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I do have pretty optimal setups when it comes to cores and elements. I did however also notice through my time with the game so far that the level makes a lot of difference too. Both of my playthroughs so far have been on normal. The first time around I had to use like 30 items on the final boss, while the second time I maybe used 1 or 2, and that was mostly due to overleveling it (I think).
If an additional 10 hour grind can make infinite calamity super easy I'd rather do that than struggle with it. I thought maybe someone had a similar train of thought and could throw some numbers around.
Infinity Calamity is kind of underwhelming honestly, it's barely any harder than Calamity on a fresh NG file. You will be fine.
For gear as in clothes/accessories should be self-explanatory, just equip endgame stuff.
Elements are a bit more complex and depend on how you play. However you can't really go wrong with Rakuyou. It's a very OP Element regardless of how you play- as long as you can dodge at least *sometimes*, it more than pays off. I recommend equipping this on everyone because it's pretty ridiculous.
The only time Infinity Calamity might be a bit harder is at the very end of the game- basically the After Story. Since the game expects you to have endgame stuff by then, and the enemies seem to be a bit harder than vanilla calamity. Even then it's really not much difference.
Well I guess the simple answer is to grind till you feel confident enough to beat them (I estimate it to be around 95-100 is fairly enough). Cap level is at 150 by the way, you can go for it if you have humongous amount of time. Yet if you don't want to waste time, you gotta heat it up and get challenged, then learn the patterns and dodging and eventually you will overcome it, earn your victory.
The problem is that this game is very anti-grindy. It will really take FOREVER to get to these levels...unless you saved up the S-poms or whatever they were called (even then, that is limited)
I also suggest to just go for it instead of grinding.
Well he said it "If an additional 10 hour grind can make infinite calamity super easy I'd rather do", so he's pretty hardcore, but in different meaning, not in term of challenging. And it's not like there hasn't been anyone doing that before, just around 300 hours+ from what I discover.
You can check the EXP the enemies give on NiAR. Naturally you will want to go for the late game dungeons...
If you have any unlocked additional ones (The ones that are exclusive to the 2nd playthough, you said this was your first NG+) I think these might be worth checking out, too.
And if you have any S-Poms, might be best to leave them for the very end- these will give you an entire level regardless of EXP. As in if you use it at level 1 it will put you at level 2, if you use it at level 97 it will put you at level 98. So use them wisely.
PS. It's 3k exp on normal, apparently 6k on calamity.
I ended up just running past most of the mobs in dungeons and wiping out the obligatory ones with drug-induced X-strikes, X-Drives and ...those E moves. Same thing for all bosses until Epilogue where it started to be a bit heavy. The final boss was a nightmare but finally managed to get through it with the shishio+onimaru combination that the guy in the other thread posted. Happy to get my 100% mark in this brilliant game, though that final fight was pretty annoying tbh.
Props to them for trying to limit item spam in some way, but it honestly is a joke. Should be a 20+ seconds cooldown or so for it to be actually relevant; you can still spam them as it is.
Or, your idea of limiting the number of items you can keep with you on a dungeon/boss sounds good, too.
And the stat scaling on Calamity in general is somewhat alright; at the very start it is legit quite challenging (Especially if you are a new player) up till about Chapter 5 the difficulty is mostly alright- not insanely difficult, but still challenging.
Chapter 5 Final Boss is the culmination of this difficulty.
Then the Intermission Chapter were you get 2 X-Strike Slots and 3 EX Skill orbs happens, and you just become overpowered. The enemy simply can’t keep up with that...
And it’s not until the very last bosses were the difficulty starts to show up again.
While by no means bad, the difficulty curve on this game could have been handled a bit better. I still thinking giving these Intermission bonuses to the player was a big mistake though. It’s just too unbalanced on the player’s favour.
If you ask me, it should be given at the After Story instead. Make it a point on how the characters progressed so much they get freaking 2-X Strike slots instead of 1 or something. It’s actually somewhat balanced vs the After Story final boss.