The only thing I really google is mob/tyrant level and locations of mob types for quests where they don't show on map. This way I don't accept a lot of quests for mobs that are 10+ levels above me.
The only thing I really google is mob/tyrant level and locations of mob types for quests where they don't show on map. This way I don't accept a lot of quests for mobs that are 10+ levels above me.
Where are you guys going to farm your "end game" weapon? I understand that whatever class you are on, you get more drops tailored to it, but is there a mob in particular that you are seeing constant native Ranged/Melee Attack Boost XV on?
Also I am looking for the blueprints for the Sniper Rifles, but I can't find the last one. Maybe it's a quest reward?
https://www.joejiko.com/g/xbx/db
http://pastebin.com/u1UY7XLL
Also, depends on what you're looking for. Pretty much all tyrants above 60 have a chance to drop a weapon for your class (unless they are one of the four that drop unique long swords). Weapon blueprints (ground weapons, not skell) are not anywhere as important as what your weapon rolls with and the augments you stick on it. The mob that drops the weapon does not determine what stats it has, I think the manufacturer determines that, though I'm pretty sure that's only for purchases. I'd always recommend anything related to TP and Potential stats. Accuracy could be an important thing sometimes too (not that I've needed though).
Bonus: Overdrive order bonus.
Orange Orange = Nothing
Orange Orange Orange etc (minimum 3) = EXP Bonus, keeps stacking with more orange arts
Orange Blue = Overdrive Duration+
Orange Green = Overdrive Duration+
Orange Yellow = Nothing
Orange Purple = TP Bonus
Blue Orange = Nothing
Blue Blue = Nothing
Blue Green = HP Recover
Blue Yellow = Nothing
Blue Purple = Debuff time extended
Green Orange = Double overdrive count bonus
Green Blue = Overdrive duration+
Green Green = Double overdrive count bonus
Green Yellow = Double overdrive count bonus
Green Purple = Double overdrive count bonus
Yellow Orange = Nothing
Yellow Yellow Yellow etc (Minimum 3) = Class EXP Bonus, keeps stacking with more yellow arts
Yellow Blue = Overdrive Duration+
Yellow Green = Overdrive Duration+
Yellow Yellow = Nothing
Yellow Purple = TP Bonus
Purple Orange = Appendage damage up
Purple Blue = Overdrive Duration+
Purple Green = Overdrive Duration+
Purple Yellow = Appendage damage up
Purple Purple = Appendage damage up/TP Bonus
What is it with this game and giving you a quest at level 20 that expects you to sprint and pray past a crap ton of mobs almost double your level? Was trying to finish Perfect Chopper quest and i'm just going to have to go back and finish it later as I can't get past the level 35 raptors blocking the way to whitewood for the quest item.
I actually like how the world and enemies are setup. It's a little more realistic. You landed on a hostile alien planet. Not everything in your immediate vicinity is going to be something you can take down. Theres as much avoiding monsters in this game as there is fighting them.
I've done most of my weapon farming at Joker so far. I've got a lot of the Sniper Rifles you've mentioned.
Like Demos said though, I've been looking more for Potential on them now.
Shadowthing works for that.
Edit:
Which is better for the augment thing:
Potential Up XX
Potential Boost XX
It's relative; if you have a lot of Potential, then Boost is probably better as it increases it by %. If you don't have a lot of Potential, then Potential Up X adds a fixed amount per level and is likely a better boost.
Ideal scenario is sub weapon (Knife for Gun build, Dual Pistols for Melee build) with Potential Up XV and Potential Boost XV with 10 upgrade slots. Armor is a light head with Potential Up XIV and Potential Boost XIV with 8 upgrades and focus on maxing the Potential Up. Then for augments you get 1 Potential Boost XX and the rest Potential Up XXs. You end up with about 700~ Potential as a Drifter using Potential Boost which is the highest you can possibly get barring extreme luck with getting Potential as a base augment on anything other than Head.
What does Potential even do? I just got my Skell License and am trying to put a bit more tweaking into my gear than just loading up on attack and such.
From the wiki:
"It affects the amount of damage dealt by TP Arts as well as the amount of HP recovered by Battle Arts and Soul Voices."
I never knew what it was or cared about it until I started seeing others talk about how they focused on it. Since then I started focusing on it as well.
It replaces Melee/Ranged Attack in damage calculations for TP moves but has a stronger modifier. Basically you can get a similar effect to Potential stacking for TP moves if you stack a shitload of Attack Up/Boost on your weapons and armor while using regular moves. For example someone made a Sniper build that focused on attack instead of potential using Slayonet instead of Afterburner. They actually did more DPS and didn't have to dedicate augment slots to Arts: Gain TP to be able to spam his main attack.
Of course it's all preference since the only real thing you have to be concerned with at end game is living long enough to kill whatever you're fighting. Ghost Walker spam, Sleep abuse, or Arts: Gain HP stacking with Infinite Overdrive means all builds are viable. Just pick whichever weapon you like the animations for best.
Finally finished everything, last mission was Blood lobster, so that was fun. I didn't work too much on ground gear, I just did a ghetto ghostwalker/blossom dance build, using weapons already with arts: gain tp regardless of their strength, doubling up on ghost walker and factory, and using all my skills to boost tp gain and maintain overdrive over boosting damage. Stuff still died quickly while being extremely safe, but it paled in comparison to the max augmented version. The thought at farming so many potential up augments dissuaded me and it was still strong enough to beat that 82 NM Tomiko mentioned and another chimera NM in a cave. I was initially confused at how infinite overdrive worked until I realized that you can spend another 3000 tp to refresh the timer.
100% tenkiki? I'm working towards it.
Currently:
100% Collectopedia on all 5 continents.
93.1% Primordia
80.3% Noctilum
93.7% Oblivia
77.8% Sylvalum
81.9% Cauldros
64.8% Industrial District
34.6% Commercial District
45.0% Residential District
71.8% Admin District
43.4% Ma-non Ship
82.3% BLADE Barracks
Really working on a ground build for cave shit.
Any advice on which division I should pick? Also is melee or ranged more fun for first playthrough? Found a reddit thread with a "satisfying melee build" but when I was meleeing something bigger before the camera got all wonky and kept spam switching between legs.
Division doesn't matter much but Prospectors are #1 for eternity so probably them if you want access to all the rewards.
And I personally do both since the game is revolved around using both melee and ranged stuff.
For the people that were looking into builds besides the cookie-cutter Ghost Walker/Blossom Dance:
Gatling Gun + Javelin build that uses Thermal instead of Ether. He uses Reflect -Attribute augments to survive along with Raijin's heal on Art usage. This same guy also has another video where he perma Topples the Global Nemesis and takes off 1800 RP in a single round with Gatling + Knife.
Just did the Celeste Three quest. Got 3 keys for the safe, wheres the 4th one??
A later quest involving a xenoform, so make sure you've recruited everyone to NLA. The earliest it opens up is after Ch. 11.