![]() ![]() Nor is there much hope of redemption for the memorable company she keeps, which includes the enraged pirate Eizen, the mouthy and detached witch Magilou, and the fratricidal demon Rokurou. There's no real sunny side to the anti-heroine Velvet Crowe, who drives the plot with her unquenchable thirst for bloody vengeance on the man who took everything from her. Instead of the cheery, can-do spirit I've come to expect from the series, Berseria fully explores the darkest parts of the human heart. The skills match, so the output has the highest multiplier of x3.Berseria's greatest strength lies in its ability to tell a different kind of story from those of its predecessors.So the new skill is Releeph x2 (Wind column 3).The elements match so the fusion follows rule 2 above.The skills are different, so the output has the lowest multiplier of x2.Gillium x2 (Wind column 2) + Justiss x3 (Wind column 4) So the new skill is Fantum (16), singular.The skill types and elements are different so the fusion follows rule 1 above.The skills are different, so the output has the lowest multiplier which is singular.The presence and combination of multipliers has no effect on the choice of the output skill, so fusing Atakk and Mynd is no different to fusing Atakk x2 and Mynd both result in Difens. No averaging takes place here the fusion of two different skills with one singular and the other x3 does not result in a x2 skill. ![]() If the input skills are different, their lowest multiplier is given to the output.If the input skills are the same, their highest multiplier is given to the output.When fusion involves these skills, the following rules apply: Skills have a chance to generate with a double (x2) effect on Hard difficulty or above, or even a triple (x3) effect on Chaos difficulty. Shown in the table: Normal + Wind = Fire.Calculating with Water: Fire + 3 steps = WindĪtakk (Normal Status) + Spirri (Wind Status).Calculating with Fire: Water + 1 step = Wind.Shown in the table: Fire + Water = Wind.For this Normal and Fire add 1, Earth adds 2, Water adds 3 and Wind adds 4. Normal (1) > Fire (2) > Earth (3) > Water (4) > Wind (5) > Normal (1)Īfter this, when two elements of the same skill type are combined, an element has the effect "advance the other element x steps and if needed advance until you reach the element not used by the originating skills". Mechanically I believe this is worked out by placing the elements in a loop: Note that this table is symmetrical (it doesn't matter which order you fuse the items in). Instead, it is to help players understand the processes the game uses to decide, allowing them to more easily work out skill fusion for themselves when magic skill calculators are unavailable. The aim of this is not to be a magic skill calculator (which are available elsewhere). This guide explains the last of these points - the new skill that is created, and how it is decided by the game. If it has different skills on the two items, a new skill is added to the resulting item and locked.If it's used by one item but empty for the other, the skill in use is retained.If it's the same skill on both items, it is retained by the resulting item.If it's empty for both items, the resulting skill slot is empty.This increases their stats and combines any skills present in each of the four skill slots, with the following basic rules applies for each: Not long after arriving in Ladylake the game introduces item fusion as the mechanic where two pieces of equipment with the same name can be fused. ![]()
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