Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And I heard axes with high rank can't be maxed in all stats because of too high negative stats in the beginning
I heard the same. As far as I understand there are several bonuses that affect item stats:
Training, Kill, Level, Rarity.
Training increases base stats of the item that are later multiplied by the other three. There is a hard cap for base stats somewhere in the millions (don't remember the exact number). To get training you need to kill bosses (item generals/gods), clear mystery rooms, defeat invaders.
Kill is similar to experience, is rewarder for killing stronger enemies. Is soft capped at 400 and hard capped at 550, you barely gain anything for the last 150 so it may be easier to stop at soft cap. Best way to increase it is to raise difficulty in cheat shop to 20 stars.
Level is gained by earning corresponding rewards from the bonus gauge, picking up level fish and destroying level something (forgot the name). It is softcapped at 500, hardcapped at 9999, you need to pass a bill after every 500 level to unlock ability to gain next 500. After the first 500 levels increase become much smaller. Increasing level increases difficulty of enemies.
Rarity increases at the same time as training but is capped at 100 where item becomes epic.
So the recommended way to upgrade an item was to max base stats through training first by skipping levels and fighting bosses only so that bosses don't scale too high. It was recommended to pump up difficulty to 20 stars so that you gain some kill bonuses while you gain training. Item level does not increase so difficulty remains the same as you progress. When you can training bonus you can finish kill bonus and then remove 20 star difficulty increase and start upgrading level till you max the item.
It was also said that it is almost impossible to level item incorrectly (I guess the only way to fail is with axes if you don't remove negative penalty to stats early), the only difference will be the amount of time that you need to spend on leveling (for some items maxing base stats required 800 bosses, for others up to 3000). For axes you need to fill the item with a lot of innocents while you gain train bonus and pass some bills to get all base stats into positive.
I may be forgetting something as I didn't try it myself, but what I understood sounded something like this.
Short answer: to keep difficulty of bosses low so that you can upgrade base stats for the item till max.
For training bonus you need single target dps and some squad that allows you to skip floors. You turn on Stop on boss option in cheat shop, use character from that squad to rush to the exit of the floor and every 2nd floor you visit there will be a boss that you kill with single target dps and then leave the floor without killing everyone else.
This are late game grinds when you already have maxed characters and started working on items, so it is not necessary for intermediate items that you don't plan to max. For those you can use any order of progression in the item world. It may even seem as it is a waste of time to spend it on those items. But there can be some reasons to run through them too - like getting innocents.
So the best axes to max are the rank 40 non-carnage Item World specials, because then you get the extra special innocent in addition to high (ish) starting stats.
It ultimately just appears to make it easier to reach the 2M cap if the stat in question default pretty high on the item (you can exeed the cap, but very minimally, like mere single points instead of hundreds, not really worth the grind).
So the main thing to consider is the item itself. Do you want a particular weapon to high stats, or an accessory?
If an accessory, then what do you want it for? Stats while keeping your crit at 100% with curry? I heard Barefoot X is the best item for that due to it's movement bonus. But if you don't care about that extra bit of movement, Hercules' Armor or Trapahezadon or whatever it was named are faster to level.
Edit: If you're picking Axel Gear be aware you cannot accuire or equip new Unique Innocents onto it!
(And there's aparrantly a bug where enemy units using it cannot gain the buff from Rapid Movement or Assault Attack and such movement-based evilities. Fortunately, player units still seemingly can, so that shouldn't be a issue on PC either way if online functions like the map editor don't work there which would've let you build up units for other players to fight.)
If you're like me, and want to build up a team on the Switch to have other players fight, i'd recommend Providence (the highest tier Glasses), with it's (innate?) +10% crit, which can be further enhanced by Weak Searcher (Mao's passive, i think?) for another +20 crit. And then of course making use of having 90-100% crit by going for crit-damage enhancers for the best damage output.
Edit: If you're feeling crazy... I think you can get TWO unique evilities on a single Weapon, if it's one of the Fun/gag items. You get the default one, and can equip an extra one you've gotten from Item Gods. That said, their stats are low, so you'd be grinding a LOT. Not entirely related, but hey, if you're looking for items to grind... :P
(That said, Unique Evilities do not stack, so... Yeah. Can't get -60% Physical damage with x3 Wuss or such. At best a -30% from Kinder Gartener, Wuss and Caregiver combined. I don't think the +10% damage to monster allies Unique Evility stacks either, each person holding it presumably only gives allies 10% even if holding multiple. But never tried that, so not 100% sure.)
Just tried it, and you also get the effect of Rapid Movement, so not sure what you're on about.
Maybe to investigate it later. Edit: Investigated. Seems to only affect/glitch enemies. Player units benefit from the evilities just fine, just enemies can't benefit from it if using Axel Gear. (Which sadly reminds me of how Mana Burner is also non-functional on enemies... Sadness...)
Tried it in the map editor by having a ally and enemy-copy of it both use the combo.