zeke50100 -> Energy Blades, Fights, and Uniforms (3/30/2009 22:30:33)
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Energy Blades, Fights, and Uniforms By Zeke50100 Table of Contents Introduction The Energy Battling System Energy Blades 101 Light’s Sabers Other Blades Uniforms Strategies List of Energy Fights Conclusion Introduction A long, long time ago (about 5,000 years before Dragonfable), there existed weapons known as Energy Blades. People all over used these energy blades in hand-to-hand combat, outside of Mecha battles. As a G.E.A.R.S student destined to destroy save the world, you must also master the ways of the Energy Blade. Of course, you cannot do that without first knowing what an Energy Blade is. The Energy Battling System To simplify what the Energy Battling System is, it is a watered down Final Fantasy battle, without the special skills. However, to help with the understanding, here are some nice pictures: [image]http://i413.photobucket.com/albums/pp211/Zeke50100/EnergyBattleHPEP.jpg[/image] The Red bar represents the total Health your character or opponent has, or, for short, HP. Once either you or the enemy depletes their HP, the battle is over. All energy fight participants have varying amounts of HP. The Blue bar represents the total Energy your character has, or, for shot, EP. This energy allows for the use of “Strong Attack” and “Defend,” explained later. Wearing the Rebel Suit will allow unlimited energy (also explained later). The total amount of EP is unknown, as deductions from the EP bar cannot be seen. However, for the purposes of this guide, the EP total will be labeled as 100. Your HP and EP levels are reset after each battle. [image]http://i413.photobucket.com/albums/pp211/Zeke50100/EnergyBattlePic.jpg[/image] Now here are the actual interface options. The largest button, labeled Attack, is the standard attack button. It deals 100% of your weapon’s damage, with no bonuses. This attack also does not cost any Energy. The second option, Strong Attack, is probably the most used button in all of energy fighting. It deals more damage than with using the Attack button, although the exact amount is unknown. It costs 1/5 of your total EP to use, or 20 EP. The third option is Defend. This option deals about 60-70% damage of a normal attack, but increases your defense substantially for one round, meaning the enemy will miss more. This attack costs 20 EP to use. The fourth and final option is Flee. This button ends the battle in your enemy’s favor, just like the Eject button in mecha battles. This is useful if you accidentally started a fight, or other cases such as skipping the energy fight in Westion. Next up are the actual mechanics of the energy fight system. Here is a brief list of some energy fight statistics: Energy Blades: Energy blades determine the damage of an attack. Damage: Damage is determined by the Energy Blade that you are wielding. 100% damage is the damage stated on the weapon. Miss: Missing is when you or the opponent completely misses the opponent. No damage is taken at all, but EP costs still remain the same. Missing is increased when Defend is used. Critical: A critical hit is when an attack deals double the normal damage. This is identical to mecha battle critical hits. Critical hits cannot stack (i.e. hitting quadruple damage with 2 critical hits at the same time) Stats: It is currently unknown whether or not player stats used in mecha battles also affect energy fights. Belt Color: Your belt color in Energy Blades 101, combined with your character level, determines enemy difficulty. Energy Blades 101 This is the introductory course at G.E.A.R.S. University to Energy Blades. Information about the course can be found here: Energy Blades 101 In order to start the class, you must first pay a tuition of 1,000 Credits. After paying the credits, you are given access to the first weapon, “Sword”. In order to rank up in the class, you must complete an Energy Fight and complete a gradually increasing roll. Every 5 ranks, you increase in belt color, and are given access to a new weapon. The final 3 weapons are SC-only. At rank 3, you are given access to the Energy Weapon Training Uniform, which increases roll chance by +4. At rank 35, you are also given access to the “Nova Blades” Shop. This contains the Phantasm Scimitar, the first buyable and permanent energy blade. A higher color in this class will also increase the difficulty of enemies in energy fights. Higher colors also give access to certain items found in Light’s Sabers, explained later. The weapon rack can also be found at the Museum. All weapon rack items are temporary, and are unequipped when putting on a uniform or logging out. List of Weapon Rack Items Rank 0: No Belt, Access to Default Laser Sword (1-8, OR damage of previous energy weapon) Rank 1: Lily White Belt, Access to Sword (1-8) Rank 3: Access to Energy Weapon Training Uniform Rank 5: Old Yellow Belt, Access to Tanto (2-6) Rank 10: Crushing Orange Belt, Access to Machete (3-9) Rank 15: Envious Green Belt, Access to Sai (1-10) Rank 20: Little Boy Blue Belt, Access to Kama (1-12) Rank 25: Brown Noser Belt, Access to Axe (4-12 SC-Only) Rank 30: Crimson Red Belt, Access to Double Saber (5-14 SC-Only) Rank 35: Master Black Belt, Access to Partisan (5-15 SC-Only), Phantasm Scimitar (8-24 NG) Light’s Sabers After all your hard-earned work at Energy Blades 101, surely there must be some permanent energy blades for you to carry around other than the NG-Only Phantasm Scimitar! Well, this is it! Light’s Sabers holds every buyable energy weapon in-game, save for the Phantasm Scimitar. The shops in Light’s Sabers are open to only those of the correct belt or higher. All blades are level 1, except for the Nova Blades. Nova Gem Blades Energy Reaper - 200 Nova Gems, Level 8, 2-32 Damage Soul Sapper - 300 Nova Gems, Level 12, 10-30 Damage White Belt Blades (Requires White Belt) Vorpal Short Blade (SC-Only) - 1,500 Credits, 5-9 Damage Energy Burst - 1,500 Credits, 2-8 Damage Orange Belt Blades (Requires Orange Belt) Antiquity Blade (SC-Only) - 2,000 Credits, 5-13 Damage Relic Sword - 2,000 Credits, 4-10 Damage Blue Belt Blades (Requires Blue Belt) Light Flayer (SC-Only) - 2,500 Credits, 6-18 Damage Energy Razor - 2,500 Credits, 5-15 Damage Black Belt Blades (Requires Black Belt) Broken Blade (SC-Only) - 3,000 Credits, 12-20 Damage Brute Blade - 3,000 Credits, 10-18 Damage The blades that are recommended for purchase are either of the NG blades (Preferably Soul Sapper), and all blades at Blue Belt and up. The Orange and White blades are not much use, as the temporary blades from Energy Blade 101 are enough. Other Blades There are some other energy blades available in the game. Here is a list of them: Best Scythe (8-20) (SC/NG) This weapon requires the purchase of a Best Buy Upgrade card. Uniforms Uniforms are very minor arts of Energy Fighting, having little-to-no effect, other than 1 important one. However, they are here, as some of them DO have special effects. The following Uniforms do not have any affect on Energy Fighting: Pizza Uniform Police Uniform Detective Ghost Hunter Doctor Star Captain Mecha Pilot Spy Uniform Pirate Uniform Santa Suit ZEUS Suit Wrangler Wolfblade Runehawk Mystraven The following uniforms, however, DO have effects: Zargon Supersuit :This uniform appears to have a slight buff to damage during Energy Fights. Also, the attack animation is changed to that of a lightningbolt. Wolf Costume :This uniform doesn’t really have an affect, but during the Police Quest in which you dress up as a Wolf, you obtain the temporary Boom Microphone weapon. SDF Rebel Suit :This uniform is the most important of all Energy Fighting. It grants unlimited EP, which means unlimited uses of Strong Attack and Defend are allowed. Be sure to wear this if you’re planning on energy fighting. Scrubs :This uniform doesn't do anything but give you a temporary Syringe. The Syringe disappears after completing any quest with an Energy fight in it. IMPORTANT! When equipping a Uniform or changing mecha, it equips your Default Laser. The damage range will change into that of the previous weapon you had equipped. Strategies As with all fighting, there are strategies for Energy Fights. However, before the strategies are listed, here is a tip: Always wear the SDF Rebel Suit. This makes energy fighting, and any strategy that goes along with it, easier and more effective. Defend Spamming - This strategy is simple. Just mash away at the Defend button. This is important at high levels, when enemies can potentially crush nearly half of your HP in one blow. This will not be good if you are having a particularly bad luck streak. Strong Attack Spamming - As with above, just mash away, except this time at Strong Attack. This is the most common strategy, and very effective. Basically, you kill the enemy before they kill you…hopefully. Strong Attack - Defend Shifting - This one is a bit different. You alternate between Strong Attack and Defend. The deals more damage than just normal attack, yet still provides defense every other turn. This is not as offensive as Strong Attack Spamming, or defensive as Defend Spamming, but is a nice balance. Twang Strategy - This strategy is used against Master Twang. After every second turn, he glows red. This means he is preparing for his ultimate attack, dealing 8 hits or so of damage. This is a very powerful attack. However, due to the never-changing AI, you can manipulate this. The strategy works like this: Strong Attack - Strong Attack - Defend - Strong Attack -Strong Attack - Defend etc. This way, you deal Strong Attack damage for 2 turns when Twang deals normal damage, but you still increase your chance to dodge his ultimate attack. This is the best way to defeat Twang. If an SDF Rebel Suit is not equipped, you can substitute Strong Attack with Attack, but your Defends will only last 5 turns. This strategy ALSO works against Machine Ghosts found in Mysterious Johnson's Spaceship quest. There are many more strategies. These are only the basic, common ones. Discover your own sure-fire strategy! List of Energy Fights This is a list of non-rare energy fights in MechQuest, along with the enemies. <Area/Quest Name> - Enemies: <Types of enemies> - Amount: <Number of total fights; + means there can be more> Planet Gark Bar Fight - Enemies: Bar Patron - Amount: 10 Planet Westion Train Fight - Enemies: Vul’kharim Warrior - Amount: 1 Planet Westion Vul’khar Field - Enemies: Vul’khar ( Blue / Green / Red / White / Warrior) - Amount: 2 / 2 / 2 / 2 / 2 Khaeldron Mines - Enemies: 49er - Amount: 1 100 Floors - Enemies: 49er - Amount: 0-100 Police Quests - Enemies: Werewolf Energy Enemies - Amount: 1+ Museum - Enemies: Shadowscythe Pilot - Amount: 1 per quest Espionage - Enemies: Shadowscythe Pilot - Amount: 1+ Hospital Final Quest - Enemies: Shadowscythe Pilot - Amount: 1+ Energy Blades 101 - Enemies: Female Students ( Sword / Sai / Axe / Partisan), Male Student ( Sword / Sai / Axe / Partisan) - Amount: 1+ Mysterious Johnson's Spaceship Quest - Enemies: Machine Ghost - Amount: 4 J6 Train Quest - Enemies: Vul'kharWarrior - Amount: 1 Planet 51 - Enemies: Shadowscythe Pilot - Amount: 0+ Conclusion Energy Fights are an ever growing part of MechQuest. If you haven’t started yet, start now! You’re going to miss out if you don’t! Thanks to venturer90, SlyCooperFan1, Shocka, skyvolt666, #13, obli, Lyris, bileon, and other participants (regarding HP) for info
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