~Hakurei Shrine~ > Help Me, Eirin!

Gensou Shoujo Taisen You, Ei, Yume - Gameplay Translation into deep Dreams

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Soul Devour:

Thank you so much for this guide. I actually feel like I know what I'm doing this time (as supposed to when I played the demo) and am generally enjoying the game.

I gotta say, I'm feeling really underleveled though. I'm about to tackle Mission 33 and my party is generally between 26 and 29, with a couple exceptions on either end. Might not matter though, as Mission 32's boss felt really easy, level difference or no level difference. Still, I can't help but ask if this is normal or if I'm just somehow missing out on a ton of experience somehow.

Yookie:

On my finished file the teammembers I took into the final mission are all around level 31/32. Some odd ones out at 33, 35 that broke the spellcards but that is normal to have after a mission.
So I wouldn't definitely say that you're underleveled. It depends on your teamsize. Mine was 13 but if you take many low cost units then EXP of course gets more split up.
Just remember to properly utilize Cheer and Gain. It really is noticable to double what a boss gives after breaking a spell. It shouldn't be too hard to fit one of the 3 that learn it into your team.  (Reimu got 4 level ups at once for example since I gave her the fitting final blow on the final boss for proper dramatic execution.)

A general rule of thumb is that the fodder enemies are good for getting PP and the bosses for EXP. That is because enemies give a different amount of exp depending on your level and bosses will always be above you. The smaller enemies in stages give around 5 to 8 pp, the bigger generally 10 while bosses never give more than 20 but huge amounts of experience.

Edit: Finally added Random Dodge and Streaming to the list of skills which I have miraculously forgotten to put there until now. Also set all the skillnames to fancy italics so that you can see them more easily.
Also I'm currently doing an LP-series about Kou & You (Kou is already done). It's in German but maybe there's someone here who is interested and it probably can't hurt to mention it. Here is a link to the playlist. I'll probably link it in the OP as well

Edit: updated the "Friendship bonus" stuff, added that "Fury" ignores "Guard", updated characters chart with a new skill for Cirno & an upgraded skill for Marisa (I hope she doesn't learn anything anymore or else I'll have to reformat the graphic :V)
Cirno is surprisingly strong by the way. Give her lvl2 Streaming & Random Dodge, put her next to Dai, focus when in Danmaku and take less damage than what you regenerate or just dodge entirely. For anything else there's the failsafe Grit and damage-output is alright as well. Works even better when you put her into Luna's and Star's Hit- and Dodge-fields
Oh, and I've added Suika to the character chart as well. So much progress.
And also updated it to include Cirno's Ice Barrier stuff and corrected the way Sunny's Sunny Barrier works.

Edit: If anyone not from the middle row learns even one new skill I'll have to remake the chart. If that happens I'll most likely split it into several graphics and also (once again) increase the font size.

Edit: Added a list of Equipment

Yookie:

I finally got my hands on the trial version of Ei, so here's a little something. I'll merge it with the OP once the actual game is released and stuff.
Anything not mentioned stayed the same.

Conditions for Bonus WP

Stage35: Spoiler: Have Cirno, Reimu and Sakuya attack something after the rest of the party shows up.
Stage36: Spoiler: Shoot down Sunny, Star & Luna in 1 turn. Can be shot down separately.
Stage37: Spoiler: -

The partner system

You can team up two characters to get some benefits:

The character in the back will always attack together with the one in front, should an attack be performed.
Range limitations do not apply to such a support attack, costs of any sort do.
If the two are capable of performing a combination attack, they can do so if all other conditions are met (Power, Range).
The partner can still perform her separate support attack when performing a combination attack.
Friendship Boni will activate.
You can freely switch between the two as often as you wish as long as they did not yet perform their action. Aura type abilities will activate for as long as the respective partner is in the front.
If one partner has an aura type skill it will not be active as long as she is in the back.
If the partner in the back is able to perform Support Defense she may do so for her partner.
Seishin that one team-member activates do not count for the other one as well. Exception: Gain
There are situations where the partner won't be able to attack, I do not know when that happens.
If a partner is capable of performing a normal support-attack she may do so as long as she is in the front. When performing such a support-attack the attacking order is as follows:
Attacker's partner -> Attacker -> Enemy -> Support Attacker. The support attackers partner will not take action.



Changes from the previous installment(s):

Spent Waifu points will not be reset
Waifu Level no longer increase the maximum Power limit
Tipsy now can be leveled up to level 2
Rising Force now only increases Power by 2 each turn instead of 3
Rumia lost 1 item-slot
"Rouse" gives +5 Power instead of +10 to the target and freezes the game
Minoriko's "Growth" ability now freezes the game
The three light fairies may not combine as of now

And then everything else here:



This is all most likely subject to change as I was playing version 0.01 of the game.

Also it looks like there's a high chance we get playable Yuuka this time around.  :getdown:


You can create duplicates of the Palanquin ship by putting someone into the back of its team (what makes this character unaccessible for as long as she is in the back of the ship's team as you cannot actually have it in a team (even though it would be kinda cool to have Marisa spark someone and have the ship follow up with a spark of its own but whatever)) which serves...
no purpose whatsoever since you cannot deploy the duplicates and they don't even show up beyond the intermission menu. :V
Oh, but it does take up space in your team somehow. A ghost ship that you don't see but it eats up your supplies, wooooohooooooo.



achicken:


--- Quote ---The skill first mention the "not being targetable" effect.
The next short sentence then mention that counterattacks will hit,
probably in case some peope activate Reflection and then somehow believe they can attack that big bad nasty boss without then afterward recieving a crushing punisment
and then complain that this game is lame and buggy and so on for some reason. :P
--- End quote ---

When Sunny uses it in Kou it DOES prevent counters >_<' The players seem to get weaker versions of the skills the AI uses, like Sakuya's Private Square...


Yookie:

Well, Sakuya's Boss-version of P-Square is nice but I personally like the one she gets on your side better. Having a 50% or 25% to 40% chance to evade any attack while still having the ability to counterattack is pretty neat.
But yeah, it is always kinda funny to beat a boss, recruit her and have her stats drop massively. Or how Ran and Chen's evade abilities are reduced once they join you. :V

It is especially funny if you meet them again in the third game and they keep their Waifu-Level, Point investment and Skills.
Fighting a Rumia with nearly 2k Armor, lvl8 Berserk, sky high HP and powered up attacks while only having access to characters you really didn't pick and don't deal as much damage as you would wish is really funny. :V

Also, I've added the exact amount by which Streaming reduces the damage taken. It is 33% and 50% for lvl1 and 2 respectively. Really a broken ability on characters that have passive regeneration.

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