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Any weapon in the last group will give minor boost to stats depending on the weapon and 1 crit. Thimbles are the item that the shop cursor defaults to, so it's the laziest one to buy.
The most common thing to do is Elixirs for the main things for hp/sp and hp/sp regen, and 100 thimbles in the bottom for 100% crit.
Search "13.00" to skip to the curry part of this guide for more info, but I'd like to think I sumarized it well enough up above.
https://gamefaqs.gamespot.com/ps4/835980-disgaea-5-alliance-of-vengeance/faqs/72496
The sub-ingredients are still weird for me. I can't think of anything that you'd want to add that is cheap enough throw into a curry for a bonus, and also a big enough increase that the sub ingredients would do anything worthwhile. Looking around, it sounds like it's something like 5% of only the primary effect?
Especially once you get into the post game, you'll be just dumping hundreds of elixirs into curry just because you have them and it's a waste to sell/convert to IW points.
- Only the Main ingredient gives a special effect. For the elixir family is HP/SP heal, The usual HP UP shown before the special effect is the stat that got buffed the most in the recipe.
- Main ingredient adds 10% of the BASE stats (before rarity and level), secondary 5% and secret ingredient 3%. The extra ingredients give 1% stats. Stats are rounded down.
- Elixirs have 10B HP, you need 185 Carnage Elixirs to get 2B HP from curry witch is the cap.
- Innocents doesn't affect curry outcome.
Also in the curry section of this guide you have cheap cool effects for your main ingredient:
https://steamcommunity.com/sharedfiles/filedetails/?id=2386954075
I think the secondary ingredients can also have an effect, but are small enough percentages that anything useful gets rounded down.
I think curry is mostly an interesting idea that has too small of an effect to be very useful outside of crit percent and hp increase.
Ah, I knew there was something else useful.
Believe me, only the main ingredient gives an extra effect, this could be HP/SP Heal. I believe is 5% of your MAX per turn, you can test it yourself.
Yup, is on the guide, a great combo for extra damage with the Elemental unique skill from Magic Knights.
I usually throw 1 Sunshine Rod as main ingredient, then carnage elixirs as secondary/tertiary, and a dozen extra or so, with the 100 cheap fists for the 100% crit. I locked 200 from the inventory for Baal Fight Carnage fight.
At the begining, throw Ninja Tabi for +1 spd, the sunshine rod is for endgame.