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Thread: Kid Icarus: Uprising

  1. #3221
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    Quote Originally Posted by Escheria View Post
    No, not at all! Beam claws are meant to spam their continuous fire..err laser and pandoras run around like crazy. Beam claws act more like palms with really high natural range
    I now about the continous fire thing but never knew about the long range,so I learnt something new.
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  2. #3222
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    Yeah I try to do them on higher intensities due to more hearts and the weapons are better.
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  3. #3223
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    Quote Originally Posted by PokeTrainerJay View Post
    Yeah I try to do them on higher intensities due to more hearts and the weapons are better.
    It's sometimes better to fuse your own weapons than to just take what the game throws at you because then it wont be completely luck-based.
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  4. #3224
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    Quote Originally Posted by PokeTrainerJay View Post
    Yeah I try to do them on higher intensities due to more hearts and the weapons are better.
    Are you talking about pandora or beam claws.I always take beam claws for solo,but I think I need I new weapon for solo.
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  5. #3225
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    I do exactly what you said. I find it so much effort to pass on all these mods and all that so I use the weapons I get/fuse.

    Also how do I change the mods I pass over? I could have made a 5.5/2.5 Viridi Palm and I want Shot Range +3 but it wouldn't pass on? I took out the game card and put it back in but the same mods would be passed over... Is it luck on what mods get passed over or can I change it?

    @Fireray I'm not talking about any of them xD Just about needing new weapons to compete with people here.
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  6. #3226
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    Most of the time things you fuse yourself are way better than loot. The random high valued weapons can also have good mods that pass on easily... or if you are very lucky, you get a great weapon just like so. Got my Aurum club as a loot.
    I find it tedious to do chapters on 2.0 - not challenging nor rewarding... and I usually just buy low valued weapons from the shop and that's enough to filter out the good mods for future fusions.
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  7. #3227
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    Quote Originally Posted by PokeTrainerJay View Post
    I do exactly what you said. I find it so much effort to pass on all these mods and all that so I use the weapons I get/fuse.

    Also how do I change the mods I pass over? I could have made a 5.5/2.5 Viridi Palm and I want Shot Range +3 but it wouldn't pass on? I took out the game card and put it back in but the same mods would be passed over... Is it luck on what mods get passed over or can I change it?
    You'd probably have to get different fusion material. If I can't get the mod I want to pass over, I get another weapon that may accept it. This is why it's easier to use value 100 weapons to take specific mods so that you don't get any of that useless crap like poison +1.

    I took out the game card and put it back in but the same mods would be passed over...
    Come back to the light side.
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  8. #3228
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    Poison +1 can be useful...

    Yeah but when you eventually fuse them to get the mods, the result will fail as you've fused it with a 100 value weapon?
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  9. #3229
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    Quote Originally Posted by Tyranitarquake View Post
    You'd probably have to get different fusion material. If I can't get the mod I want to pass over, I get another weapon that may accept it. This is why it's easier to use value 100 weapons to take specific mods so that you don't get any of that useless crap like poison +1.
    From my experience it's easier to filter out mods from higher valued weapons than trying to find low level weapons with specific mods.

    Quote Originally Posted by Tyranitarquake View Post
    Come back to the light side.
    The cookie monster will not let him go back!
    But seriously, that cartridge ejecting is so good: if a fusion went wrong, then you can go back and start over without losing hours of work. If mods don't pass over then you will need a new weapon as a fusion partner, but at least no need to repeat the process of getting the other weapon.

    (... and pulling the cart out after a failed 9.0 run saves your bucks)


    Jay, Poison sucks :P
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  10. #3230
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    Yeah but it already says what the mods will be before fusing. If I eject the card and put it back in, the mods that will be transferred over are still the same?

    Poison rules! Shh.
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  11. #3231
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    Quote Originally Posted by PokeTrainerJay View Post
    Poison +1 can be useful...

    Yeah but when you eventually fuse them to get the mods, the result will fail as you've fused it with a 100 value weapon?
    Um, this is hard to explain

    This is an example, don't think I used real data. Say you wanted a 6/0 weapon with +3 homing:

    value 287 4/0 weapon with +3 homing and useless **** + value100weapon = value 158 2/0 weapon with homing +3 ONLY

    (100v + 100v = 120v 1/0) + (100v + 100v = 120v 1/0) = 140v 3/0

    140v 3/0 + 158v 2/0 with +3 homing = 179v 4/0 with +3 homing

    etc etc

    100v weapons can be interchanged with weapons with only stars in ranged that only carry over +3 homing and nothing else.

    Sorry if it's too complicated, I'm not good at explaining. >.<
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  12. #3232
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    And to add to Quake's explanation - prefer fusing ranged weapons together to get the first ranged half star on a weapon.
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  13. #3233
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    I get what Quake's saying but what I mean is that it didn't show that the Shot Range (in my case) wanted to be involved. How do I get it to fuse over or would I have had to get another weapons which would have allowed it to fuse over?
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  14. #3234
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    Get a new weapon with Shot range using Quake's explanation. You can't really help it if the mod doesn't want to pass.
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  15. #3235
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    Quote Originally Posted by PokeTrainerJay View Post
    I get what Quake's saying but what I mean is that it didn't show that the Shot Range (in my case) wanted to be involved. How do I get it to fuse over or would I have had to get another weapons which would have allowed it to fuse over?
    You have to fuse it with a different weapon. That's why it's good to keep some weapons and not fuse them away straight away. I learned this the hard way.
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  16. #3236
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    Most of us started with fusing everything with everything disregarding modifiers(/stars). At some point I had a few weapons that I really didn't want to fuse away because of some modifiers... and that's how I also stopped fusing random with random to get random and now evaluate each fusion instead.
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  17. #3237
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    Thanks. After lots of explanation I know I have to keep all/most weapons I get! I do love having loads of weapons but if I see weapons which don't benefit me, I fuse/convert them away. But I'll be sure to keep them now!
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  18. #3238
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    You should definitely keep the ones that stars in only ranged or melee, especially when they have one or two attributes. Weapons with stars in both ranged/melee are usually useless, but I still keep them because I could fuse good claws/blades from them.
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  19. #3239
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    Yeah. I only usually keep ones that have high stars or maybe 2+ stars and good mods.
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  20. #3240
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    Current progress on Lancer:

    Razor Claws 2.5/0
    Shot Range+3
    Dash Ch. Shot+4

    Dynamo Cannon 1/0
    Poison+1
    Speed+3
    Shot homing+2
    Evasion+1
    In peril autodoge+2

    Nothing so far to solo out the Shot Homing D:
    But, i'm getting there. I was thinking this'd be harder, but it's pretty easy, to be honest :O
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