GOD EATER RESURRECTION

GOD EATER RESURRECTION

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ExtremeSoda Oct 11, 2016 @ 7:15pm
what is the best loadout to kill a Dyaus Pita?
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Showing 1-13 of 13 comments
Mashu For Laifu Oct 13, 2016 @ 3:03am 
There's no such thing as the "best" loadout
It all falls down to your preference

For example: I mainly use Sort Blades, Shield, and Sniper

To take down Dyaus Pita: You NEED armaments that have Divine element engraved to them
Black Captain Oct 13, 2016 @ 3:48pm 
Typically faster weapons do better since it's so mobile, but I main short blades and heavy blades. I find short blades are easier to unbound all of its parts. Blast guns are great for unbounding its parts too.
LostAngel1000 Oct 15, 2016 @ 7:39pm 
DuWryght I unlike you found the Blast gun unhelpful at Unbinding its parts :/ Mortars didnt seem to even do any good damage, I lack a understanding of the editor to make more effect one :(
a basic bitch Oct 16, 2016 @ 4:58pm 
Originally posted by LostAngel1000:
DuWryght I unlike you found the Blast gun unhelpful at Unbinding its parts :/ Mortars didnt seem to even do any good damage, I lack a understanding of the editor to make more effect one :(

Search for hdh bullets or iod bullets

hdh is generally a bullet that goes up, makes a stop orb and a control: aim at enemy orb, then fires lasers/shots from the air

iod is generally a bullet that hits an enemy, makes a cling orb on hit, then fires multiple point blank lasers from the orb
LostAngel1000 Oct 16, 2016 @ 5:10pm 
Originally posted by a basic ♥♥♥♥♥:
Originally posted by LostAngel1000:
DuWryght I unlike you found the Blast gun unhelpful at Unbinding its parts :/ Mortars didnt seem to even do any good damage, I lack a understanding of the editor to make more effect one :(

Search for hdh bullets or iod bullets

hdh is generally a bullet that goes up, makes a stop orb and a control: aim at enemy orb, then fires lasers/shots from the air

iod is generally a bullet that hits an enemy, makes a cling orb on hit, then fires multiple point blank lasers from the orb

I've been trying something like IOD with Sniper rounds using a control follow orb and delayed bombs since I always got errors when I used A cling orb and the delayed bomb blasts....anjd been googling and youtubing GER Bullet editor but like....90% the shots I keep finding are either just pure deco it seemed or just showed off a shot and not how to make it sooo....I will have to look again I guess.
Moose Goosing Oct 16, 2016 @ 6:19pm 
Devour and hoard a lot of aragami bullets from him and then spam it. I you RB(hold)+B you can shoot 3 aragami bullets to dish out a large amount of damage against him.
a basic bitch Oct 17, 2016 @ 4:17pm 
Originally posted by LostAngel1000:
Originally posted by a basic ♥♥♥♥♥:

Search for hdh bullets or iod bullets

hdh is generally a bullet that goes up, makes a stop orb and a control: aim at enemy orb, then fires lasers/shots from the air

iod is generally a bullet that hits an enemy, makes a cling orb on hit, then fires multiple point blank lasers from the orb

I've been trying something like IOD with Sniper rounds using a control follow orb and delayed bombs since I always got errors when I used A cling orb and the delayed bomb blasts....anjd been googling and youtubing GER Bullet editor but like....90% the shots I keep finding are either just pure deco it seemed or just showed off a shot and not how to make it sooo....I will have to look again I guess.

That is because the bomb explosion destroys any cling/aiming orb. Bombs & radials must be the very last thing done by an orb. Sniper guns get a gigantic reduction to sniper shot OP cost, so any sniper-based IOD or HDH should rely mostly on sniper shots to do damage, not bombs.

If you're trying to shoot multiple lasers or shots from a cling orbs, you must vary the time delay and/or make each shot 15-20 degrees differently angled from one another (e.x. one angled 10 degrees left, one angled 10 degrees right)
LostAngel1000 Oct 17, 2016 @ 5:00pm 
Okay so maybe you can explain why... Sometimes it seems like a Short Time Control Aim at foe will work with up to a 1 second delay, and other times it doesn't work at all no error just.... fades before even .5 which is what it needs to track.

Like I have one I call Beehive a very simple test of how control orbs work for me which works fine...
  1. Deco Shot SS H-o V 90+ Axis 0
  2. Control: Aim at Foe- Short Time, With 1
  3. Sniper: Crits weaken Def, 0.5 Delay of 2
  4. Laser: Curve Early, .5 Delay of 2
  5. Laser: Straight Long, .5 Delay of 2
  6. Laser: Curve Early, 1 Delay of 2
  7. Laser: Straight Long, 1 sec Delay

but other times, seems when the Control is down the list order, it fails with a short time with even .5 Delay :/. Do time limits get shorter down the line of control?

Such as I was trying to make a Sniper that shoot, bomb crush then using a control Aim orb and a deco shot to place it up above me, shoot a Long distance damage shot after the first shot to do more DPS at a longer distance and then when that hits crush again

  1. Sniper: Normal S
  2. Bomb: Normal S, when 1 hits
  3. Deco shot at 90, with 1 or by itself
  4. Control Aim at Foe: Short time, with 3
  5. Sniper: Str over Distance, .5 after 4
  6. Bomb: Normal M, on hit with 5

I know that delay works or should, I know that the control orb is placing above me just like in the first one, there no error message since its only one shot normal and one from the control... But the second shot, child 5 and with it 6.... don't ever happen....

Again this is more just a simple test of what works and what doesn't, but this is confusing me since.... again I know it works with the first shot, but does not work with the next.
a basic bitch Oct 17, 2016 @ 5:53pm 
Originally posted by LostAngel1000:
Okay so maybe you can explain why... Sometimes it seems like a Short Time Control Aim at foe will work with up to a 1 second delay, and other times it doesn't work at all no error just.... fades before even .5 which is what it needs to track.

Like I have one I call Beehive a very simple test of how control orbs work for me which works fine...
  1. Deco Shot SS H-o V 90+ Axis 0
  2. Control: Aim at Foe- Short Time, With 1
  3. Sniper: Crits weaken Def, 0.5 Delay of 2
  4. Laser: Curve Early, .5 Delay of 2
  5. Laser: Straight Long, .5 Delay of 2
  6. Laser: Curve Early, 1 Delay of 2
  7. Laser: Straight Long, 1 sec Delay

but other times, seems when the Control is down the list order, it fails with a short time with even .5 Delay :/. Do time limits get shorter down the line of control?

Such as I was trying to make a Sniper that shoot, bomb crush then using a control Aim orb and a deco shot to place it up above me, shoot a Long distance damage shot after the first shot to do more DPS at a longer distance and then when that hits crush again

  1. Sniper: Normal S
  2. Bomb: Normal S, when 1 hits
  3. Deco shot at 90, with 1 or by itself
  4. Control Aim at Foe: Short time, with 3
  5. Sniper: Str over Distance, .5 after 4
  6. Bomb: Normal M, on hit with 5

I know that delay works or should, I know that the control orb is placing above me just like in the first one, there no error message since its only one shot normal and one from the control... But the second shot, child 5 and with it 6.... don't ever happen....

Again this is more just a simple test of what works and what doesn't, but this is confusing me since.... again I know it works with the first shot, but does not work with the next.


First, I'm no expert, but I'll share what I know.

I don't think the duration gets lower if you add timers later in the shot, but there seems to be some reduction in damage from multiple hits chained from the same shot/hit.

In the second example you gave, I believe it is trying to make a deco shot from whereever the bomb explodes. If you want a multiple bomb-shot bullet, I would make a control orb that fires a sniper/bomb combo, then another sniper/bomb combo, like


[1]Deco shot at 90
[2] control orb: stop, when 1 fades
[3] Control Aim at Foe: Short time, with 2 fades
[4] Sniper: .2 after 3
[5] Bomb: when 4 hits
[6] Sniper: .5 after 3
[7] Bomb: when 6 hits

If you're using a strengthen over distance sniper, you should make that first. There seems to be some damage reduction on the last few hits when combining more than 2-3 hits in a single bullet.

If you're using a sniper, you'd be better off with something like this, to make best use of the sniper OP reduction.

[1]Deco shot at 90
[2] control orb: stop, when 1 fades
[3] Control Aim at Foe: Short time, with 2 fades
[4] Sniper: strengthen with distance .2 after 3
[5] Control Orb: cling (short) when 4 hits
[6] Sniper: .2 after 5
[7] Sniper: .5 after 5

Or you could get rid of the control orb: cling and simply fire multiple sniper shots from the air. I'm not sure you ned the control orb: stop, but something usually breaks when I leave it out.


Keep in mind radials and bombs do crush damage, while regular, sniper, and laser shots do piercing. Generally, parts are weak to one or the other.
Last edited by a basic bitch; Oct 17, 2016 @ 5:55pm
LostAngel1000 Oct 17, 2016 @ 6:27pm 
Like I said I am just more playing around to understand the basics more then anything, and if thats why then why do I see the control orb above me like with the first recipe I made?

It's little unsaid things like does or does not the lower down the order time get lessened and not knowing potentally, like me till just now, that the farther down the shot order the less damage it does that really are frustrating.... unbareable so :/.

The second shot was mainly to test my understanding of how a control mod works down the line... which only proved the more I think I understand about this editor the less I actually do :/ since I know bullet like that probably not super effective in battle it main; a test with damage I can see to understand how the order system works.

Like... I though all Deco's work like there normal version meaning since despite much testing with Fade on the slave after a shot for things like a quick shotgun slug into a radial follow up.... never worked due to the fact that shots do not work with delay or fade, So I assumed all Deco's work the same. Also do you mean Orb cling as there seems to be know Control Cling?
a basic bitch Oct 17, 2016 @ 7:23pm 
In your second shot, the orb appears above you because the bomb breaks all links. I forgot that bombs and lasers do not allow for another shot to link afterwards.

In my experience, bullets start or appear wherever the shot (or orb) part it is linked to stopped/hit/ended at. If you need to create two different shots, like a sniper shot that hits an enemy while simultaneously shooting upward, then you want to disconnect the two (or in other words, change them both to "on button press").

The damage drop off does not appear to be based on position in the shot editor. In my very short testing, it appeared to relate to number of hits on the enemy. The drop off seems to be percentage based, so use your highest damage hits first. This just means that a shot that does 1-3 big hits will be more OP efficient than one that does 4-6 small hits. This is really, really obvious if you set up a shot that does 4-5 of the same shots in a row.

Deco's do not do damage. They do not hit enemies. Deco shots only stop when they hit walls, or reach their maximum range. They are for decoration only. They work for some specific cases to create combos but I don't know much about how to do that. I prefer to use a normal/rapid shot to create orbs for no OP.

Yeah, Orb cling, not control. I got them mixed up.
Last edited by a basic bitch; Oct 17, 2016 @ 7:24pm
Pigfinity Oct 17, 2016 @ 8:15pm 
Its mostly down to preference but keeping a Short Blade and a Tower shield (Preferably with a skill that allows you to deploy the shield quickly) so you have both high mobility and high defence is good for Dyaus since he moves about all over the place and hits like a ♥♥♥♥♥♥♥ truck.
Mondhase Fay Oct 20, 2016 @ 10:12pm 
Dyaus Pita uses spark and divine damage, so you want a shield that protects against both (Ajax is a good example), also best to use divine weapons(and bullets) against him, auto-guard is a very useful skill, and if you have a skill to increase block speed it would help as well. Against Dyaus Pita you will be blocking more than dodging, but if you see that pool of lightning form under you, best to move out of the way in a hurry or get that shield up. Dyaus Pita's body is vulnerable to piercing attacks (Short blade, spear), while the face is vulnerable to crushing attacks from such weapons as the hammer and buster blade, not personally a fan of either of those however due to slow attack speed. The tail is weakest against slashing attacks (scythe/Long blade/some short blades) and you can also slash at his hind legs to knock him down, but it's difficult, might have more luck shooting there actually.
Last edited by Mondhase Fay; Oct 20, 2016 @ 10:15pm
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Date Posted: Oct 11, 2016 @ 7:15pm
Posts: 13