A quick and dirty Limbus Company combat guide for confused players (and Ruina veterans)
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- Опубликовано: 14 авг 2024
- Limbus Company uses a slightly simplified version of the previous game's (Library of Ruina) combat, but it can still be overwhelming for new players. Even veterans of Project Moon games might have problems understanding the changes.
So here's my (admittedly rushed and probably not 100% accurate) take on summarizing the basics of the game's combat mechanics.
00:00 Intro
00:29 Skills
02:14 Unopposed Attacks
03:36 Clashes
06:18 Stagger, Skill Slots
07:27 Clash Prediction
09:36 Top UI thingy
12:11 Damage Multipliers
13:08 E.G.O
15:42 Damage Multipliers (again)
16:14 Speed and Redirection
17:17 Wrap Up
Speed/Redirect guide mentioned in the video:
A Spoiler-free Guide to Library of Ruina: • [ Tutorial ] A Spoiler...
My other guide, on Lobotomy Corporation: • A Spoiler-Free Guide t...
/ datenshizero
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#Tutorial
#LimbusCompany
#ProjectMoon
#림버스컴퍼니 #림버스
#リンバスカンパニー #リンバス
#LCB Игры
Pinned post for errata and updates based on the comments below.
If I get to make a follow up video, I'll add these info there.
- I made a mistake with the clash bonus at 8:46, the comparison isn't difference between Offense and Defense levels, it's Offense vs Offense. As mentioned by "InFluxCapacitor", it's the Offense level difference divided by 5 rounded down. Negative values are ignored as that debuff is already applied on the opponent's side.
- In the same vein, Offense and Defense is part of the hidden extra bonuses I mentioned in 16:00. As I understand the formula, it's (difference / (abs(difference) + 25)) * 100% ie. at 5 higher offense, you get +16.67%; at 10 it's +28.57%
- "ko Kiing" points out that Sanity affects coin flip probability. I didn't add it to the video because back then I didn't know the formula. For accuracy, each SP increases/decreases coin probability by 0.45%. So assuming a base 50% heads, 45 SP results in 70.25% chance of heads.
- "Phineas Au" also points out that a problem with the prediction message, it only predicts the result of flipping all coins once and not the whole clash thus underestimating effects of multiple coins.
Honestly I feel like Limbus Company really expects players to learn on their own for the most part. Although it is confusing, it is super satisfying once you do learn and understand the system
Not really it's just how project moon is.
Lobotomy Corp & library: first time?
I don’t have time for all that. I just want to click on shit on the bus
It's the mumbo jumbo words that made me confused.
that is bad game design
Wait you can hold click the identity to see its skills in the menus?! Man I feel like I'm fighting the UI more than the enemies.
Ikr, I only found out when I googled a video
I am confused where to see the identity details, so this comment is right 😂
this makes so much more sense now. It was really hard to tell what was going on with the sheer amount of information the game threw at me and the speed at which clashes happened. I didn't even understand how clashes were calculated or what the coins did. The only thing that made sense was the color matching, which actually seems to be the least important detail
I subbed because of the LoR tutorial, and now this pops in my notifications. As a LoR veteran this game was very confusing, but you made it a lot clearer, thanks my dude.
For me it was a simplification of LoR’s system. Auto attacks, telling the win rate, no more light or complex deck picking, every set for every character being useful to an extent. Hell, the base identities are amazing for being what’s just handed to you.
@@wingdingfontbro My biggest issue was the non-abornality fights, I felt like I didn't have much agency during the fights, just pick the best attacks and hope for the best. Against abnormalities I can always redirect an attack to an identity with better resistances/better chances (if the speed allows).
This guide is overall pretty good and covers a lot of facets of combat that go over the players' heads. Nice!
Also, skills with multiple coins are usually underrated in their winrate, because the game only calculates the text indication for the first clash and not how they could win afterwards.
This may be late, but thank you so much for the guide. I think this is the first time I have met a game that combat confuse me this much.
I have played the tutorial stage so many times and also read Sinner's abilities to understand the number. Your guide helps me so much.
Thanks again and looking forward to more of your video in the future.
4:48 cleared up so much for me, I thought if Mersault got tails then he gets +2 added to the base value instead of +3. But it turns out if you get tails then nothing is added to the base. Dang
Nominee for the most confusing ui in existence
Thats so funny, the one thing I NEEDED was the speed section and the video just goes "nah"
Bravo, THE video i've been searching because OMG ! The combat system is nuts! Not that it's a bad thing in this case. Love your tutorial, Thanks mate.
Amazing tutorial. It was just what I have been looking for the last 24h since I found the game.
Limbus Company be like "I explain half of everything, the rest is up to you to figure out"
Which...might be a bit frustrating at first, but the feeling of achievement when you do figure out how the combat and ALL the numbers work, is really, really satisfying
Tacking on to the Clash predictions section:
In Offense vs Offense, every 5 point difference gives a +1 in power as a final calculation.
In Offense vs Defense, every point difference leads to a damage multiplier. It's been tested to be a max of +/-25% but I'm parroting it here.
Thanks for explaining that. Was struggling to figure out how the bonus was calculated. Had a hunch it was +1 power for every 5, but wasn't sure.
Thank you so much for this tutorial! Now everything makes so much sense
Oh God, thank you for the guide. It's my first time playing project moon game, so I'm hella confused 😭
8:30 THANKS BRO holy shit that was hard to understand in game, I kept wondering what the offence level did and what the yellow clash number thing was
Thanks alot.
I didn't even realize E.G.O was a thing. (Thank god I watched this before chapter 3 I had a hard time in chapter 2's dungeon 💀)
"Quick and dirty"
*17 minutes*
ARE YOU KIDDING-
Thanks, dude!
The last update finally lets us see which sins are using which sin recourse.
good stuff. All the values when setting up attacks never seemed to make sense to me. I just tried to look for the best "label" (above nuetral if possible) and went with that. Now I have a bit more understanding on what is going on with each battle and hopefully I can apply that during my own play time. Thanks!
Thank you! The numbers on the skill weren't explained AT ALL in the game.
Actually super helpful combat explanation! thank you, thank you, thank youuu!!
The one thing I didn't catch is how do I know the offense level bonus number 🤔Like, at 8:42. Why is it +"1"? And at 8:59, the offense level bonus is +2. Why +"2"? I'm a bit confused... 😢
8:46 "...the greater it is compared to the enemy's Defense level the more bonuses you'll get in a clash"
I didn't add specific numbers because I honestly don't know yet how the calculation is done, it's just that the one with the bigger gap in offense and defense levels got a bigger bonus.
I'm guessing it's something like (Attack - Defense) divided by 5 or 6, rounded down.
@@datenshi_zero ah, okay. Maybe we'll get more details on the combat after the big update. Thank you once again! 😊
You know you have fucked up your combat system onboarding and UX when your players need to watch 20 min tutos on youtube to start to understand it.
Thanks for the tutorial, it's way clearer now!
Can someone tell me how to do the thing where the Sinner’s image pops up during their fight? Like the rectangular shaped when they do something successfully idk.
Assuming you're not talking about EGO (13:09), the sinner's image pops up on some heads with their third skill ie. usually their strongest non-EGO skill. Third skills also have a different background with a more prominent damage display.
These third skills are unlocked after Canto 2 for the base IDs, while the non-base (ie. gacha) IDs unlock them when they're Uptied to lvl 3.
@@datenshi_zero THANK YOU!!!
What happens if a skill's attack value is higher than the enemy's defense value? Does it add to the damage multiplier (at the end of clashing)? Also, sometimes the clash value will be slightly higher than the base value + coins, such as 5-21 instead of 4-20. What causes that?
As mentioned in the pinned post, skills with offense levels greater than defender's defense level will add extra bonuses to the damage once the attack goes through. Conversely, having lower offense level will reduce the damage (more noticeable with a certain Railway battle).
Slightly higher clash value can be explained by 8:46, though as corrected in the pinned post it's "Offense lvl vs Offense lvl" not vs Defense lvl.
Alternatively, passive and status effects (eg. +1 Attack Power Up) can also affect that value.
I heard that Lobotomy Corporation is a good game with their developers, but it didn't caught my interest...
But damm this guide was interesting.
Edit: thank you RUclips recommendations for letting me watch this manual...
Thanks for your video, lad.
11:49 I'm slightly lost, where did the enemy's +4 come from?
Outside of Skill triggered effects, units can also get status effects from Passives. In this example, this Abnormality enemy gains +2 for every non-broken arm part, hence giving a +4.
You can view the passives under the passives tab in the unit info screen (click unit while in battle, or Identity and Enemy Info screen outside battle).
@@datenshi_zero Thank you!
very nice guide , it explain loot thing
Understandable, I'll just spam win rate
Left a like for the algorithm. Very helpful guide!
great video!
You explain mechanics real well. Please make more tutorials for limbus. Thanks.
MY HERO i just decided to not read anything and try my luck 💀
One thing I wanna quickly mention that was nit explained in the video. The more coins an attack has the more total attacks it can do. This is why base heathcliff’s lust skill is able to do more damage than his base ego. The skill has a base power of four with two coins, each give 6 additional power. If heads are rolled on both coins the skill will deal 10 damage on the first coin and 16 on the second, totaling for 26 which is more than heath’s body bag ego.
It's explained at 3:22 and again at 11:12, with damage per coin replayed in slow motion at three instances, 2:28, 2:55, and 5:32.
thx
I think there is a clash win rate above Dominating, and I think it was called Overwhelming. I'm not sure since I only ever remember getting it during the last boss of the first dungeon after a turn which resulted in one of my sinners having a bunch of buffs the next turn as well as their E.G.O. ready and the boss had a few debuffs causing a massive disparity between the sinner E.G.O. skill and the boss's skill.
There is not.
Dominating is the highest there is.
It ranges from "pretty likely to win the first clash" to "guaranteed"
i remember you from the ruina guide
Auto-clash is pain
Share this to Steam Limbus page bro owo)b
I've cross-posted it on Steam when I uploaded it, see steamcommunity.com/sharedfiles/filedetails/?id=2941510242
But the way Steam guides work, unless you come out first and get a ton of views (and probably make much more mistakes), it's not gonna show up on the default "Most Popular" list so you'll have to manually browse for it to find it.
10:41 no way that thing is for range and not percentage
I’m still confused what (xsinres%) means
Res = Resonance i.e. number of skills of that type being used in the turn
Abs = Absolute Resonance ie. same as above, but only counts those in 3+ consecutive chains
So "(Gluttony Abs x8)%" would mean 32% if there's a 4 Gluttony chain in the current turn.
As to why they chose such a confusing English abbreviation (Res can mean Resistance, Abs can mean Absorb) without adding a tooltip, I have no idea.
Honestly, the dev should revamp the whole tutorial section and UI design. Easier tutorial to get into it, less detailed info in early game. I sensed that this game have a potential but the learning part block me to fun with the game.
They can have deep mechanics but it should simplify to read. Also the UI design is so ridiculously frustrated. I self proclaimed that I'm a fast learner but the info on battle screen is too much, including unnecessary info. I should have fun with connecting the skills but it ended up to press win rate button and start, and that's not fun. At all.
A good game may not have a good UI design but if it have, it will be a GREAT game.
Between all the skills in the game you had to choose the one skill in french xD
I needed footage of consecutive same multi-coin clashes, and it just so happened that:
- Meursault's the slowest and thus consistently pairs up with the fastest enemy
- He's both tanky and has relatively weak attacks preventing staggers on both sides
- His base multi-coin attacks are both French
While I'd rather not fumble with French, it's just faster for me to Google how to pronounce "un deux trois quatre..." than to re-record combat footage. 😆
*High rate bs go*
After playing the game for a few months i still didn't understand a single thing. After this video though.
It's remains all the same.
What part of the game are you having trouble understanding? Let me know so I could cover them in future videos.
Or more importantly, let me know what parts of the game discussed in this video are you still having trouble understanding so I could revisit them in another video.
This UI, especially the clash part, is goddamn terrible