SD GUNDAM G GENERATION CROSS RAYS

SD GUNDAM G GENERATION CROSS RAYS

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CanadianTick Mar 30, 2020 @ 9:50pm
Jesus Yamato Has Evolved!
I wanted to know if 'Super Coordinator' stacked with 'True Innovator' (both skills give +50% to stat-altering effects), so I grabbed a LVL 1 Kira Yamato (DESTINY), no skills on him and slapped on a 'Phantom Pain' onto him.

Phantom Pain, among other stat enhancements, gave +30 Ranged (the only skill the character had that increased that particular stat at this point in time). With his initial Super Coordinator skill, that amounted to +45 Ranged with the only skills on him being his Super Coordinator, SEED, and Phantom Pain (just to provide a base).

When I added True Innovator, his Ranged stat became +60, which means they are both giving the +15 (50%) stat increase and do indeed stack together.

While I'm aware that stat increases become less and less important the higher level your pilot is, this makes me happy anyways.


I'm off to create a squad of super soldiers~
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Showing 1-10 of 10 comments
TouyaShiro Mar 30, 2020 @ 10:11pm 
Don't forget Failed Super Coordinator from Canard Pars (drops on Hell difficulty) which is a... 30% increase, I think?

But I think one needs to actually put on some stat-increasing abilities for this to be truly worth it in any case...
BlackDragon Mar 31, 2020 @ 4:23am 
You know, I assumed those abilities were for boosting SKILLS. Like, if you slap an attack-boost on someone with True Coordinator, he'd benefit more from it? But it actually boosts the stat-gain from other abilities? That's... pretty potent. A couple of those, a Sense Lv.5, and The Newtype's Lost Power would make for a pretty devastating combo.
CanadianTick Mar 31, 2020 @ 4:34am 
Originally posted by BlackDragon:
You know, I assumed those abilities were for boosting SKILLS. Like, if you slap an attack-boost on someone with True Coordinator, he'd benefit more from it? But it actually boosts the stat-gain from other abilities? That's... pretty potent. A couple of those, a Sense Lv.5, and The Newtype's Lost Power would make for a pretty devastating combo.

I plan to use them as a means to get decent stats to LVL 1 pilots to help them survive to get kills before (eventually) giving them Super Pilot
TouyaShiro Mar 31, 2020 @ 9:52am 
Originally posted by BlackDragon:
You know, I assumed those abilities were for boosting SKILLS. Like, if you slap an attack-boost on someone with True Coordinator, he'd benefit more from it? But it actually boosts the stat-gain from other abilities? That's... pretty potent. A couple of those, a Sense Lv.5, and The Newtype's Lost Power would make for a pretty devastating combo.
Yeah, that's why Kira Yamato (DESTINY, ZAFT White Uniform) and Setsuna F. Seiei (2nd, Movie, ELS Innovator) all have a +53 in their status screen when you first get them; the skill itself already gives a +35 to Defense/Reaction/Awaken, and is also immediately applying the +50% bonus to those stat changes (an extra 18 points for each). Give 'em something like Decorated Veteran (All stats +50 if level 30 or above), Flawless (Melee/Ranged/Defense/Reaction +80 if HP is 100% or higher), or of course standard stat boost skills, and watch those stats skyrocket.
lPaladinl Mar 31, 2020 @ 11:17am 
It's great except when you realise that there's a hard cap of 999 for all pilot stats and it doesn't take long to get there if you put any money into stats.

Those skills just end up wasted slots and wasted capital eventually.
TouyaShiro Mar 31, 2020 @ 9:35pm 
Originally posted by lPaladinl:
It's great except when you realise that there's a hard cap of 999 for all pilot stats and it doesn't take long to get there if you put any money into stats.

Those skills just end up wasted slots and wasted capital eventually.
Next patch, though...

Also, there's a max limit of six Abilities anyway, so you gotta choose what you boost wisely in either case. And for me personally, the only pilot I want to invest Capital into is Knight Superior Dragon. I prefer to keep the rest of the pilots at their base strength.
lPaladinl Mar 31, 2020 @ 9:38pm 
Originally posted by TouyaShiro:
Originally posted by lPaladinl:
It's great except when you realise that there's a hard cap of 999 for all pilot stats and it doesn't take long to get there if you put any money into stats.

Those skills just end up wasted slots and wasted capital eventually.
Next patch, though...

Also, there's a max limit of six Abilities anyway, so you gotta choose what you boost wisely in either case. And for me personally, the only pilot I want to invest Capital into is Knight Superior Dragon. I prefer to keep the rest of the pilots at their base strength.

True... it'll take a while to get there at the very least, I don't want to know what it'll cost to max out stats when they cap is raised. It's gonna be what, 9,999?

I started boosting some units early on and just can't avoid doing it. While it makes you overpowered, especially for normal, it's made completing the game a lot easier.

At least some stages do make it worthwhile to have those units, some of the final stages are actually kinda tough and it helps to have some boosted pilots.
TouyaShiro Mar 31, 2020 @ 10:06pm 
That's part of the reason why I didn't do that, really - for the challenge. I feel like I want to thrust myself into adversity to learn crazy stuff I probably wouldn't have otherwise, and then use that to break the game in half even without stat boosts.

Of course, because I was playing on Extra the entire time and also trying to earn some real powerful stuff early on (making a beeline for the 00 QAN[T] and Kira Yamato (ZAFT White Uniform) specifically before deciding on what to do next), that also added to it because of how tough some of those stages were. To that end, I think the Ptolemaios 2 Kai and eventually its crew carried me hard for my Warship Group, as for a long time I always ran with a Warship Group and Raid Group, very rarely switching it up until later on when I purchased the Archangel and the GSD crew.
lPaladinl Mar 31, 2020 @ 10:21pm 
Yeah I ran with an Archangel and Dominion combo for most of the game and it was honestly a bit lame not having ships I wanted to swap out to.

Not so much because the archangel classes are so good, but rather just they have all of the movement and hanger stats you need. It's nicer have ships you know can be used on every single stage.

I love some of the Space-only ships but it just sucks not being able to use them on half of the stages and having to go back and forth between group setup and stage select to swap them out.

I grabbed a Ptolemaios 2 when I unlocked it though, and while it's not the Kai, they seem about the same minus some atmospheric range difference. Those definitely seem like nice ships with Trans Am being a solid attack with point blank range and decent range. The stealth system is a bit of a mixed option for me, sometimes I'd rather have my ship be able to counter but it's definitely helpful for survival.

It's also slightly smaller than the Archangels which can be good and bad. Means you have slightly less range to deploy and dock with, but it also means you can squeeze through levels better.

Something I would have appreciated for post-game is maybe a way to make Warships universally capable for different environment conditions without having to waste all of your mod slots that I'd otherwise like for movement+ mods. Even if it would be lore-breaking.
TouyaShiro Mar 31, 2020 @ 11:09pm 
Originally posted by lPaladinl:
I love some of the Space-only ships but it just sucks not being able to use them on half of the stages and having to go back and forth between group setup and stage select to swap them out.
You eventually are able to gain Modifications which allow you to take units with only Atmospheric capability into Space, and vice versa, Warships included. They're towards the end of the Silver modification unlocks, however...

Originally posted by lPaladinl:
I grabbed a Ptolemaios 2 when I unlocked it though, and while it's not the Kai, they seem about the same minus some atmospheric range difference. Those definitely seem like nice ships with Trans Am being a solid attack with point blank range and decent range. The stealth system is a bit of a mixed option for me, sometimes I'd rather have my ship be able to counter but it's definitely helpful for survival.
The Kai also has a Smokescreen Launcher MAP Attack, and I believe overall stronger stats to start. It's the most expensive Warship in the entire game, too.

Originally posted by lPaladinl:
Something I would have appreciated for post-game is maybe a way to make Warships universally capable for different environment conditions without having to waste all of your mod slots that I'd otherwise like for movement+ mods. Even if it would be lore-breaking.
I mean, you only need to sacrifice the one slot for most Warships to allow them both Atmospheric and Space capability with the mods I mentioned above, stick a Warship Movement +2 on, and then anything else you may desire. I usually don't stick more than one movement up mod for any unit in GGCR myself, reserving the rest for terrain capability and anything else I may need (Additional Hangar, Special Antenna, etc.).
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Date Posted: Mar 30, 2020 @ 9:50pm
Posts: 10