ally animations, Enemy animations
* What the altered art hits depends on what the unit is originally targeting. If the animation was changed to Protection and the unit is targeting the enemy, then the enemy will gain the Protection status. If the animation was change to Crimson Flare and was targeting self, then the Arcana will hit all allies. Be careful of what you're targeting!
Tab 2 - Union
Union Position (it's anchored to its initial position)
Guest/____ (union name)/Formation
Units 1~5. Can change the units, then update.
Union stats: Total HP/AP, AP+, M (starting union morale, add all unit morale values), STR/INT/SPD (pink), average ATK/DEF/MYS/M.DEF (green).
Haven't test these ones. Something about Party Flag and Party Number? I wouldn't fiddle with this just in case. The drop down is the union's original position.
(red) File Open/Save.
(green) Paste/Copy
Battle Union/Total Units/Battle Units Deployed/Total Battle Units
Tab 3 - Unit
Unit (separated by ID number, you might want to mark down who's who/look it up on one of Necifer's .csv files that contains all units)
Graphic (blue) [changes model. generally stable. List mostly in English. At least the important names.]
Union number, Class
Status. Self-explanatory, mostly. The red numbers represent the true value, while the blue represents what you see on-screen. M - unit Morale
Parameter. Shows total EXP gained for the specific stats. Red - EXP, Blue - level HP/AP/STR/INT/SPD/UP.
7~15 - their modifier resists. Slash/Bludgeon/Maul/Pierce/Flame/Thunder/Frost/Lytic/Venom
Gold (gold number), Items Wanted. The numbers on the top indicate how many are needed. You can enter in a number into the boxes to "give" them the required materials. If it says 255, then they have enough.
Accessory 1/2/Unique. The Accessory drop-down lists has every piece of equipment there. Be careful not to stick a sword in their accessory slot!
Other - Is officially in party/In reserve
Tab 4 - Weapon Slot
Main Slot and Sub Slot
Name/Level/ATK/DEF/MYS/M.DEF/EVA/M.EVA
Parameter: EXP/CO%/CO Success rate/CD%/CD Success rate/Slash/Bludgeon/Maul/Pierce
The last 4 come in at 20/50/100. It's the (no prefix)/Might/Godly modifier.
Solid triangles: Open/Save. Triangle outlines: Paste/Copy
Default Wield Style (drop-down list)
Don't level (red)/Level to +9 (blue)
Tab 5 - Arts
Unit
1. Art position (based on when it's learned). Check the box to add/remove from displayed list. Should also stop from accessing it.
2. Arts. The check box is for toggling the art on/off.
Sub-tabs
5.1 Combat Arts separated by WS (OH/PG/DW/TH/QW/DPG/DTH)
Select arts from drop-down list. Current EXP/EXP gained so far/Level/Modifier EXP (-ve - Speed/+ve - Power)/modifier EXP gained/Modifier
5.2 Mystic Arts. Invo/Evo/Hex/Rem/Psi/Wards/Arcana. Current EXP/EXP gained/Level
5.3 Item Arts. Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.4 Wield Styles. Same order as 5.1. Current EXP/EXP gained/Level
5.5 Weapon Type. Sword/Katana/Axe/Mace/Spear/Staff Current EXP/EXP gained/Level
5.6 Mystics Invo/Evo/Hex/Rem/Psi/Wards/Arcana Current EXP/EXP gained/Level
5.7 Items Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.8 Alters EXP gains. Default is 2. CA1 (Art EXP)/CA2 (Modifier EXP)/MA/IA/WS/WT/MC/IC
How to add arts:
1. Check the box to the right of the dropdown with 3 digits. This will signal to the game that this art should appear in the arts list.
2. Select an art from the dropdown.
3. Checking the box on the right just toggles the art off. You can change it in-game and it will be reflected in the trainer as well. Handy for locking out arts while in-battle. Incidentally, you can add arts while in battle as well, and the game will consider them for commands.
Tab 6 - Items
Components/Captured Monsters/Materials - 99
Key Items. Check to put into inventory
The next 3 boxes are related. Check the first one to enable the function. Then choose something from the list, then press the black button. This will cause whichever shop you're shopping at to stock items within that number range. The order is based on the game's internal item order. All the items listed are equipment. The cost is their ID number. To switch between the lists, exit out of the shop menu, choose another range and press the black button again. The shop will change their contents.
Buying "Sold Out" items (trade goods). Blue text. Check to activate. Does not affect Trade Goods that have not yet been unlocked.
Tab 7 - Other
Timeshift - Infinite/Movement speed while activated/Cursor speed?/don't know
green - movement speed
Money
Infinite D-Acts.
Red Boxes: Copy location coordinates/Paste location coordinates
(great for falling through maps!)
Tab 8 - Battle Commands
1. Select Union
2. Select Target
Battle Command -> Command string/AP Cost
Unit Arts
Unit 1~5 -> can change what art they'll use. the displayed arts on the trainer will change depending on the target/union accordingly.
Can change what unit they target.
* Changing the command's string will alter the union's behaviour accordingly. Putting arts that normally cannot be used by a single unit or ones that have enemy-specific animations in the command chain and then executing them may have a chance of crashing the game. Exercise caution when using this tab.
Tab 9 - Enemy data
Monster ID
Monster Model/HP/AP (base values)
Parameters. Pretty sure it's their growth rates now that I think about it.
Black numbers - modifier resists
Not sure.
Main Slot/ATK/Sub Slot
File - Save/Load, Text - Enemy List/Name?
Check to change enemy type
Tab 10 - Unit Data
Unit/Starting Class
HP/AP/AP+/STR/INT/SPD/UP type/UP/M
The colours correspond to the parameter, and the numbers indicate the growth rate they have.
Resists (9 numbers)
Not sure what all these other numbers mean, but the bottom right? Starting BR.
Boxes indicate what type of unit.
1 - Party lock. 2 - Party Guest. 3 - Not in Reserves (must be deployed). 4 - Balance. 5 - Combat. 6 - Mystic.
4~6 - unit focus
File Save/Load
Tab 11 - Equipment
Item/Text/Graphic/Icon
Sort ID/Create or Buy Cost/Selling Price (Disassemble price is 1/2 Selling, rounded up). 4th box is for "can be equipped", I think.
Modifier/Effect
ATK/MYS/DEF/M.DEF/EVA/M.EVA
Not sure/Growth Rate^/CO/CO Success/CD/CD Success
^ 0 - Slow, 1 - Normal, 2 - Fast
Type - Size and WT/Weight/Other parameters (Disassemble Price/Critical Trigger Button variant)
Boxes: No Disassemble/No Selling/Remnant
WS/WT/Mystic/Item/CAs/Speed/Power/MAs/IAs/Status (Equipment)
* The above are for EXP gains. On a weapon, it means that the unit equipped with it will gain EXP normally (DWing does not double EXP). If on a Shield or Accessory, it means that it will add to the EXP gained. If nothing is checked, 0 EXP.
Note: Changing the ATK/MYS/DEF/M.DEF/EVA/M.EVA values in this tab doesn't have an effect. All it does is change the string. Changing the Effect and Modifier does change the equip.
File Load/Save
This modifies the equips, not put them in your inventory. If you mod them before you get them, they'll come modded during your current play (resets when the game is reset/sent back to the title screen).
Link to the trainer here.
Note: If I'm not mistaken, this one will likely only work on 32bit OSes. You will need to edit it for 64bit compatibility.
Tab 1 - Battle
Shift morale to max
Freeze turn count (stops AP Charge if frozen at Turn 1 at the very beginning since there's no turn flow)
TURN: change turn count
CHAIN: change chain count
Can manually shift morale bar
Blue - Ally
Red - Enemy
Union Number
Current HP/Max HP/Current AP/ Max AP/Union Morale
Unit Number
Current HP/Max HP/Monster ID
After Battle
BR99 stats
Stats255
BR
Yellow: current BR
Red: BR threshold
Blue: Current BR EXP
In-battle
HP recovery (max HP/AP/M as well)
Not sure what this one does. Increase attack priority?
Cancel enemy attack
Damage multiplier: Double/Multi
* Can cause damage overflow to the point of not hurting the enemy.
Drop down: Option/Invincible Ally/Invincible Enemy/Both invincible
Change animation: Ally animations, Enemy animations
* What the altered art hits depends on what the unit is originally targeting. If the animation was changed to Protection and the unit is targeting the enemy, then the enemy will gain the Protection status. If the animation was change to Crimson Flare and was targeting self, then the Arcana will hit all allies. Be careful of what you're targeting!
Tab 2 - Union
Union Position (it's anchored to its initial position)
Guest/____ (union name)/Formation
Units 1~5. Can change the units, then update.
Union stats: Total HP/AP, AP+, M (starting union morale, add all unit morale values), STR/INT/SPD (pink), average ATK/DEF/MYS/M.DEF (green).
Haven't test these ones. Something about Party Flag and Party Number? I wouldn't fiddle with this just in case. The drop down is the union's original position.
(red) File Open/Save.
(green) Paste/Copy
Battle Union/Total Units/Battle Units Deployed/Total Battle Units
Tab 3 - Unit
Unit (separated by ID number, you might want to mark down who's who/look it up on one of Necifer's .csv files that contains all units)
Graphic (blue) [changes model. generally stable. List mostly in English. At least the important names.]
Union number, Class
Status. Self-explanatory, mostly. The red numbers represent the true value, while the blue represents what you see on-screen. M - unit Morale
Parameter. Shows total EXP gained for the specific stats. Red - EXP, Blue - level HP/AP/STR/INT/SPD/UP.
7~15 - their modifier resists. Slash/Bludgeon/Maul/Pierce/Flame/Thunder/Frost/Lytic/Venom
Gold (gold number), Items Wanted. The numbers on the top indicate how many are needed. You can enter in a number into the boxes to "give" them the required materials. If it says 255, then they have enough.
Accessory 1/2/Unique. The Accessory drop-down lists has every piece of equipment there. Be careful not to stick a sword in their accessory slot!
Other - Is officially in party/In reserve
Tab 4 - Weapon Slot
Main Slot and Sub Slot
Name/Level/ATK/DEF/MYS/M.DEF/EVA/M.EVA
Parameter: EXP/CO%/CO Success rate/CD%/CD Success rate/Slash/Bludgeon/Maul/Pierce
The last 4 come in at 20/50/100. It's the (no prefix)/Might/Godly modifier.
Solid triangles: Open/Save. Triangle outlines: Paste/Copy
Default Wield Style (drop-down list)
Don't level (red)/Level to +9 (blue)
Tab 5 - Arts
Unit
1. Art position (based on when it's learned). Check the box to add/remove from displayed list. Should also stop from accessing it.
2. Arts. The check box is for toggling the art on/off.
Sub-tabs
5.1 Combat Arts separated by WS (OH/PG/DW/TH/QW/DPG/DTH)
Select arts from drop-down list. Current EXP/EXP gained so far/Level/Modifier EXP (-ve - Speed/+ve - Power)/modifier EXP gained/Modifier
5.2 Mystic Arts. Invo/Evo/Hex/Rem/Psi/Wards/Arcana. Current EXP/EXP gained/Level
5.3 Item Arts. Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.4 Wield Styles. Same order as 5.1. Current EXP/EXP gained/Level
5.5 Weapon Type. Sword/Katana/Axe/Mace/Spear/Staff Current EXP/EXP gained/Level
5.6 Mystics Invo/Evo/Hex/Rem/Psi/Wards/Arcana Current EXP/EXP gained/Level
5.7 Items Herbs/Lotions/Potions/Explosives/Shards/Traps Current EXP/EXP gained/Level
5.8 Alters EXP gains. Default is 2. CA1 (Art EXP)/CA2 (Modifier EXP)/MA/IA/WS/WT/MC/IC
How to add arts:
1. Check the box to the right of the dropdown with 3 digits. This will signal to the game that this art should appear in the arts list.
2. Select an art from the dropdown.
3. Checking the box on the right just toggles the art off. You can change it in-game and it will be reflected in the trainer as well. Handy for locking out arts while in-battle. Incidentally, you can add arts while in battle as well, and the game will consider them for commands.
Tab 6 - Items
Components/Captured Monsters/Materials - 99
Key Items. Check to put into inventory
The next 3 boxes are related. Check the first one to enable the function. Then choose something from the list, then press the black button. This will cause whichever shop you're shopping at to stock items within that number range. The order is based on the game's internal item order. All the items listed are equipment. The cost is their ID number. To switch between the lists, exit out of the shop menu, choose another range and press the black button again. The shop will change their contents.
Buying "Sold Out" items (trade goods). Blue text. Check to activate. Does not affect Trade Goods that have not yet been unlocked.
Tab 7 - Other
Timeshift - Infinite/Movement speed while activated/Cursor speed?/don't know
green - movement speed
Money
Infinite D-Acts.
Red Boxes: Copy location coordinates/Paste location coordinates
(great for falling through maps!)
Tab 8 - Battle Commands
1. Select Union
2. Select Target
Battle Command -> Command string/AP Cost
Unit Arts
Unit 1~5 -> can change what art they'll use. the displayed arts on the trainer will change depending on the target/union accordingly.
Can change what unit they target.
* Changing the command's string will alter the union's behaviour accordingly. Putting arts that normally cannot be used by a single unit or ones that have enemy-specific animations in the command chain and then executing them may have a chance of crashing the game. Exercise caution when using this tab.
Tab 9 - Enemy data
Monster ID
Monster Model/HP/AP (base values)
Parameters. Pretty sure it's their growth rates now that I think about it.
Black numbers - modifier resists
Not sure.
Main Slot/ATK/Sub Slot
File - Save/Load, Text - Enemy List/Name?
Check to change enemy type
Tab 10 - Unit Data
Unit/Starting Class
HP/AP/AP+/STR/INT/SPD/UP type/UP/M
The colours correspond to the parameter, and the numbers indicate the growth rate they have.
Resists (9 numbers)
Not sure what all these other numbers mean, but the bottom right? Starting BR.
Boxes indicate what type of unit.
1 - Party lock. 2 - Party Guest. 3 - Not in Reserves (must be deployed). 4 - Balance. 5 - Combat. 6 - Mystic.
4~6 - unit focus
File Save/Load
Tab 11 - Equipment
Item/Text/Graphic/Icon
Sort ID/Create or Buy Cost/Selling Price (Disassemble price is 1/2 Selling, rounded up). 4th box is for "can be equipped", I think.
Modifier/Effect
ATK/MYS/DEF/M.DEF/EVA/M.EVA
Not sure/Growth Rate^/CO/CO Success/CD/CD Success
^ 0 - Slow, 1 - Normal, 2 - Fast
Type - Size and WT/Weight/Other parameters (Disassemble Price/Critical Trigger Button variant)
Boxes: No Disassemble/No Selling/Remnant
WS/WT/Mystic/Item/CAs/Speed/Power/MAs/IAs/Status (Equipment)
* The above are for EXP gains. On a weapon, it means that the unit equipped with it will gain EXP normally (DWing does not double EXP). If on a Shield or Accessory, it means that it will add to the EXP gained. If nothing is checked, 0 EXP.
Note: Changing the ATK/MYS/DEF/M.DEF/EVA/M.EVA values in this tab doesn't have an effect. All it does is change the string. Changing the Effect and Modifier does change the equip.
File Load/Save
This modifies the equips, not put them in your inventory. If you mod them before you get them, they'll come modded during your current play (resets when the game is reset/sent back to the title screen).
Subscribe to:
Posts (Atom)