LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 26, 2016 21:00:35 GMT -6
I hope that IGA incorporates some of the more 'fun' enemies that he's had in the previous games, ones like the Skeleton Bartender, the Chronomage, Yeti, Etc. :p
I like monsters that look gothic horror style, but it's nice to see variences in seriousness when playing the game.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 26, 2016 20:41:18 GMT -6
I hope he teleports and shoots fireballs in threes. And you have to hit his head. Speaking of, it bothers me when I see people playing/talking like they're an expert at a Castlevania game and they try to hit Drac's body. What are you doingggg For references otherwise, whatever they can tastefully fit in. I think we discussed a similar topic before, I'll have to fish that out for other ideas. To be fair, you could hit the body when fighting Dracula in Circle of the Moon, and while fighting Soma Cruz in Dawn of Sorrow. :p But I see your point ahahaha. :3
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 26, 2016 20:32:37 GMT -6
I loved the heaven sword. It's surreal to have a sword, throw it, and see it return to the hand used. I ended up using for much of my first playthrough because of it's range and how little it hindered my movement. I've seen lots of people who speedrun use this weapon. Not sure if it was in Symphony of the night, but Portrait of Ruin has a similar weapon.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 26, 2016 12:06:49 GMT -6
So what's next for the demo, then? Is someone going to try finding all the glitches in it? :3 Someone should farm x99 of recovery items. There's only 2 different drops to go after, won't take long, right? I would suggest x99 of all the shards but shards are not quantified in the menu, unless I'm sorely mistaken. Shards don't stack, you aren't mistaken. If you notice there's a 'level' by each of the shards, in the description. And I'm sure it'll function just like Dos where acquiring more increases the power, and slightly changes the animation of said shard. :p
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 26, 2016 12:04:53 GMT -6
my favorite mix was the iron shield. if you bought that before you got the shield rod you were set for the rest of the game. I will have to check the categories list for bloodstained later... I don't know what painting you mean. the throwing jewel would come to be known as the ricochet rock, and it is in most games. I would like to add the holy rod and the crystal cloak to the mix. Power of Sire, that's what the usable item was called. And yes, the holy rod was cool, but by the time I found it I already had the shield rod, so it became irrelevant ahaha.
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LeoLeWolferoux
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Post by LeoLeWolferoux on Jul 25, 2016 18:38:20 GMT -6
I thought that the Shield Rod was definitely one of the most impressive from Symphony of the Night, especially when combined with some of the better shields in the game, like the Alucard Shield, or the Knight's shield. Though I don't think it's likely as I don't think that shields are gunna be in Bloodstained.
Otherwise some other fun ideas could be the Dynamite, the throwing-jewel, (sub weapon, don't know the actual name) and I thought that the painting item you could use as a weapon (also don't know the name ahahaha) was pretty cool too. :p
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Post by LeoLeWolferoux on Jul 25, 2016 18:32:30 GMT -6
Ok now how about if you Miriam has a Familiar equipped? do you guys think it should crawl, fly, slither, slink or move around the pause menu? or would that be too much? I think that the Familiar should kinda hover around Miriam in circles, unless it's one that is on the ground, in which case it won't be shown at all. Some ideas could be like the Owl Familiar in Order of Ecclesia, where when Shanoa stands idle for long enough, they swoop down and perch on her shoulders, I think something like that would be cool. Or if there WAS a crawling familiar, like a chameleon or a spider of some kind, when opening up the menu screen, the familiar will be seen crawling up Miriam's body, and (in the chameleon's case) wrapping itself around Miriam's torso, or maybe (in the case of a spider) it could be seen coming down from the ceiling on a thread of silk, to land on Miriam's head, and Miriam will look up slightly annoyed, and then go back to her default position. Something like that would be HELLA impressive, I think. :p
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Post by LeoLeWolferoux on Jul 25, 2016 13:48:27 GMT -6
Yeah, I think we'll get 1600 with a bonus castle, but that was kinda the topic of another thread where I shared the same opinion.. Forgetting what we THINK we're going to get, and what we ARE going to get. I'm just saying I'd rather have a 3200 room castle if you will, than two 1600 room castles (unless they are completely different, as in not just a mirror or upside down, or 'light/dark', version of the other). Not that I think we're GOING to get a 3200 room castle. Imagine how cool it would be if we had a 1600 room castle, as they said, the one gebel made for Miriam (tha twas officially said right? not just theory? I forget now).. then after you beat it, you find out Gebel made his own effing castle as well =P. I'd die if that were the case instead of just some 'alternate' thing. I wouldn't like that. The reason why the inverted Castle worked so well is because it's the same 'well designed' Castle. I can't imagine a second castle being well designed if it's a completely separate entity. Time constraints/money. Flipping a castle doesn't effect anything so you keep the great design, but have an extended game in a different way. Well said. See, this is why I didn't care for the Inverse castle in SotN. It just wasn't different enough to hold my attention that well. Granted more bosses were cool, but still...
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Post by LeoLeWolferoux on Jul 25, 2016 13:46:45 GMT -6
Nope, have you played diablo 3 and the souls series? It's just a different 'way' of doing ng+... though I don't like using diablo 3 as an example because it's not really a ng+ thing so much as a 'enemies scale to your level regardless of it being ng+ or not' thing, which I dislike in general. Valkyrie profile 2 does a weird version of this, where it actually does NOT allow you to carry over levels and equipment, but it will up the difficulty a little, this is kinda cool by itself but I would very much rather me have the option to just outright say "difficulty level 4" right from the getgo if I wanted to rather than have to play the entire darn game 3 times first. The benefit of adding difficulty perks to an ng+ is that it allows you to keep all the goodies like you mentioned, without it killing the enjoyment of the game making it feel like you just entered in a bunch of cheat codes and can face-mash your way past everything. Also, I'd like to point out that I like it when a game gives players the options of what ng+ things they get to 'keep'. one game I like asks me if I want to keep my levels, equipment, items, and characters... I love saying no to everything but characters, so that I can play the game with a party that I like for the entire game rather than have to 'unlock' them, but not trivialize the game by being over-level for everything but the final dungeon. I'm being honest here. I don't like that idea at all. For me, New Game+ is just another playthrough at the same game, with some few added items, carrying over most of your stuff. That's it. For new things, new enemy placement, harder gameplay, go for a arranged mode / new dificulty modes, like Portrait of Ruin and such. But that's just my opinion. And i think i'm on a minority side here. :D I agree. You aren't the minority. :p
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Post by LeoLeWolferoux on Jul 25, 2016 13:45:09 GMT -6
since the drop is RNG and can be really tedious sometimes..i would like at least the shards to carry over I'm not so crazy about shards carrying over to a new game on hard difficulty. One thing that I hated about DoS was that if you did new game plus you HAD to carry over all of your souls. You couldn't start again from scratch.
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Post by LeoLeWolferoux on Jul 25, 2016 1:09:03 GMT -6
The question is now, how many books do I want...I could give a couple of these away as gifts... You certainly could. :P *wink wink nudge nudge* Yeah it's definitely a cool idea, I kinda want one too. Granted I'm absolutely awful at retro games, but... Meh.
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Post by LeoLeWolferoux on Jul 25, 2016 0:56:47 GMT -6
yeah I'm down for it, too.
Especially Verbose Leveling. I think it would be a refreshing change. :p
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Post by LeoLeWolferoux on Jul 24, 2016 18:13:25 GMT -6
I had a really good day!
I have a job interview tomorrow to become a CNA at the local Care Center, though I've heard that it's very mentally taxing.
Wish me luck! :/
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Post by LeoLeWolferoux on Jul 23, 2016 21:13:46 GMT -6
I really have mixed feelings about the whole 'fashion' ordeal. I kinda wish that instead of equipment changing appearance, there would be 'skins' one could equip on Miriam, and those would change her appearance. Like a wardrobe or something that you kept all of your stuff in, and could select items from to equip. I feel if people really care about what she looks like that much, they're gunna sacrifice statistics and better stats for aesthetic satisfaction.
I dunno, the idea is still queer and vague to me. Hmm...
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Post by LeoLeWolferoux on Jul 23, 2016 21:09:23 GMT -6
Yeah, we can expect that HP and MP ups will be scattered through out the castle. I would love if there was a big permanent luck increase, maybe after the final boss, given a by a superboss just to help farming enemy drops and shards, because it was tiresome in Aria and it became isanely time consuming in Dawn when you had to collect 9 souls for certain enemies. Hmm, that definitely would be a new thing. For the most part, in the latest of IGA's work, LCK seems to only be able to be increased by equipment, or by the equipping of a relevant soul, in Aria and Dawn. (Ghost Dancer IE) And one thing that irritated me in Dawn of Sorrow, is unlike Circle of the Moon's DSS card drops, which rely on luck, the ONLY way to increase the rate of getting souls was by equipping the Soul Eater Ring, which costed 300,000 gold. (Unless equipped with Tsuchinoko, which lowered the price to 240,00 gold, but that's still A LOT LOL) And also unfortunately, since IGA considers Dawn and Aria some of his best work, it's likely that this mechanic will be brought back as well. So I'm pondering how much LCK is going to affect gameplay, as it probably won't affect Shard drops that much, if at all. Granted, I hope Alchemy is going to be a big part of the game, but still.
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Post by LeoLeWolferoux on Jul 23, 2016 21:02:00 GMT -6
Ok, SAME though. I can't keep looking at pictures of rainbows and flowers forever.
I gotta assert my MANLINESS once and a while.
...and what better way to do that then with a cute PC background of Miriam sipping wine at the beach! >:D
*girlish scream*
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Post by LeoLeWolferoux on Jul 23, 2016 20:43:13 GMT -6
Ugg. Nerd talk.
XD
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Post by LeoLeWolferoux on Jul 22, 2016 9:55:49 GMT -6
Heya, everyone. So I finally got all of my scrambled notes together, and all charted up nice and neat. So, for the moment you've all been waiting for, this is Miriam's parameter LV's 90-99.
Level | HP | MP | ATK | STR | INT | LCK | DEF | CON | MND | 90 | 1,188 | 790 | 60 | 74 | 85 | 29 | 34 | 69 | 80 | 91 | 1,200 | 798 | 61 | 75 | 86 | 29 | 34 | 69 | 80 | 92 | 1,212 | 806 | 62 | 76 | 87 | 30 | 35 | 70 | 81 | 93 | 1,224 | 814 | 62 | 76 | 88 | 30 | 35 | 71 | 82 | 94 | 1,236 | 822 | 62 | 77 | 88 | 30 | 35 | 71 | 83 | 95 | 1,248 | 830 | 63 | 78 | 89 | 30 | 36 | 72 | 84 | 96 | 1,260 | 838 | 64 | 79 | 90 | 31 | 36 | 73 | 84 | 97 | 1,272 | 846 | 64 | 79 | 91 | 31 | 36 | 73 | 85 | 98 | 1,284 | 854 | 65 | 80 | 92 | 31 | 37 | 74 | 86 | 99 | 1,296 | 862 | 65 | 81 | 93 | 31 | 37 | 75 | 87 |
Another point that I would like to touch on, is that you may notice from the snapshot that Miriam does indeed have an 'amount to next level' greater than zero. Unfortunately, I can confirm, that Miriam's level does not exceed 99. (In the demo, anyway) When reaching the prerequisite number of experience, a 'Level Up' notification will appear, but one will pause the menu to find that LV, and parameter have remained the same. Though, experience does seem to still accumulate as it would. Proof will be in final snapshot on this post. Another piece that I have finished recording, is the number of Amys needed to kill Vepar when level grinding. Though, towards the end, it didn't really change all that much. Anyway, this is a log of how many Amys to kill Vepar, LV's 30-99.
Level | # of AMYS | 30 | 13 | 31 | 13 | 32 | 12 | 33 | 12 | 34 | 12 | 35 | 12 | 36 | 11 | 37 | 11 | 38 | 11 | 39 | 10 | 40 | 10 | 41 | 10 | 42 | 10 | 43 | 10 | 44 | 10 | 45 | 9 | 46 | 9 | 47 | 9 | 48 | 9 | 49 | 9 | 50 | 9 | 51 | 8 | 52 | 8 | 53 | 8 | 54 | 8 | 55 | 8 | 56 | 8 | 57 | 8 | 58 | 8 | 59 | 8 | 60 | 8 | 61 | 8 | 62 | 8 | 63 | 7 | 64 | 7 | 65 | 7 | 66 | 7 | 67 | 7 | 68 | 7 | 69 | 7 | 70 | 7 | 71 | 7 | 72 | 7 | 73 | 6 | 74 | 6 | 75 | 6 | 76 | 6 | 77 | 6 | 78 | 6 | 79 | 6 | 80 | 6 | 81 | 6 | 82 | 6 | 83 | 6 | 84 | 6 | 85 | 6 | 86 | 6 | 87 | 6 | 88 | 6 | 89 | 5 | 90 | 5 | 91 | 5 | 92 | 5 | 93 | 5 | 94 | 5 | 95 | 5 | 96 | 5 | 97 | 5 | 98 | 5 | 99 | 5 |
As you can see, the higher damager you begin to start inflicting on Vepar, the more INT you need to make up for that damage, ergo, you start using the same number of AMYs for a longer period of time at higher levels. Not exactly how I pictured the chart looking in the end, but nevertheless, the proof's in the pudding, babe. :p And finally for Viftech , (:p) I made a small chart logging the precise number of hours that I played. This was taken and filled out usually in 4 hour intervals of time, where I would essentially 'binge' grind for a give period, take a break, and then binge some more. This is how many hours it takes, to get to level 99 in the Bloodstained: Ritual of the Night E3 Demo.
# of Hours | Level | 1.0 | 26 | 5.0 | 50 | 9.0 | 64 | 13.0 | 74 | 17.0 | 83 | 20.0 | 88 | 24.0 | 94 | 27.50 | 99 |
So, essentially it would take roughly 27 hours and 50 minutes of nonstop gameplay, to level from 1-99. Though, I did get a bit inefficient towards the end, so I maybe could have shaved an hour or 30 minutes off. So...anyone wanna try to beat my time? :p Also, after gaining the necessary experience to reach level 99, I equipped the following items: - Kung-Fu Shoes
- Leather breastplate
- Headband
- Scarf
- Ring
- Shard (Buer)
So, after all that was on, I paused and checked and... I think... that I have achieved Miriam's highest attainable parameter in the Bloodstained: Ritual of the Night E3 Demo. So, this is what her best stats would look like. :p So yeah, I guess with that, this will be my final (data) post on this thread. Thanks so much for everyone's support, this is a really great forum. :p Oh...and Mana, be sure to give IGA-san the forum's regards, and tell him that we got to LV 99 in the demo. :p
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Post by LeoLeWolferoux on Jul 21, 2016 23:55:27 GMT -6
Omfg ahaha yaaaas. I'll hafta try that sometime. I got the rest of the castle filled in, though. I was gunna start a new file at some point, but I don't know much about how the first battle with Dracula affects Allucard's stats. Do you know about this??? Alucard's beginning stats in SotN are affected by a few factors. (Perhaps more than the 3 I've listed) - How quickly you defeat Dracula (under 1 minute is do-able...but somewhat difficult, even if you Skip the infamous "Die Monster!" cutscene) - Whether you're damaged. Finishing the intro Dracula fight without getting hit even once is sure to affect Alucard's stats. - Whether or not you have the Cross or Holy Water equipped as Richter's sub-weapon. I think having "none" equipped (Flame Whip special instead) also affects Alucard's stats. The most I've ever gotten for Alucard in the beginning (New Game +) is 80 HP, 30 MP, & 60 Hearts, along with a free Heart Refresh (from reducing Hearts to 0 during the fight). I'm sure it can go even higher, if you're skilled (or lucky) enough. In any case (and back on-topic), I do wonder if IGA & co. will decide whether the possible 2nd Castle in Bloodstained will have even more "Rooms" than Gebel's Castle. :D Ok cool. Thanks, Galamoth. Yeah I wonder how the second castle will function, since a lot of people are thinking there's gunna be one. I feel like if there is one, Gebel will likely be in the second castle, rather than the first. And I also like the reflected castle would be a fun way to go about it, rather than an 'inverted' one. I'm not opposed to an inverted castle, I just would rather it stay original to Symphony of the Night, and IGA and co. come up with something innovative and new. Ya feel me?
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Post by LeoLeWolferoux on Jul 21, 2016 23:17:09 GMT -6
Well damn. I had no idea. I didn't know how to get into the water so I left it blank LOL Just Hi-Jump into the upside-down "ceiling" water in the large river sections of the Reverse Caverns, morph into the Wolf, and (if you have "Skill of Wolf"), start rapidly pressing the Triangle button (on PlayStation controllers) to "swim"! :D Omfg ahaha yaaaas. I'll hafta try that sometime. I got the rest of the castle filled in, though. I was gunna start a new file at some point, but I don't know much about how the first battle with Dracula affects Allucard's stats. Do you know about this???
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