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  1. #501

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    Shame they didn't do anything really for whips or slicers their my 2 favorite melee weapons and they get outclassed by every other melee type its a shame. I only find myself using whips for Vivi Dezza now, I wish they had brought whips back to their PSP1 glory Also slicers need to AT LEAST have a sabers damage output to be respected.
    PSP2i: Irenes lvl 155 Human Force
    Maximilian lvl 82 Duman Ranger
    Ryoho lvl 95 Beast Vanguard

  2. #502

    Default

    That would make sabers pointless, since slicers are far range and all? I don't understand why ST can never balance their game when it simply takes common sense to get it right. Whips should be the force version of a unique sword-type weapon, with Tech as the damage thingy.

  3. #503
    (⌐■_■) ShinMaruku's Avatar
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    Default

    Sonic Team did not make this game, if they did it would be bad. :P
    I think all the weapons are situational, whips and slicers are probably good chain starters when added with quick techs.

  4. #504

    Default

    Quote Originally Posted by Chaosmaster00 View Post
    I know they did, I'm saying that BECAUSE of that, without any kind of buffs to Slicers, I may as well use Swords since they'd actually be good now... <_<
    I find slicers to be more useful than a sword for things that constantly either jump away from you or try to strafe and encircle you (the squid like things in Ancient Invader and Golmoro in Relics). It hits multiple targets at range, the problem was that you couldn't really line them up while the chain was still in effect, some of the new chaining techs or range mags would probably help that now.

    Swords are a lot of fun, their speed boost and power is just great, quite a few swords, like axes, have the 110% pa modifier, and is probably the easiest thing to Just Attack since the saber.

  5. #505

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    I'm playing the PSP2i demo and when I try to input the vision phone codes listed in the sticky it always says they're wrong, do I need to get to a specific point before they work or something?

  6. #506
    Skilled Fighter
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    480

    Default

    why does

    ( rare boost and boosted enemy ) + ( increased type points and increased experience ) = ( boosted enemy, increased type points, increased experience)

    why did rare boost got nullified?

    anyone know which are incompatible with rare boost?

    Quote Originally Posted by aduran View Post
    why does

    ( rare boost and boosted enemy ) + ( increased type points and increased experience ) = ( boosted enemy, increased type points, increased experience)

    why did rare boost got nullified?

    anyone know which are incompatible with rare boost?
    nevermind..i have to keep combining
    Last edited by Mike; Feb 1, 2011 at 06:16 AM.

  7. #507

  8. #508
    AKA Sapphire of Chaos Chaos Rappy's Avatar
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    Play through the Story missions. You unlock her after Chapter 4, I think.
    Quote Originally Posted by Broken_L_button View Post
    Quote Originally Posted by Chaos Rappy View Post
    I've been a statistical exception as far as anything has proven to me.
    That's an understatement...
    ~Keeper of 1000 Rappy Souls~
    TSV's: X - 0401, Y - 0845, AS - 1277

  9. #509
    Queen of Rappies Crystal_Shard's Avatar
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    Except that you can't get Sayo during the Infinity Demo in any case, since the missions don't go higher than 2.

    ---------------------

    And now, a question to veteran infinity mission fusers. I've been trying test how to fuse missions with various effects together, but an answer is eluding me. To get percents higher for the various exp, meseta,drop boosts, is it necessary to fuse missions with similar boosts together so that they will add cumulatively? Or do Exp boost 1.5 and drop boosts higher than 10% actually appear at random from dropping disks?


  10. #510

    Default

    You need to synth them.

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