GUNDAM BREAKER 4

GUNDAM BREAKER 4

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Need Help understanding some "Abilities"
Looking for some help understanding some of the abilities effects. Also if anyone knows of a guide detailing the abilities plz do share.

Max Duration:Break Combo
Reaction Speed:Performance
Attack Power:InjectionEX
Attack Power:BarrageOP
Attack Power:Wild DanceEX
Attack Power:InherentEX
Attack Power:Special TypeOP

Update: Found a video covering this topic
https://www.youtube.com/watch?v=DJBH07J9GQM&t=350s
Last edited by ShowOfTimes; Sep 4, 2024 @ 7:22am
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Showing 16-22 of 22 comments
Kyrio Sep 2, 2024 @ 10:35pm 
Originally posted by Kyrio:
Originally posted by Tustle:
...son of a. I thought that meant EX skills inherent in non-Builder parts mounted on the gunpla's base bits. So for example a Mega Particle Cannon EX as part of a torso piece as opposed to the Mega Particle Cannon Builder part. Need to test this some time but that do explain why my MPC doesn't seem to be getting stronger with more InherentEX added...
For Mega partical cannon EX you need beamblast EX, and the expansiom cube: shooting mode damage up, extend shooting mode and maybe EX increase part break to spam it
AuraFlash Sep 3, 2024 @ 1:31pm 
Originally posted by Tustle:

Originally posted by AuraFlash:
really wish we could change the color of the beam effects for beam weaponry.

if we're going to talk about things that annoy us mind if I vent a little more about the Weapon abilities? As in who's bright spark of an idea was it to include 'Left' and 'Right' as a modifier when nearly all of them appear to be interchangeable on the left and right sides/arms, those happy moments of upgrading/synthesizing parts should not come with the mind-numbing caveat of trying to hunt for specific abilities like Long-Range Gauge Cost: Right Gatling or Attack Power: Left Saber amidst the inevitable sea of new parts and abilities built up in our roster.

Just...Attack Power: Saber and Long-Range Gauge Cost: Gatling. Why couldn't they do that. Adjust down their effectiveness for balancing purposes if need be.

Or if they did have to do it the other way for whatever reason, why not give us the ability to filter out those very specific abilities from our parts instead of the cracker jack current system of filtering part abilities. Seriously, have you Breakers vets been dealing with this from the very beginning?

Left and right give a Massive Bonus as they effect the part directly. the ones that are just saber and stuff like that effect both weapons BUT they are significantly lower bonuses. It's actually better to farm for the left and right bonuses then the catch all one. Like, for example, Left Long range weapon and Left Long rifle give comparably simular bonuses though the Left Long Rifle gives a little bit more.
compared to Long range weapon/Long Rifle ones which only ups it by 5% max vs 10-15%.
Last edited by AuraFlash; Sep 3, 2024 @ 1:35pm
ShowOfTimes Sep 4, 2024 @ 7:19am 
FYI youtube video I just found covering this
P.s. Thanks everyone for the help

https://www.youtube.com/watch?v=DJBH07J9GQM&t=350s
Last edited by ShowOfTimes; Sep 4, 2024 @ 7:20am
DZMaven Sep 4, 2024 @ 8:12am 
I don't whether to chalk some of these up to bad translation or the translator was trolling players. Wild Dance? Injection? Special Type?
How is anyone supposed to know that those are at a glance?
halfextreme Sep 4, 2024 @ 8:18am 
Anyone know which abilities increase the damage of the Super Dragoons?
Last edited by halfextreme; Sep 4, 2024 @ 8:24am
Tustle Sep 4, 2024 @ 9:03pm 
Originally posted by AuraFlash:
Left and right give a Massive Bonus as they effect the part directly. the ones that are just saber and stuff like that effect both weapons BUT they are significantly lower bonuses.
I'm aware of that, s'why I mentioned scaling down the buffs on pure weapon types since, based on what I've seen, there are no abilities specific to, say, Axes at large. It's always Left or Right Axe. Melee, Greatswords, Martial Arts, and any other two-handed weapon or 'weapon' are the only exceptions to this rule since...y'know. Both hands.

The broad stuff is something like Attack Power: Long-Range Weapon, which then affects both your long-range hand-held weapons. To my understanding at least, and as you pointed out, they're vastly weakened as a result of covering so many weapon types at once, granted it means variant abilities that specify 'Left' or 'Right' are a little stronger as a result.

It's...not a system I really like when trying to upgrade specific abilities on a given weapon though. Some point out "just synthesize a giant pool of parts and you'll upgrade the bits you want upgraded," and I've been doing that since then to keep me from going mad, but since Long-Range weapons and Short-Range weapons are shared between both hands, this means inevitably synthesizing out specific abilities you may have wanted for a weapon in your gunpla's other hand, or one you wanted to keep for other builds.

Or in some cases as an example, synthesizing nearly the entire roster of collected guns, watching your one gun eat them all, and then nary a single ability of the ones you wanted to keep on the gun was upgraded.
Tekkarath Sep 7, 2024 @ 8:06pm 
Originally posted by Tustle:
Originally posted by Kyrio:
Attack Power:InherentEX Inherent here mean inner spirit/qi/ki aka any move from G gundam + Destiny palma

...son of a. I thought that meant EX skills inherent in non-Builder parts mounted on the gunpla's base bits. So for example a Mega Particle Cannon EX as part of a torso piece as opposed to the Mega Particle Cannon Builder part. Need to test this some time but that do explain why my MPC doesn't seem to be getting stronger with more InherentEX added...

Originally posted by AuraFlash:
really wish we could change the color of the beam effects for beam weaponry.

if we're going to talk about things that annoy us mind if I vent a little more about the Weapon abilities? As in who's bright spark of an idea was it to include 'Left' and 'Right' as a modifier when nearly all of them appear to be interchangeable on the left and right sides/arms, those happy moments of upgrading/synthesizing parts should not come with the mind-numbing caveat of trying to hunt for specific abilities like Long-Range Gauge Cost: Right Gatling or Attack Power: Left Saber amidst the inevitable sea of new parts and abilities built up in our roster.

Just...Attack Power: Saber and Long-Range Gauge Cost: Gatling. Why couldn't they do that. Adjust down their effectiveness for balancing purposes if need be.

Or if they did have to do it the other way for whatever reason, why not give us the ability to filter out those very specific abilities from our parts instead of the cracker jack current system of filtering part abilities. Seriously, have you Breakers vets been dealing with this from the very beginning?

Well you see, if I want a dinky heat knife if my left hand that has stats that boost the beam saber in my right hand and then on the beam saber in my right hand I ALSO have stats that boost a beam saber in my right hand I can compound my stat increases. Whereas the Attack Power: Saber stat has much lower damage boosting compared to the much more narrow left or right Saber stat. You can even tack on the close range weapon attack boost stat to both to further increase your damage.

While you may not be able to see a reason for something being in the game, it serves a very real purpose.
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Date Posted: Sep 1, 2024 @ 3:53pm
Posts: 22