Weapon combos have powerful effects and an increased chance to inflict status effects:
there are three main attacks:
1. Burst
2. Shot
3. Volley
Combos:
#1 will inflict burning DoT.
#2 will inflict Shield Down
#3 will inflict Destabilization (weapon damage down 50%)
Please note that normal attack #1 has a chance to inflict the burning DoT and normal attack #2 has a chance to inflict Shield Down, but the final combo attacks have a much higher chance to inflict the status ailments.
It is a definite plus to note that the combos do indeed inflict a ton of damage, however, I have not yet determined which combo is better to use over the other.
I seem to feel that using normal attack #2 to start out with (hopefully you get a shield down) and then proceeding with the volley combo seems to do the most damage, however, that depends on how the burning DoT works.
Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts
Thursday, July 16, 2015
Starborn Wanderers: Status Effects
Flame Icon: Burning DoT. Also grants/inflicts increased volley damage by 30%.
-> Not sure if this means the ship that is burning gets a 30% increased volley dmg or if this means the attacker who inflicted burning gets 30% more dmg on their volley shots? Knowing this information would really change and influence the flow of battle!
This effect can be inflicted by normal attack #1 and by combo #1 with a much greater chance.
Shield Icon: Shield down
This status can be inflicted by normal attack #2 as well as combo #2 with a much greater chance.
Missle Launcher Icon: Weapon Dmg down 50%
This status effect can be inflicted by combo #3. I have not seen this status be inflicted by normal attack #3 yet.
Radar Icon: Critical Hit down ???%
Unknown method for inflicting this status affect. I have only seen it inflicted on my ship.
-> Not sure if this means the ship that is burning gets a 30% increased volley dmg or if this means the attacker who inflicted burning gets 30% more dmg on their volley shots? Knowing this information would really change and influence the flow of battle!
This effect can be inflicted by normal attack #1 and by combo #1 with a much greater chance.
Shield Icon: Shield down
This status can be inflicted by normal attack #2 as well as combo #2 with a much greater chance.
Missle Launcher Icon: Weapon Dmg down 50%
This status effect can be inflicted by combo #3. I have not seen this status be inflicted by normal attack #3 yet.
Radar Icon: Critical Hit down ???%
Unknown method for inflicting this status affect. I have only seen it inflicted on my ship.
Starborn Wanderers: Intro into a large, complex, and a somewhat challenging game.
This game is a pretty sweet, complex, and hard space-based turn-based-combat game. I have to admit, that I feel this game might be a little "money-grabby", but I have not invested in any cash at this point and I feel like I am doing fine.
Much like when I started playing Evolution: The battle for Utopia, there is a huge difficulty curve in trying to understand the game and on how to play more efficiently, but at least in this game I don't have to worry about leveling up too soon and that screwing me over.
I played this game months ago and I forgot why I dropped it. Most likely I dropped it for Mobile Starships or for Vega Conflict. Now that I have stopped playing most MMO-must-sign-in-everyday-or-you-will-miss-out games, I feel much librated and ready to tackle this freemium game.
Look forward to some posts later on that detail the weapon combos, the status effects and how to inflict them, as well as the special moves and the situations in which they are most useful. (most likely a post for each)
Much like when I started playing Evolution: The battle for Utopia, there is a huge difficulty curve in trying to understand the game and on how to play more efficiently, but at least in this game I don't have to worry about leveling up too soon and that screwing me over.
I played this game months ago and I forgot why I dropped it. Most likely I dropped it for Mobile Starships or for Vega Conflict. Now that I have stopped playing most MMO-must-sign-in-everyday-or-you-will-miss-out games, I feel much librated and ready to tackle this freemium game.
Look forward to some posts later on that detail the weapon combos, the status effects and how to inflict them, as well as the special moves and the situations in which they are most useful. (most likely a post for each)
Tuesday, April 28, 2015
Final Fantasy Record Keeper: Lesser Orb Farming locations
As you get used to this game, you will eventually start thinking about gaining some of the 2* abilities. Since the lesser orbs don't drop as often as the minor variety, here is a list of some of the best farming areas I have personally found:
Lesser Holy:
Figaro Castle (VI) Classic
Lesser Dark:
Mt Kolts (VI) Classic -- First Room
Lesser Lightning:
Figaro Castle (VI) Classic -- 3rd Room
Ive heard Zozo (VI) Classic is good too. Don't know which room though
Lesser White:
North Mines (VI) Classic -- First Room
Lesser Black:
Mt Kolts (VI) Classic -- First Room
Abandoned Mineshaft Classic -- First Room
Lesser Power:
Mt Kolts (VI) Classic -- First Room
South Figaro Cave (VI) -- First Room
Lesser Wind:
Imperial Camp (VI) -- 3rd Room
Lesser Holy:
Figaro Castle (VI) Classic
Lesser Dark:
Mt Kolts (VI) Classic -- First Room
Lesser Lightning:
Figaro Castle (VI) Classic -- 3rd Room
Ive heard Zozo (VI) Classic is good too. Don't know which room though
Lesser White:
North Mines (VI) Classic -- First Room
Lesser Black:
Mt Kolts (VI) Classic -- First Room
Abandoned Mineshaft Classic -- First Room
Lesser Power:
Mt Kolts (VI) Classic -- First Room
South Figaro Cave (VI) -- First Room
Lesser Wind:
Imperial Camp (VI) -- 3rd Room
Monday, April 27, 2015
Final Fantasy Record Keeper: FF-X Elite Stages and Mastery Conditions
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Final Fantasy Record Keeper: FF-VII Elite Stages and Mastery Conditions
| Complete | Stage # | Stage Name | Boss mastery conditions | Boss Immunities | Stamina Gain |
| X | 7-1 | Mako Reactor No. 1 | 2 | ||
| X | 7-2 | Make Reactor No. 5 | 2 |
Final Fantasy Record Keeper: FF-VI Elite Stages and Mastery Conditions
| Complete | Stage # | Stage Name | Boss mastery conditions | Boss Immunities | Stamina Gain |
| X | 6-1 | North Mines | Don't trigger counter | 3 | |
| X | 6-2 | Abandoned Mineshaft | defeat b4 guard leader uses charge | 3 | |
| X | 6-3 | Figaro Castle | lightning | 3 | |
| X | 6-4 | Mt. Kolts | Defeat Vargas without Ko; ipooh fire weakness | 2 | |
| X | 6-5 | Imperial Camp | lightning | 2 | |
| X | 6-6 | South Figaro Cave | water, lightning | 2 | |
| X | 6-7 | Phantom Train | fire, lightning | 2 | |
| X | 6-8 | Esper Valley | w/o KO | 2 | |
| X | 6-9 | Zozo | Poison(Bio) | 2 | |
| X | 6-10 | Opera House | Fire | 2 | |
| X | 6-11 | Magitek Factory | ice on ifrit; fire on shiva | 2 | |
| X | 6-12 | Vector | lower crane - water upper crane - lightning |
2 | |
| X | 6-13 | Thamasa | ice | 2 | |
| X | 6-14 | Esper Caves | fire / lightning | 2 | |
| X | 6-15 | Airship | orthos - fire; typhoon - ice |
2 | |
| X | 6-16 | Floating Continent 1 | w/o KO | 2 | |
| X | 6-17 | Floating Continent 2 | w/o KO | 2 | |
| X | 6-18 | Solitary Island | fire | 2 | |
| X | 6-19 | Mobliz | Poison(Bio) | 2 | |
| X | 6-20 | Figaro Castle 2 | bottom right tentacle --
ice bottom left tentacle -- fire |
2 | |
| X | 6-21 | Darill's Tomb | fire defeat b4 gigavolt fire |
2 |
Final Fantasy Record Keeper: FF-V Elite Stages and Mastery Conditions
| Complete | Stage # | Stage Name | Boss mastery conditions | Boss Immunities | Stamina Gain |
| X | 5-1 | Wind Shrine | no counter; defeat b4 close wings | 2 | |
| X | 5-2 | Torna Canal | lightning | 2 | |
| 5-3 | Ship Graveyard | defeat b4 turn undead | 2 | ||
| 5-4 | North Mountain | Afflict sleep to Forza; afflict silence to Magissa | 2 |
Final Fantasy Record Keeper: FF-IV Elite Stages and Mastery Conditions
| Complete | Stage # | Stage Name | Boss mastery conditions | Boss Immunities | Stamina Gain |
| X | 4-1 | Mist Cave | weak to dark attacks | 2 | |
| X | 4-2 | Underground Waterway | weak to dark attacks and lightning attacks | 2 | |
| X | 4-3 | Antlion's Den | weak to Ice | 2 | |
| X | 4-4 | Mount Hobs | dark and ice | 2 | |
| X | 4-5 | Fabul Castl | w/o KO | 2 | |
| X | 4-6 | Baron Castle | ice, no self-destruct ; lightning interrupt tsunami charging, ice |
2 | |
| X | 4-7 | Lodestone Cavern | Fire | 2 | |
| X | 4-8 | Tower of Zot | silence,silence,silence | 2 | |
| X | 4-9 | Tower of Zot - Spire | disrupt w/ Jump | 2 | |
| 4-10 | Dwarven Castle | Defeat b4 combine; fire, ice, lightning weakness windows |
2 | ||
| 4-11 | Tower of Babil - Depths | lightning, no
self-destruct; lightning |
2 | ||
| 4-12 | Cave of Eblan | ice, water | 2 | ||
| 4-13 | Tower of Babil - Heights | w/o KO; ice/water |
2 | ||
| 4-14 | The Feymarch | reflect; lightning |
2 |
Final Fantasy Record Keeper: FF-II Elite Stages and Mastery Conditions
| Complete | Stage # | Stage Name | Boss mastery conditions | Boss Immunities | Stamina Gain |
| X | 2-1 | Semitt Falls Cavern | w/o KO | 2 | |
| X | 2-2 | Snow Cavern | ice | 1 |
|
| X | 2-3 | Snow Cavern (return) | w/o KO | 2 |
Final Fantasy Record Keeper: FF-I Elite Stages and Mastery Conditions
| Complete | Stage # | Stage Name | Boss mastery conditions | Boss Immunities | Stamina Gain |
| X | 1-1 | Chaos Shrine | w/o KO | stop/doom/ko | 2 |
| X | 1-2 | Western Keep | inflict silence | 2 |
Thursday, April 16, 2015
Final Fantasy Record Keeper: Farmable Equipment
In most games, the rarer the weapon/armor, the better it is or the better it's abilities are. This holds true for FFRK, but the game developers gave this game a special twist.
Equipment synergy
What that means is, if you do a dungeon from FFIV, any equipment that is originally from FFIV will get a BIG stat boost.
How big you ask? I haven't done the math, but what I do know is that a Kunai, a 1* weapon that can be upgraded to a 3* weapon at max, is more powerful than some 4* or 5* weapons that don't have a synergy with that dungeon.
Since 5* is the highest natural equipment rarity, this means Equipment synergy is a HUGE factor is whether you are going to be successful in this game or not.
The above comparisons don't always mean anything to people, so I will put it in another way. Fabul Castle (IV). if you equip a lvl 1 black mage with a Kunai 3*++ max level, and a mage hat 3*++ max level, he can solo just about every fight on auto, except the boss. He is, of course, leveling up after every fight but still, he is not supposed to be good at fighting with physical attacks and he can solo with only physical attacks. That is how powerful weapon and equipment synergy is.
So, I present to you some of my favorite, easy to acquire items for getting a decent foothold in all dungeons:
FF-IV:
weapons:
Kunai 1*-- Various places, but Fabul Castle (IV) fight number 4 (gargoyles)
Rod 1* -- Mako Reactor #1 (VII)
Whip 2* -- (IV) Boss Drop
Armor:
Leather clothing 1* --
Black Cowl 3* -- Ship Graveyard (V) Boss Drop
FF-V:
weapons:
Broadsword 1* -- Various places, but the marines in Fabul Castle (IV) drop them frequently
Armor:
Light Carapace 1* Ship Graveyard (V)
FF-VI:
Weapons:
Greatsword 2* -- You get three from Terra Event.
Armor:
Leather Armor 1*
Beret 2*-- Drops from one of the classic bosses
Ninja Gear 2* -- Phantom Train (VI) Boss Drop
FF-VII:
Weapons:
Fist 1*
Armor:
Protect Vest 2* --Antlion's Den (IV) Boss Drop
Iron Bangle 1* -- Mt Kolts (VI) classic
FF-X:
Weapons:
Armor:
Leave a comment if you know of a great area to farm for any weapons. I am always looking for something better than what I currently have!
Edit: Updated a few things
Equipment synergy
What that means is, if you do a dungeon from FFIV, any equipment that is originally from FFIV will get a BIG stat boost.
How big you ask? I haven't done the math, but what I do know is that a Kunai, a 1* weapon that can be upgraded to a 3* weapon at max, is more powerful than some 4* or 5* weapons that don't have a synergy with that dungeon.
Since 5* is the highest natural equipment rarity, this means Equipment synergy is a HUGE factor is whether you are going to be successful in this game or not.
The above comparisons don't always mean anything to people, so I will put it in another way. Fabul Castle (IV). if you equip a lvl 1 black mage with a Kunai 3*++ max level, and a mage hat 3*++ max level, he can solo just about every fight on auto, except the boss. He is, of course, leveling up after every fight but still, he is not supposed to be good at fighting with physical attacks and he can solo with only physical attacks. That is how powerful weapon and equipment synergy is.
So, I present to you some of my favorite, easy to acquire items for getting a decent foothold in all dungeons:
FF-IV:
weapons:
Kunai 1*-- Various places, but Fabul Castle (IV) fight number 4 (gargoyles)
Rod 1* -- Mako Reactor #1 (VII)
Whip 2* -- (IV) Boss Drop
Armor:
Leather clothing 1* --
Black Cowl 3* -- Ship Graveyard (V) Boss Drop
FF-V:
weapons:
Broadsword 1* -- Various places, but the marines in Fabul Castle (IV) drop them frequently
Armor:
Light Carapace 1* Ship Graveyard (V)
FF-VI:
Weapons:
Greatsword 2* -- You get three from Terra Event.
Armor:
Leather Armor 1*
Beret 2*-- Drops from one of the classic bosses
Ninja Gear 2* -- Phantom Train (VI) Boss Drop
FF-VII:
Weapons:
Fist 1*
Armor:
Protect Vest 2* --Antlion's Den (IV) Boss Drop
Iron Bangle 1* -- Mt Kolts (VI) classic
FF-X:
Weapons:
Armor:
Leave a comment if you know of a great area to farm for any weapons. I am always looking for something better than what I currently have!
Edit: Updated a few things
Final Fantasy Record Keeper: Daily Dungeons
Sometimes I like to think ahead and plan out what I am going to do next. Having this list outside of the game and not on the official forum really helps.
| Monday | FF-X | Ice, Wind, Non-Elemental, and Holy Orbs |
| Tuesday | FF-VI | Weapon Upgrade Materials |
| Wednesday | FF-II / Core | Black, White, and Power Orbs / Gil |
| Thursday | FF-IV | Fire, Dark, Earth, and Lightning Orbs |
| Friday | FF-VII | Armor Upgrade Materials |
| Saturday | Core | Gil |
| Sunday | None | Exp |
Tuesday, April 14, 2015
Final Fantasy Record Keeper: Same style of gaming as many others before it, but still filled with so much win.
I will have to admit that there isn't much new and unique about FFRK. Stamina that recharges over time, daily dungeons, equipment that needs to be leveled up in order for your characters to be useful, one time events for prizes that cannot be obtained otherwise, the list goes on.
BUT, this game is still full of so much win because of the nostalgia factor. Amoungst us FF fans, who WOULDN'T want to play a game with all of your favorite heros from all the different FF games? ALL IN ONE TEAM?!?
Yeah, I have been/am a little excited about this game. This is for two very good reasons.
1). I am a FF fan.
2). I, who don't go looking for games to download very often, found this game a few days after it was officially released. Fate? I think so.
Stay tuned! I will be compiling gaming info here for my/everyones benefit. There is a website with absolutely all of the game items, events, and bosses and strategies, which I will link below when I get the chance. =)
BUT, this game is still full of so much win because of the nostalgia factor. Amoungst us FF fans, who WOULDN'T want to play a game with all of your favorite heros from all the different FF games? ALL IN ONE TEAM?!?
Yeah, I have been/am a little excited about this game. This is for two very good reasons.
1). I am a FF fan.
2). I, who don't go looking for games to download very often, found this game a few days after it was officially released. Fate? I think so.
Stay tuned! I will be compiling gaming info here for my/everyones benefit. There is a website with absolutely all of the game items, events, and bosses and strategies, which I will link below when I get the chance. =)
Tuesday, March 3, 2015
Vega Conflict: Reasons Why I Play
This game is interesting for many reasons.
1. Base building. You decide what to build, what to upgrade, and where your defenses are and what those defenses are composed of. You will constantly find yourself adjusting your defenses and your defensive strategies as you play the game and this can be enjoyable.
2. Fleet building. You decide which types of ships you put into your fleets, with a maximum of 6 ships. Each ship though, is customizable on what shielding, armor, weapons, and specials (most ships). This allows for quite a bit of variety.
3. Can be played by "Carebears" and pirates alike. You can be as nice or as mean as you like. No one can stop you from attacking another player's base or their fleets. They could be minding their own business and you can just attack them. Of course, no one likes a pirate, so expect retaliation. This is especially true of the pirate alliances. They attack everyone so just about everyone attacks them.
4. Massive online community for a browser and mobile game. There are literally hundreds of people playing in my sector alone located on a few dozen planets. Couple that with the fact that there are 6 sectors that are connected to one another and you have an idea of just how many people you can attack or be attacked by. Now, that you have that picture in your mind, couple that information with the fact that there are 6 different servers, each with 6 sectors, each with hundreds of people in each sector.
5. Every timezone plays in the same server. There is no segregation. All of Europe, Asia, and the other continents are all located and playing in the same area, using the same chat. Somehow all conversations seem to work out just fine, with English being used predominantly.
I find this game to be a decent mix of Eve Online and Clash of Clans. Relatively balanced ship combat, ship travel time, ship customization. Those are just a few aspects of Eve Online that makes it great. Realistic travel times always makes it nerve wrecking when you are in enemy territory, which adds to the enjoyment of the game. Base building, building defense, simple resources, simple medal and PvP ranking system. Those are a few things that remind me of Clash of Clans.
I am an honest believer that some of the really good aspects of each game were taken out and mashed together into a well thought out game. Sure, it does have some quirks to it, but it still is an awesome game worth checking out.
1. Base building. You decide what to build, what to upgrade, and where your defenses are and what those defenses are composed of. You will constantly find yourself adjusting your defenses and your defensive strategies as you play the game and this can be enjoyable.
2. Fleet building. You decide which types of ships you put into your fleets, with a maximum of 6 ships. Each ship though, is customizable on what shielding, armor, weapons, and specials (most ships). This allows for quite a bit of variety.
3. Can be played by "Carebears" and pirates alike. You can be as nice or as mean as you like. No one can stop you from attacking another player's base or their fleets. They could be minding their own business and you can just attack them. Of course, no one likes a pirate, so expect retaliation. This is especially true of the pirate alliances. They attack everyone so just about everyone attacks them.
4. Massive online community for a browser and mobile game. There are literally hundreds of people playing in my sector alone located on a few dozen planets. Couple that with the fact that there are 6 sectors that are connected to one another and you have an idea of just how many people you can attack or be attacked by. Now, that you have that picture in your mind, couple that information with the fact that there are 6 different servers, each with 6 sectors, each with hundreds of people in each sector.
5. Every timezone plays in the same server. There is no segregation. All of Europe, Asia, and the other continents are all located and playing in the same area, using the same chat. Somehow all conversations seem to work out just fine, with English being used predominantly.
I find this game to be a decent mix of Eve Online and Clash of Clans. Relatively balanced ship combat, ship travel time, ship customization. Those are just a few aspects of Eve Online that makes it great. Realistic travel times always makes it nerve wrecking when you are in enemy territory, which adds to the enjoyment of the game. Base building, building defense, simple resources, simple medal and PvP ranking system. Those are a few things that remind me of Clash of Clans.
I am an honest believer that some of the really good aspects of each game were taken out and mashed together into a well thought out game. Sure, it does have some quirks to it, but it still is an awesome game worth checking out.
Evolution: Battle for Utopia: primary weapon ammo costs
Assault rifle ammo
Produces 40
Biofuel-50
Magmatite-100
Steel-200
Produces 40
Biofuel-50
Magmatite-100
Steel-200
Machine gun ammo
Produces 40
Magmatite-250
Steel-250
Crystalite-250
Produces 40
Magmatite-250
Steel-250
Crystalite-250
Shotgun ammo
Produces 10
Biofuel-50
Steel-100
Magmatite-200
Produces 10
Biofuel-50
Steel-100
Magmatite-200
Tuesday, January 13, 2015
Vega Conflict: Ship Weapon choice
Ships have three weapon choices:
Electrical dmg type, fast shot speed, and short range weapon
Projectile dmg type, slowest shot speed, and long range weapon
Explosive dmg type, slow shot speed, mid-long range weapon w/ damage spread and AoE.
Since I am still low level in this game, it is hard to determine which weapons are better. Right now, the explosive dmg type "shotgun" weapon is the best as it damages multiple targets at once.
I have a feeling though, that as my technology increases, the projectile dmg type "sniper" weapons will start seeing more use.
Lastly, when I start getting more heavy duty ships, and fighting heavy duty ships, the electrical dmg type weapons will start the shine, as they have a much higher dps for single target than the other dmg types
Predicted ship types that will work best for each weapon type.
Projectile dmg type:
Fast moving ships. They need stay in range while also keeping the enemy out of their weapon range.
Electrical dmg type:
High HP, High Shielded ships. These guns shoot quickly, so small fast targets can be eliminated if they get in range, and more dps can be applied to other high HP, high shielded ships.
Explosive dmg type:
All types. These weapons are seriously always good to have around. The AoE damage mows thorough small fast swarms of ships, which means equipping one to a corvette will leave lots of dead ships before the corvette itself is also taken out. For heavy duty ships, it allows "crowd control".
Electrical dmg type, fast shot speed, and short range weapon
Projectile dmg type, slowest shot speed, and long range weapon
Explosive dmg type, slow shot speed, mid-long range weapon w/ damage spread and AoE.
Since I am still low level in this game, it is hard to determine which weapons are better. Right now, the explosive dmg type "shotgun" weapon is the best as it damages multiple targets at once.
I have a feeling though, that as my technology increases, the projectile dmg type "sniper" weapons will start seeing more use.
Lastly, when I start getting more heavy duty ships, and fighting heavy duty ships, the electrical dmg type weapons will start the shine, as they have a much higher dps for single target than the other dmg types
Predicted ship types that will work best for each weapon type.
Projectile dmg type:
Fast moving ships. They need stay in range while also keeping the enemy out of their weapon range.
Electrical dmg type:
High HP, High Shielded ships. These guns shoot quickly, so small fast targets can be eliminated if they get in range, and more dps can be applied to other high HP, high shielded ships.
Explosive dmg type:
All types. These weapons are seriously always good to have around. The AoE damage mows thorough small fast swarms of ships, which means equipping one to a corvette will leave lots of dead ships before the corvette itself is also taken out. For heavy duty ships, it allows "crowd control".
Vega Conflict: My next Addiction?
This game is the combination of Clash of Clans and Eve Online (except not 3d dogfights). You get to build bases, upgrade your defenses, income, and technology. Additionally, you can build up fleets of ships and then go out and attack other people, of which, there are dozens of planets, all with dozens of players, per system. There are 6? systems and the online community is pretty active.
I have been looking for something that could keep my interest for more than 5 seconds, is this it?
I have been looking for something that could keep my interest for more than 5 seconds, is this it?
Monday, January 12, 2015
Soccer Spirits: Stats and their purpose
So we have 4 major attributes that trickle down into 8 different stats used on the field.
the 4 major attributes are:
Power -
Technique -
Vitality -
Speed -
The above attributes trickle down into the substats below. I have not found sufficient evidence online for how each plays a role in the below, but I will try to do some analysis and update when I find it out on my own.
The 8 stats are:
Dribble - Attack power on penetration and shoot
Steal - Attack power on a steal
Pass - Influences how much attack to increase the receiver of this player's pass
Action Speed - How fast this player can have their turn.
Defense - This influence how much damage to negate from an attack or counterattack.
HP - How much max health.
Critical - How often they will have a critical hit
Reflexes - Chance to steal the ball without a KO on a steal and the chance to not have the ball stolen on a penetration.
the 4 major attributes are:
Power -
Technique -
Vitality -
Speed -
The above attributes trickle down into the substats below. I have not found sufficient evidence online for how each plays a role in the below, but I will try to do some analysis and update when I find it out on my own.
The 8 stats are:
Dribble - Attack power on penetration and shoot
Steal - Attack power on a steal
Pass - Influences how much attack to increase the receiver of this player's pass
Action Speed - How fast this player can have their turn.
Defense - This influence how much damage to negate from an attack or counterattack.
HP - How much max health.
Critical - How often they will have a critical hit
Reflexes - Chance to steal the ball without a KO on a steal and the chance to not have the ball stolen on a penetration.
Soccer Spirits: Player Priorities
There is a definite priority when deciding which players to level up more quickly than others. Here is a list of player types to focus on:
#1: Your Striker
He is your main means of achieving those Ws. The stronger he/she is, the more likely you will one shot the enemy goalie and end the match early.
#2: Your goalie
If he isn't strong, your bound to lose easily. Make sure he is as strong as you can make him. Due to long pass and forward pass skills, you cannot guarentee the ball won't reach the enemy striker.
#3-5: Midfield
You need a reliable team to get the ball to the forward line asap, or stop the enemy team from penetrating since they happened to start with the ball first. Since you focused on your striker first, if you are able to get the ball to him/her, the game will be over in one or two shots. Get the ball to your striker as fast as possible!
#6-7: Healer/totems in front and backfield
These two help keep your team endurance up and help you cope with longer games.
#8-9: Backfield
Having a more solid backfield now makes sense. You will probably start getting into more and more games that cannot be won immediately, and if they use pass skills to bypass your amazing midfield, then you need a strong backfield to support and get the ball back to your strong players
#10: Forward Assist
He/she is only the support for the striker. Maxing out this character won't receive as much benefit to your overall team until the very end, when you don't have anyone else to focus on.
#11: Last Attacker
This is for your PvP team. Usually, this player gets put into the middle of the midfield since they are weaker than your other midfielders. You want your strongest players on the outside so they have less players to penetrate through.
Leave a comment on your leveling priorities and your reasons. I always am eager to learn more. =)
#1: Your Striker
He is your main means of achieving those Ws. The stronger he/she is, the more likely you will one shot the enemy goalie and end the match early.
#2: Your goalie
If he isn't strong, your bound to lose easily. Make sure he is as strong as you can make him. Due to long pass and forward pass skills, you cannot guarentee the ball won't reach the enemy striker.
#3-5: Midfield
You need a reliable team to get the ball to the forward line asap, or stop the enemy team from penetrating since they happened to start with the ball first. Since you focused on your striker first, if you are able to get the ball to him/her, the game will be over in one or two shots. Get the ball to your striker as fast as possible!
#6-7: Healer/totems in front and backfield
These two help keep your team endurance up and help you cope with longer games.
#8-9: Backfield
Having a more solid backfield now makes sense. You will probably start getting into more and more games that cannot be won immediately, and if they use pass skills to bypass your amazing midfield, then you need a strong backfield to support and get the ball back to your strong players
#10: Forward Assist
He/she is only the support for the striker. Maxing out this character won't receive as much benefit to your overall team until the very end, when you don't have anyone else to focus on.
#11: Last Attacker
This is for your PvP team. Usually, this player gets put into the middle of the midfield since they are weaker than your other midfielders. You want your strongest players on the outside so they have less players to penetrate through.
Leave a comment on your leveling priorities and your reasons. I always am eager to learn more. =)
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