Disgaea 2: Cursed Memories/Battle basics: Difference between revisions

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When trying to execute a team attack, you can move characters adjacent to the attack leader, and then cancel their movement after the attack is executed.  This will add the bonus of team attacks without any sacrifice.
When trying to execute a team attack, you can move characters adjacent to the attack leader, and then cancel their movement after the attack is executed.  This will add the bonus of team attacks without any sacrifice.
Majins have a VERY low chance with Team Attacks, so unless the Majin is fighting with it's Master when attacking, they will usually not participate, even if using Fists, which increase Team Attack Chance.
Additionally, Adell and Rozalin start out with a 0% chance for a Team Attack, but this increases the further you progress through the story episodes, finally capping out at 90%.


==Combos==
==Combos==
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==Weapon Types and Weapon Mastery==
==Weapon Types and Weapon Mastery==
Human-type characters can equip seven different types of weapons.  Whenever a character uses one of these weapon types, their "Weapon Mastery" for that weapon type will increase slightly.  To increase weapon mastery faster, it would be best to have characters stick with only one type of weapon, or occasionally two if there's a specific need for it.  When a character has high weapon mastery, they can do more damage with that type of weapon.   After advancing the weapon mastery of a weapon type to a certain point, the character also gains Special Moves that can only be used when these types of weapons are equipped.
Human-type characters can equip seven different types of weapons.  Whenever a character uses one of these weapon types, their "Weapon Mastery" for that weapon type will increase slightly.  To increase weapon mastery faster, it would be best to have characters stick with only one type of weapon, or occasionally two if there's a specific need for it.  When a character has high weapon mastery, not only can they can do more damage with that type of weapon, but their Sat increase will go even higher when equipping a weapon of the corresponding type. (Example: Healer uses a Staff to Level 5, their INT and RES will go higher than if equipping the Staff at Level 1.) After advancing the weapon mastery of a weapon type to a certain point, the character also gains Special Moves that can only be used when these types of weapons are equipped.


Each type of character has different levels of weapon proficiency of each weapon type.  The highest proficiency is S, the second-highest is A, third is B, fourth is C, fifth is D, and the worst is E.   The higher a character's proficiency is, the faster their weapon mastery will rise.  While it's normally more beneficial for a character to use weapons they are proficient with, the bonus certain weapons offer may be more beneficial to that type of class (for example, giving a Samurai an Axe to maximize its ATK potential).
Each type of character has different levels of weapon proficiency of each weapon type.  The highest proficiency is S, the ranks going all the way down to E. The higher a character's proficiency is, the faster their weapon mastery will rise.  While it's normally more beneficial for a character to use weapons they are proficient with, the bonus certain weapons offer may be more beneficial to that type of class (for example, giving a Samurai an Axe to maximize its ATK potential).


===Fist===
===Fist===
Fist-type weapons use half-ATK and half-SPD to determine damage instead of the standard full ATK, and are thus likely to increase both SPD and ATK.  Equipping a fist weapon automatically increases COUNTER by 2, and fist-users have a higher chance of executing team attacks.  Many fist-type special moves will shift the target's position from their original standing point.   While this can be useful for moving characters off of Dimensional Gates in the Item World, it can also make it difficult to use Special Moves in combos.   When a human character doesn't have a weapon equipped, they will be treated as though they are equipped with a fist, but will not gain the normal Fist bonuses, and cannot use Fist-based special moves.
Fist-type weapons use half-ATK and half-SPD to determine damage instead of the standard full ATK, and are thus likely to increase both SPD and ATK.  Equipping a fist weapon automatically increases COUNTER by 2, and fist-users have a higher chance of executing team attacks.  Many fist-type special moves will shift the target's position from their original standing point. While this can be useful for moving characters off of Dimensional Gates in the Item World, it can also make it difficult to use Special Moves in combos. When leveling Fists, try to keep the ATK and SPD values of the character using them at the same exact level.(Give or take a small number difference) The more uneven the two statistics are, the less damage is done. Bows also have this problem. When a human character doesn't have a weapon equipped, they will be treated as though they are equipped with a fist, but will not gain the normal Fist bonuses, and cannot use Fist-based special moves.


Since fists increase both ATK and SPD, punch-users have naturally incredible evasion capability, and can make maximum use of SPD-increasing shoe-type equipment.  Their COUNTER and Team-attacking boosts should speak for themselves, but if that's not enough, Fists are also the only type of equipment with a 3x3 Special Move that requires no support panels.  The only real problem is that their power might not be as high, since equipment and base stats must be split between two stats instead of being able to focus on a single one.
Since fists increase both ATK and SPD, punch-users have naturally incredible evasion capability, and can make maximum use of SPD-increasing shoe-type equipment.  Their COUNTER and Team-attacking boosts should speak for themselves, but if that's not enough, Fists are also the only type of equipment with a 3x3 Special Move that requires no support panels.  The only real problem is that their power might not be as high, since equipment and base stats must be split between two stats instead of being able to focus on a single one.
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===Bow===
===Bow===
Bows use half-HIT and half-ATK to determine damage, and normally increase both HIT and ATK, thus giving them excellent accuracy.  Bows boast a range of four panels (five or more with [[Disgaea 2: Cursed Memories/Humans#Archer|Archers]]).  It may be hard to bend the system to increase the power of Bows when compared to Swords or Axes, since Bows rely on two stats instead of one.   Enemies defeating with bow attacks have a chance of turning into a Treasure Chest after their defeat.   Most Bow-based Specials may have a chance of inflicting abnormal status effects, and have some of the longest-ranged Weapon-based specials.
Bows use half-HIT and half-ATK to determine damage, and normally increase both HIT and ATK, thus giving them excellent accuracy.  Bows boast a range of four panels (five or more with [[Disgaea 2: Cursed Memories/Humans#Archer|Archers]]).  It may be hard to bend the system to increase the power of Bows when compared to Swords or Axes, since Bows rely on two stats instead of one.When leveling Bows, try to keep the ATK and HIT values of the character using them at the same exact level.(Give or take a small number difference) The more uneven the two statistics are, the less damage is done. Fists also have this problem. Enemies defeated with bow attacks have a 30% chance of turning into a Treasure Chest after their defeat. Most Bow-based Specials may have a chance of inflicting abnormal status effects, and have some of the longest-ranged Weapon-based specials.


===Gun===
===Gun===
Guns base their attack power exclusively on HIT, and therefore have incredibly high accuracy.  While Gun attacks have a range of five panels, they can only shoot in the four cardinal directions (thus making the range of selectable targets look like a large "X").  All Gun attacks have a chance of lowering the target's SPD.  Secondary equipment that increase HIT (Glasses) are much more efficient than equipment that increases ATK (Belts), so it's comparatively easy to increase the power of Guns with secondary equipment.
Guns base their attack power exclusively on HIT, and therefore have incredibly high accuracy.  While Gun attacks have a range of five panels, they can only shoot in the four cardinal directions (thus making the range of selectable targets look like a large "X").  All Gun attacks have a chance of lowering the target's SPD.  Secondary equipment that increase HIT (Glasses) are much more efficient than equipment that increases ATK (Belts), so it's comparatively easy to increase the power of Guns with secondary equipment.


Guns have been weakened from the original Disgaea, so now a sword with 1000 ATK will deal more damage than a gun with 1000 HIT.  Still, since glasses are better than belts, and the accuracy is godly, this isn't much of a drawback.
Guns have been weakened from the original Disgaea, so now a sword with 1000 ATK will deal more damage than a gun with 1000 HIT.  Still, since glasses are better than belts, and the accuracy is godly, this isn't much of a drawback. When fighting with Guns, try to attack from behind as much as possible to maximize the damage, since frontal attacks do less damage.


===Axe===
===Axe===
Axes boast the highest ATK and most powerful Special Moves of all weapons, but it's standard for Axes to decrease HIT.  Axe attacks the highest critical rate (20%, where most weapon types have 5%), and have a chance of lowering the target's DEF.   
Axes boast the highest ATK and most powerful Special Moves of all weapons, but it's standard for Axes to decrease HIT.  Axe attacks the highest critical rate (20%, where most weapon types have 5%), and have a chance of lowering the target's DEF.   


Perhaps the biggest disadvantage of Axes is that ALL of their specials can only have a single target, and most requires the attacker to be adjacent to their target.  While Axes one-panel high-ATK would normally be best against strong foes, an Axe's low HIT would also make them likely to miss against those higher-leveled enemies.
Perhaps the biggest disadvantage of Axes is that ALL of their specials can only have a single target, and most requires the attacker to be adjacent to their target.  While Axes one-panel high-ATK would normally be best against strong foes, an Axe's low HIT would also make them likely to miss against those higher-leveled enemies. Any Axe-user in your party should equip a pair of Glasses regardless of their HIT Apitude, since it will lower the cahnce of them missing with attacks, since Axes decrease HIT.


===Staff===
===Staff===
Staffs always increase INT, and are more likely to increase RES and SP than other weapons.  Staffs are by far the weakest of all weapons in terms of ATK, and no Special Moves can be learned by raising Staff Mastery.  The main benefit of Staffs is the increased range and power they offer to Spells, and the higher Staff Mastery is, the more spell range and power will increase.  Staff Mastery will not increase from standard attacks, but only from casting spells.
Staffs always increase INT, and are more likely to increase RES and SP than other weapons.  Staffs are by far the weakest of all weapons in terms of ATK, and no Special Moves can be learned by raising Staff Mastery.  The main benefit of Staffs is the increased range and power they offer to Spells, and the higher Staff Mastery is, the more spell range and power will increase.  Staff Mastery will now increase not only from standard attacks, but from casting spells.


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Monsters only have two weapon choices, both exclusive to monsters: Red and Blue.  Red increases ATK and HIT, while Blue will focuses on ATK and INT.  There are no weapon-specific abilities for these weapons, there isn't any weapon mastery for them, and they don't offer unique bonuses like the human weapons do.  They solely increase stats, like armors and accessories.
Monsters only have two weapon choices, both exclusive to monsters: Red and Blue.  Red increases ATK and HIT, while Blue will focuses on ATK and INT.  There are no weapon-specific abilities for these weapons, there isn't any weapon mastery for them, and they don't offer unique bonuses like the human weapons do.  They solely increase stats, like armors and accessories.


Humans' Weapon Mastery attack boost is matched by a hidden stat all monsters have.  While humans rely on using their weapons to increase their boost, monsters simply need to level up to increase theirs.  This makes monster classes much easier to manage, and removes a need for "Weapon Training".  The "boost" referred to increases the efficiency of an equipped weapon; it starts at 100% at Lv1, and can rise up to 1500% at Lv9999.  Coincidentally, both types of characters have the "monster-version" of this boost for Armors and Etc equipment, meaning it's only affected by level.
Humans' Weapon Mastery attack boost is matched by a hidden stat all monsters have.  While humans rely on using their weapons to increase their boost, monsters simply need to level up to increase theirs.  This makes monster classes much easier to manage, and removes a need for "Weapon Training".  The "boost" referred to increases the efficiency of an equipped weapon; it starts at 100% at Lv1, and can rise up to 1500% at Lv9999.  Both types of characters have the "monster-version" of this boost for Armors and Etc equipment, meaning it's only affected by level.


One of the best ways to increase Weapon Mastery is finding a map with Invincibility or Reverse Damage Geo Panels, such as stage 11-3, and positioning your own characters on the panels.  Then, have them repeatedly attack and counterattack each other.   Team Attacks could be utilized to increase several characters' masteries at once, but the process is generally slower.   To maximize the training effect, both characters should have high counter stats and as many [[Disgaea 2: Cursed Memories/Specialists|Armsmaster specialists]] their equipment can hold.  The counter of weapons can be increased in the [[Disgaea 2: Cursed Memories/Item World|Item World]]'s Dark Assembly, and the character's counter can be increase through the normal [[Disgaea 2: Cursed Memories/Dark Assembly|Dark Assembly]].
One of the best ways to increase Weapon Mastery is finding a map with Invincibility or Reverse Damage Geo Panels, such as stage 11-3, and positioning your own characters on the panels.  Then, have them repeatedly attack and counterattack each other. Team Attacks could be utilized to increase several characters' masteries at once, but the process is generally slower. If Speed is your aim, then choose the map "Putrid Courtroom," since it has Attack +2 Geo Panels, allowing for extra attacks, increasing Weapon Mastery faster.  To maximize the training effect, both characters should have high counter stats and as many [[Disgaea 2: Cursed Memories/Specialists|Armsmaster specialists]] their equipment can hold.  The counter of weapons can be increased in the [[Disgaea 2: Cursed Memories/Item World|Item World]]'s Dark Assembly, and the character's counter can be increase through the normal [[Disgaea 2: Cursed Memories/Dark Assembly|Dark Assembly]].


==Stand-Still Bonus==
==Stand-Still Bonus==
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Secondly, whenever a Pupil levels up, their Master will earn approximately 10% of the pupil's stat growth (raw stats, not including equipment).  However, only one pupil can give a bonus to any one stat.  For example, say Adell has a ninja and a healer pupil, and gets a bonus to SPD and ATK from the ninja and INT from the healer.  If the ninja levels up and gains 100 SPD and 100 ATK, Adell will gain roughly 10 SPD and ATK automatically, but the INT bonus won't change unless the healer gains a level or the ninja passes the healer in INT.  The bonus will be reset if the Master reincarnates, but regained fully as soon as the pupil gains a level.  So it's better to get all the reincarnating you're going to do with the Master before you finish leveling the pupil, or you will have to reincarnate the pupil again to regain the bonus.
Secondly, whenever a Pupil levels up, their Master will earn approximately 10% of the pupil's stat growth (raw stats, not including equipment).  However, only one pupil can give a bonus to any one stat.  For example, say Adell has a ninja and a healer pupil, and gets a bonus to SPD and ATK from the ninja and INT from the healer.  If the ninja levels up and gains 100 SPD and 100 ATK, Adell will gain roughly 10 SPD and ATK automatically, but the INT bonus won't change unless the healer gains a level or the ninja passes the healer in INT.  The bonus will be reset if the Master reincarnates, but regained fully as soon as the pupil gains a level.  So it's better to get all the reincarnating you're going to do with the Master before you finish leveling the pupil, or you will have to reincarnate the pupil again to regain the bonus.


The third and least-important bonus of this system: Pupils and Masters are normally 10% more likely to execute Team Attacks than normal.  That's all there is to it.
The third bonus of this system: Pupils and Masters are 10% more likely to execute Team Attacks than without this relationship.


==Enemy Mentality==
==Enemy Mentality==
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