@@dijitoriumgaming5748 Hilariously enough, while it took a few runs to see a drop, I ended up getting two curse spears on one map when it finally happened.
Something hilarious I have on my current playthrough (first one in Reborn) is that I rolled a generic named Belmont. Beast Tamer Belmont is off lobbing items at enemies and whipping them to shreds, because yeah, whips are kind of amazing and I'm so surprised by that. Other than that, I love me some spears. 2 range pincers are tricky to set up but they are hilarious when it finally works. Plus, poison AND breached on 2 tile attacks is just really nice in general. I first used them on my Rune Fencers and Meditate just made them finisher machines. Which is not unique to spears, but I like it since Ruination is VERY handy when you'd otherwise poke a non-pincer friend on the other side of your target. I really like how weapons are more side grades with different applications than straight upgrades most of the time. For one, it keeps everything relevant (I was dreading having to let go of my breach Zwei eventually until I realized I don't necessarily have to) but on a more practical note, it's also nice because your army is so big, it'd majorly suck if you had to re-equip everybody whenever a new shop upgrade rolls around.
I think you should have mentioned the hamedo builds for katana and gun, especially gun. Having them bypass their own weapon RT by going wild west is very cool.
It's such a mental disconnect hearing you go through the specifics of this turn based tactical medieval fantasy game to the tune of the Armored Core garage theme in the background.
I'll have to look up my old save but I think I had a ninja dual wielding caldias or something goofy I gotta find this build I just found these guides and I'm an old fan of the game and glad too they're great for me a guy who loves numbers but also gimmick builds edit: goofy build double caldia ice ninja rime raven and 3 status moves hammer double hit, steel stance cause no shield, and constitution finishing moves gaia sunder and tyrants mace
Could you elaborate on why you have two one-handed ones Fusils equipped on Hobyrim there? :) I hear you that the counter with two-handed is likely to friendly fire, but since you are only attacking with one weapon, I'm a bit lost on why you equip the second one.
I've been watching you're videos and really have been finding them helpful. As i settle down into this one, i hope the, bug i guess, with casters off hand weapons comes up.
@Coffee Potato Not sure if it has a name, but at least from reddit posts its something about some weapons not giving their full bonuses. Like, two handed weapons not applying to spell damage the way the should, or needing to have the right offhand weapon.
@@chubbubdreamer6904 Ah, covered that here, too. Basically it's that light weapons give you a bonus when casting, heavies don't. Considering light weapons cap at 30 for their bonus, the same as the elemental bonus, and heavies go beyond that, there's a good chance this was intentional. Light weapons can achieve their same element advantage bonus when casting any spell type of they have a maxed out weapon, while heavies can't. All in all, this is kind of a niche mechanic. It would allow for taking advantage of an extra 10% of carrying around various flavors of the same spell. Provided it did work that way, you could break the spell bonus limit by like 5% if you got like a dozen Wiseman staves or something. We're talking really niche theoretical stuff.
@@chubbubdreamer6904 Staff and Debuff dagger is fantastic. You get the Parry, they're light, and have that emergency debuff roll. The reason I pointed out the Dirk here in particular was because I've been seeing a lot of end game Fencers getting turned off by a simple dagger swipe while saving MP, it's snazzy.
Orbs are a stats check, and will seemingly always land their debuff, while Shots check for Weapon Skill rank and Phys cards, while being only minimally resistable. This means outside of stuff like Phalanx, Evade, or Gordion Lock, shots do a sort of "locked in" damage that goes up to some 1600 or so.
So, I’m new and trying to understand- the total “attack score” on the right is divided by the % of slash/bludg/pierce that your armor has- depending on weapon attack type?
Nope, that's the attack you're bringing in vs their defense. Whatever Attack score is left over is then modified by any skills, bonuses, or whatever else.
Thanks for the guide if only because I've been trying to look at a few weapon type finisher moves somewhere. Though how do things stack for weapon skills. I currently have a Witch using my only book and a Magi staff with the Book and Crudgel skills on her. Do the spell ranges stack and do the skills both boost my attack power or does it only take the highest statline? I know this is a 6 month old video but thank you if you do reply. Have a great rest of your year :D
That spell bonus talk sounded a bit misaimed, Rucession already covers how the weapon element doesn't matter, the spell benefits from the % buff as long as the spell hits the weakness element.
True, but the Ripple's bonus or one handed bonus still applies, the role of a multi element caster still works. Downside is it still needs to be near fully maxed to get the full effect, but does allow for making use of a more patchwork gear setup.
I have a quick question is the percentage for smash/blunt/pierce a percentage of your total attack? Was a bit confused when you said that a 6% is a bigger difference later on in the game.
It's a percentage. So the Atk is a flat value, which stats also contribute to, and the Bonus value scales it up. Early on, Atk comparatively does more, while later those bonuses can play a far bigger part.
@@CoffeePotato sorry I meant to say what is the percentage based off? is it a percentage of your total offensive stats? like if you have 6 slashing is that 6% of what? ty for helping me understand this mechanic better !!
@@ArikGenerick It depends. There are multiple phases. Attack takes the weapon Attack and the derived Attack of the stats, element and skills of the unit, then throws them vs the Stats, Skills, Element, and Armor of the defender. The leftover number is then intensified with the "Bonus" values, so the weapon number, the ambient elements in the weather, cards that have been picked up, any relevant racial bonuses from the weapon, and so on. Some bonuses apply earlier in this equation, which is why things like Slayer and Breach see big jumps, and since the number getting through escalates so sharply, situations like Fear reducing defense can be devastating. For example. An archer fires on a Knight. Basically no damage. It bounces off. Archer is now of an element strong vs that unit, they do like 100. Not much, but it's something. They now use Breach, and it's like 200 or so. A spell gives them an Averse condition, it's like 220 or so. Pick up some cards, maybe it goes up by 50 or so for each one. So they're up to some 400 damage now, that's pretty alright. They throw on their double shot and tremendous shot, that's maybe 1400-1600 depending on how much armor is resisting them. That's pretty.good. Oh hey, is that a Fear to reduce Defense by 15%? Anyways, they hit the guy for like 3000 now. Those numbers aren't exactly, but that's the kind of wacky escalation we're looking at. The Know Your Unit Archer video had an Archer go from some 100 to 26k or so from debuffs. Every unit does this escalation differently.
Great talk but you are ignoring one major point in your long winded discussion. "Contraptions are well and good but a TRUE knight fights with a sword!" ᵉˣᵖᵉᶜᵗⁱⁿᵍ ᵗʰᵒˢᵉ ʷʰᵒ ᶠⁱᵍʰᵗ ʷⁱᵗʰ ʰᵃᵐᵐᵉʳˢ ˢᵘᶜʰ ᵃˢ ˢⁱʳ ᵇᵃʳᵇᵃˢ Sir Barbas is thoroughly disappointed in you. You will never reach 3000 HP Knight Commander mindset with such weak minded opinions. Caldia is my favorite spell slot extension.
@@Galanthos Everybody can be a knight for the low low cost of 40-70 MP and the sheer force of will to blast the AC so hard a nearby tree just kinda self destructs.
random question, is there a point to do the elemental temples after you clear them all? Do unique things drop there I may not have gotten the first time through?
Crafting materials, rare classes, and there's some unique stuff on a second run. Each has Tier 2 Apocrypha along with a harder boss, while the Water, Air, and Lightning temple have one repeatable semi unique weapon each.
Wait so it's not worth it align element weapon with the character's element if the said weapon is showing a number above 10? This is so confusing, i wish a practical example. You said that attack damage of the weapon is the least important, but that only aplies on late game right? For example bauldur's hammer has 100 attack and its absolutely destroying early game
Depends, think of it this way ... Bigger Attack means more penetration. If an attack penetrates, it does more damage. Like the Baldur Hammer is basically on par with all other melee weapons of it's time, but some would struggle vs their relevant armor. You can get damage out of anything, though. You should already be using Debuffs for setup, and melee usually already gets past armor. This means Attack score matters more early on to get past their own defenses, but once you're past that minimum barrier, the scaling numbers matter more. That said, matching your element gives you that extra 10%, which allows for better defense penetration. This matters a lot with low penetration, high damage situations like ranged weapons, but matters less for most melee setups. Like...slightly better penetration on claws is fine, but being able to hit with Poison is worth far more than even end game weapons a good chunk of the time. It all depends. In the case of going off element with elemental weapons, it also depends. Two weapon builds might be able to secure more elemental counters, which can matter a ton of played right. As an example: Vartan 1 goes Water Crossbow, Water spells, Dragonslayer. He's marching because he wants to get that 10% to be better against more neutral targets, and the free water spell on the weapon synergizes well. He hits Fire, Ice, and Dragon targets very well. Vartan 2 goes for a split setup. He rolled a Boreas with 29 Wind affinity. So, he used an offhand Indra bow, and is personally lightning element. This gives him reliable punch against light and medium targets using the bow, as well as a lot of punch vs water targets. He's afraid of earth, so his Boreas works well to hit on Earth. At the same time, he's also got finishers to hit Water, Ice, Air, and Lightning particularly hard. It depends on how much flexibility to raw power you're looking for.
Logging for personal reference, but sharing the love!
0:00:00 Quick primer on weapon stats & mechanics
0:05:46 Weapon bonus: Damage type
0:08:19 Weapon bonus: Elements
0:09:33 Weapon bonus: Racial
0:10:18 Weapon bonus: Debuffs / ATK stat isn’t everything
0:14:14 Weapon bonus: Spell slots
0:15:07 Dragon items & Dragonslayer
0:16:27 Fists / Note on Finishers
0:19:38 Daggers / Considerations on RT / Shields / 1H Weapon elements affect spells
0:26:55 1H Swords / Self-target AOEs & elevation / A bit more on ATK stat / Stinky set
0:34:55 2H Swords / On endgame weapon stats
0:44:13 Axes
0:48:22 Spears / Peppa Pike appears / Finishers & crits
0:54:06 Hammers / A bit on Summon damage
0:58:35 1H Katanas
1:02:18 2H Katanas / 2H Weapon elements do not affect spells
1:06:25 Cudgels
1:11:08 Whips
1:14:38 Spellbooks
1:16:34 Instruments
1:19:54 Blowguns / Ranged weapons have hidden multipliers
1:21:50 Bows / Chances of landing debuffs with Finishers
1:29:05 Crossbows / Bows’ bonuses
1:31:00 Fusils
Thank You for the assist!
@@CoffeePotato You're very welcome dear sir! You're an inspiration and I vow to obtain the legendary Peppa Pike one day!
@@dijitoriumgaming5748 Hilariously enough, while it took a few runs to see a drop, I ended up getting two curse spears on one map when it finally happened.
19:30 19:30
19:41
Your choice of music for a number crunching video about weapons has not gone unnoticed, sir :)
I try 😀
Aww yeh. _grabs snacks and settles in to watch_
It ain't a short one 😂
Something hilarious I have on my current playthrough (first one in Reborn) is that I rolled a generic named Belmont. Beast Tamer Belmont is off lobbing items at enemies and whipping them to shreds, because yeah, whips are kind of amazing and I'm so surprised by that. Other than that, I love me some spears. 2 range pincers are tricky to set up but they are hilarious when it finally works. Plus, poison AND breached on 2 tile attacks is just really nice in general. I first used them on my Rune Fencers and Meditate just made them finisher machines. Which is not unique to spears, but I like it since Ruination is VERY handy when you'd otherwise poke a non-pincer friend on the other side of your target.
I really like how weapons are more side grades with different applications than straight upgrades most of the time. For one, it keeps everything relevant (I was dreading having to let go of my breach Zwei eventually until I realized I don't necessarily have to) but on a more practical note, it's also nice because your army is so big, it'd majorly suck if you had to re-equip everybody whenever a new shop upgrade rolls around.
Definitely on those piles of things that get underappreciated in this remake, it feels great to be able to have such a wide team ready to go.
I think you should have mentioned the hamedo builds for katana and gun, especially gun. Having them bypass their own weapon RT by going wild west is very cool.
True, figure that could be It's own episode.
This has got me curious haha
It's such a mental disconnect hearing you go through the specifics of this turn based tactical medieval fantasy game to the tune of the Armored Core garage theme in the background.
A garage is a garage, corporate needs you to find the difference between generator output and MP cards 😆
There is this weird static sound that plays throughout the whole video in the background.
It's called music.
I think that is part of the OST. The AC1 garage theme seemed appropriate here.
Lol I use the same explosion image in my thumbnails!
Thank You Google Page 1 😂
Love me a good TO documentary 😊
Well thank you for sticking through it!
Damn Potatoe. 1.5h video??? That's like.... 3 visits to the bathroom
Fair 🤣. Also this took more takes than I'd like to admit. Some details are still off, but this is just that kinda topic.
Remember : if you cough up a lung, stick it in a glass of milk, and your dentist will be able to put it back in!
Makes sense to me!
@@CoffeePotato I’m trustworthy!
C'mon! Caldia is AWESOME! 💃
Dang right it is!
I'll have to look up my old save but I think I had a ninja dual wielding caldias or something goofy I gotta find this build I just found these guides and I'm an old fan of the game and glad too they're great for me a guy who loves numbers but also gimmick builds
edit:
goofy build
double caldia ice ninja
rime raven and 3 status moves
hammer double hit, steel stance cause no shield, and constitution
finishing moves gaia sunder and tyrants mace
Why do I have the urge to open the shop in AC while watching this?
Because that's never a bad decision
Wait how is a Book able to eviscerate ? Than one also need to be explained !! Paper cut ?
Just a really well put together argument, rends from the soul, ya know?
It's called a paper cut.
@@ValeVin oh shoot, they brought the old hyper thin Bible paper, everyone run!
Could you elaborate on why you have two one-handed ones Fusils equipped on Hobyrim there? :) I hear you that the counter with two-handed is likely to friendly fire, but since you are only attacking with one weapon, I'm a bit lost on why you equip the second one.
It's funny, I had two on hand, that's the only reason.
I've been watching you're videos and really have been finding them helpful. As i settle down into this one, i hope the, bug i guess, with casters off hand weapons comes up.
What bug is that?
@Coffee Potato Not sure if it has a name, but at least from reddit posts its something about some weapons not giving their full bonuses. Like, two handed weapons not applying to spell damage the way the should, or needing to have the right offhand weapon.
@@chubbubdreamer6904 Ah, covered that here, too. Basically it's that light weapons give you a bonus when casting, heavies don't. Considering light weapons cap at 30 for their bonus, the same as the elemental bonus, and heavies go beyond that, there's a good chance this was intentional. Light weapons can achieve their same element advantage bonus when casting any spell type of they have a maxed out weapon, while heavies can't. All in all, this is kind of a niche mechanic. It would allow for taking advantage of an extra 10% of carrying around various flavors of the same spell. Provided it did work that way, you could break the spell bonus limit by like 5% if you got like a dozen Wiseman staves or something. We're talking really niche theoretical stuff.
@Coffee Potato Gotcha. As I'm entering the end game of the story I'm trying to equip my units well and I figuring what weapons for my casters to use.
@@chubbubdreamer6904 Staff and Debuff dagger is fantastic. You get the Parry, they're light, and have that emergency debuff roll. The reason I pointed out the Dirk here in particular was because I've been seeing a lot of end game Fencers getting turned off by a simple dagger swipe while saving MP, it's snazzy.
Have you talked about shots and orbs? Like what affects their damage output? Love the Ogre/Tactics content 👍
Orbs are a stats check, and will seemingly always land their debuff, while Shots check for Weapon Skill rank and Phys cards, while being only minimally resistable. This means outside of stuff like Phalanx, Evade, or Gordion Lock, shots do a sort of "locked in" damage that goes up to some 1600 or so.
Thank you for this. I'm new to the game and this helps tremendously. Will you be doing a know your armor video as well ?
I will be doing more on that soonish. Wanted to see what the upcoming patch brings.
@@CoffeePotato looking forward to it. Thanks for the reply 😊
Lol, Habyrim the blind gunner. Love it.
Gotta do it!
@@CoffeePotatoI find the joke hilarious then I saw John Wick 4 and I thought ok makes sense now.
So, I’m new and trying to understand- the total “attack score” on the right is divided by the % of slash/bludg/pierce that your armor has- depending on weapon attack type?
Nope, that's the attack you're bringing in vs their defense. Whatever Attack score is left over is then modified by any skills, bonuses, or whatever else.
Thanks for the guide if only because I've been trying to look at a few weapon type finisher moves somewhere. Though how do things stack for weapon skills. I currently have a Witch using my only book and a Magi staff with the Book and Crudgel skills on her. Do the spell ranges stack and do the skills both boost my attack power or does it only take the highest statline? I know this is a 6 month old video but thank you if you do reply. Have a great rest of your year :D
That spell bonus talk sounded a bit misaimed, Rucession already covers how the weapon element doesn't matter, the spell benefits from the % buff as long as the spell hits the weakness element.
True, but the Ripple's bonus or one handed bonus still applies, the role of a multi element caster still works. Downside is it still needs to be near fully maxed to get the full effect, but does allow for making use of a more patchwork gear setup.
If you get the chance to could you show us how to build ozma in the one vision mod since the old build no longer works
I'll add it to the list!
@@CoffeePotato Thanks you!
I have a quick question is the percentage for smash/blunt/pierce a percentage of your total attack?
Was a bit confused when you said that a 6% is a bigger difference later on in the game.
It's a percentage. So the Atk is a flat value, which stats also contribute to, and the Bonus value scales it up. Early on, Atk comparatively does more, while later those bonuses can play a far bigger part.
@@CoffeePotato sorry I meant to say what is the percentage based off? is it a percentage of your total offensive stats? like if you have 6 slashing is that 6% of what?
ty for helping me understand this mechanic better !!
@@ArikGenerick It depends. There are multiple phases. Attack takes the weapon Attack and the derived Attack of the stats, element and skills of the unit, then throws them vs the Stats, Skills, Element, and Armor of the defender. The leftover number is then intensified with the "Bonus" values, so the weapon number, the ambient elements in the weather, cards that have been picked up, any relevant racial bonuses from the weapon, and so on.
Some bonuses apply earlier in this equation, which is why things like Slayer and Breach see big jumps, and since the number getting through escalates so sharply, situations like Fear reducing defense can be devastating.
For example. An archer fires on a Knight. Basically no damage. It bounces off. Archer is now of an element strong vs that unit, they do like 100. Not much, but it's something. They now use Breach, and it's like 200 or so. A spell gives them an Averse condition, it's like 220 or so. Pick up some cards, maybe it goes up by 50 or so for each one. So they're up to some 400 damage now, that's pretty alright. They throw on their double shot and tremendous shot, that's maybe 1400-1600 depending on how much armor is resisting them. That's pretty.good. Oh hey, is that a Fear to reduce Defense by 15%? Anyways, they hit the guy for like 3000 now.
Those numbers aren't exactly, but that's the kind of wacky escalation we're looking at. The Know Your Unit Archer video had an Archer go from some 100 to 26k or so from debuffs. Every unit does this escalation differently.
Great talk but you are ignoring one major point in your long winded discussion. "Contraptions are well and good but a TRUE knight fights with a sword!" ᵉˣᵖᵉᶜᵗⁱⁿᵍ ᵗʰᵒˢᵉ ʷʰᵒ ᶠⁱᵍʰᵗ ʷⁱᵗʰ ʰᵃᵐᵐᵉʳˢ ˢᵘᶜʰ ᵃˢ ˢⁱʳ ᵇᵃʳᵇᵃˢ Sir Barbas is thoroughly disappointed in you. You will never reach 3000 HP Knight Commander mindset with such weak minded opinions.
Caldia is my favorite spell slot extension.
But Caldia is a hammer, and thus a weapon for true knights.
This is a fair point.
"You hot? Turn on the AC!"
"No, mom, I'm trying to mind control the neighbors, you'd never understand, gaww!"
@@Galanthos Everybody can be a knight for the low low cost of 40-70 MP and the sheer force of will to blast the AC so hard a nearby tree just kinda self destructs.
Good tutorial, but couldn't you just equip Canopus with a Moonlight and Karasawa?
You could, but his carry weight is about 4 tons under the lightest generator that can operate them.
random question, is there a point to do the elemental temples after you clear them all? Do unique things drop there I may not have gotten the first time through?
Crafting materials, rare classes, and there's some unique stuff on a second run. Each has Tier 2 Apocrypha along with a harder boss, while the Water, Air, and Lightning temple have one repeatable semi unique weapon each.
@@CoffeePotato thanks
Wait so it's not worth it align element weapon with the character's element if the said weapon is showing a number above 10? This is so confusing, i wish a practical example.
You said that attack damage of the weapon is the least important, but that only aplies on late game right? For example bauldur's hammer has 100 attack and its absolutely destroying early game
Depends, think of it this way ...
Bigger Attack means more penetration. If an attack penetrates, it does more damage. Like the Baldur Hammer is basically on par with all other melee weapons of it's time, but some would struggle vs their relevant armor.
You can get damage out of anything, though. You should already be using Debuffs for setup, and melee usually already gets past armor. This means Attack score matters more early on to get past their own defenses, but once you're past that minimum barrier, the scaling numbers matter more.
That said, matching your element gives you that extra 10%, which allows for better defense penetration. This matters a lot with low penetration, high damage situations like ranged weapons, but matters less for most melee setups.
Like...slightly better penetration on claws is fine, but being able to hit with Poison is worth far more than even end game weapons a good chunk of the time. It all depends.
In the case of going off element with elemental weapons, it also depends. Two weapon builds might be able to secure more elemental counters, which can matter a ton of played right.
As an example:
Vartan 1 goes Water Crossbow, Water spells, Dragonslayer. He's marching because he wants to get that 10% to be better against more neutral targets, and the free water spell on the weapon synergizes well. He hits Fire, Ice, and Dragon targets very well.
Vartan 2 goes for a split setup. He rolled a Boreas with 29 Wind affinity. So, he used an offhand Indra bow, and is personally lightning element. This gives him reliable punch against light and medium targets using the bow, as well as a lot of punch vs water targets. He's afraid of earth, so his Boreas works well to hit on Earth. At the same time, he's also got finishers to hit Water, Ice, Air, and Lightning particularly hard.
It depends on how much flexibility to raw power you're looking for.
@@CoffeePotato wow that's awesome, I understand now, thanks
@@vyseskies Glad to help!
It's actually pronounced 'Svi' for the Sweihander
Neato
Edit the coughs dude .
Thought I got em all, will fix
Ty. All you have to do is look for spikes bro.
@@AgnosiaAgnosis They don't always show up, it's been a regular issue every time the trees dump crap all over our house 😂
Amazing work
Thanks