Fuga: Melodies of Steel

Fuga: Melodies of Steel

Not enough ratings
An overly detailed guide to victory
By Liro Raériyo
Various details and in-depth explanation of various mechanics to help you avoid dealing with sacrificing children.

Added level-up tables for children since levels are not random, will improve upon as time willing

Also added an update history, because it helps me keep track of what to do next
   
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S-Ranking battles for maximum EXP
In order to S-Rank a battle, you need at least one category at S-Rank and two categories at A-Rank or two categories at S-Rank and one category at B-Rank to get the maximum experience multiplier of +50%

While you are extremely unlikely to be able to get an S-Rank on every single fight of the game, its more then reasonable to get an overall A-Rank minimum fairly consistently, with only the occasional kerfuffle elite that you just had a bad match-up against.




Turns is fairly self explanatory, keep your turn count as low as possible to secure an S-Rank

Damage taken is also fairly self explanatory, keep your damage taken through a battle as low as possible, the number itself is read as a percentage of your maximum health.

Technique is scored based on the following actions

  • 3000 Link Attack
  • 2000 Inflict status ailment
  • 1000 Attack enemy weakness
  • 1000 Use a skill
  • 100 Use the basic attack




Turns

A rule of thumb for S-Ranking turns is 2 turns +1 turn per enemy for single wave battles, 3 turns +1 turn per enemy for two wave battles and 4 turns +1 turn per enemy for three wave battles but never exceeding ten turns, this wont actually get you S-Rank on literally every battle but it will come close enough that more often then not you will S-Rank and should always A-Rank otherwise

Elite Battles follow largely the same outcome but add an additional 5 turns, the final wave of elite enemies is usually significantly harder then earlier waves if any were present, enough that some battles can still S-Rank at the twenty turn mark.

Boss battles should usually follow the basic idea of 15 turns +1 or 2 turns per chapter, most bosses will S-Rank turns with this amount.

Cannons are better and getting S-Rank turn counts as they on average do more damage per turn then Grenade Launchers which are better on average then Machine Guns, but you still need to be able to hit air units in the first place otherwise you are just wasting turns.




Damage

The damage number displayed at the end of battle is a % value, seeing 105 at the end of a battle for example means you took 105% of the Taranis' maximum health in damage over the course of that battle, healing does not reverse this value as all damage is tracked so its best to avoid and mitigate damage then it is to heal damage taken.

For non elite battles 10% to 15% of the Taranis' maximum HP is the limit you can take, elite battles can up this to around 15% to 25%

Unfortunately i have little to share on bosses, ive either taken extremely little damage or more then the Taranis' maximum health pool in every boss battle ive been in, a good guess is probably 40% but its honestly an unknown for me.

Id suggest keeping damage to a minimum as a larger priority against elites and bosses over turn counts, losing too much HP will cause the Taranis to dip under 50% which can lead to fear and depression, these greatly impact your ability to keep your turn count, damage and technique scores in S-Rank range, however you will also build hero mode faster once you get below 50% HP and it builds faster and faster the lower it goes so if you can prevent damage in the first place remaining at very low HP can in fact be the best way to prevent damage in the first place.

Weakness reduces damage by roughly 50%, Smoke inflicts an accuracy penalty against foes and Shock prevents foes from advancing on the timeline, these three statuses should be used liberally to help not only your technique score but your damage score as well.

If a character isnt going to defeat an opponent before an enemy gets to attack then its probably better to defend, defend will reduce the damage of the next enemy attack by 50%, this multiplies in effect with weakness bringing it to just 25% of the damage it would have otherwise inflicted, you can only block one enemy however so a chain of enemy turns is not very efficiently blocked, in that case its probably better to deal damage and attempt to get an S-Rank turn count and hope for no lower then a B-Rank in damage.




Technique

Normal attacks are very undesirable for high technique scores for obvious reasons, we want to avoid using these exclusively, but we dont have unlimited SP either so we cant just spam skills relentlessly either, the cost of a skill and the amount of targets it hits however has no impact, a skill simply grants 1000 score if used so if you think you still need to boost your score, spam the cheapest skills like Piercing Shot 1.

Enemy weakness refers to successfully delaying a target, all watch icons must be destroyed before an enemy is considered delayed thus granting you the bonus, kill shots still destroy watches and will grant the delay bonus so make sure to keep matching the correct weapons when possible.

Status effects grant 2000 points per successful application, these will be our real bread and butter method for boosting technique scores past the early game and most of them make it easier to get a higher damage score as well, status effects that trigger on kill shots still count towards technique score.

Link attacks give 3000 points on use, but more often then not in smaller battles just end up destroying all the weaker foes before you can delay them successfully, but its a powerful option in longer battles with multiple waves to clear a single wave out rapidly to save on turn count and damage.

Special mention to Sock's Link attack, it attempts to apply three different status effects on every target on the field, listing a 70% success rate for each status effect assuming no enemy resist any status, on a screen with the maximum enemy count of 6 this leads to potentially netting 39,000 technique from a single link attack. More realistically assuming only two thirds of them succeed still leads to 27,000 total score.

A good target thumb to maintain S-Rank for technique is a base of 4,000 + 1,000 per enemy + 2,000 per wave, add an additional 500 per chapter on top of that and if they are elite enemies add a further 5,000 too.

Unfortunately i cant say anything specific for bosses, ive yet to not get an S-Rank on technique for bosses so i cant really give proper advice. All i can say is that the first boss i got over 15,000 technique and that gave me an S-Rank and on average i increased by 2,500 to 3,500 score for each boss as the game progressed, matching this at the very least that will assure you an S-Rank for technique but is likely overkill for the later game bosses.
Status Ailments
Status Ailments are one of the best methods for dealing with strong threats that deal lots of damage, ailments have a standard application rate of 70%, most enemies do not resist status ailments by any capacity, but most bosses resist one or more status ailments by at least 30, causing most effects to be less then one in two odds of successfully applying

Ailments cannot be reapplied until they have completely worn off, all ailments can be applied to the same enemy at the same time, so keep applying new status ailments to keep enemy turns blunted in damage output.

The player is able to inflict the following five status ailments upon enemies.



Bad Luck increases the likelihood of the afflicted target to receive status ailments by +30, Bad Luck also has a higher then normal application rate at a default 100% success rate, few enemies resist Bad Luck but the ones who do usually have 100% resistance to it.

Burn causes foes to receive a percentage of their max health in damage each after each action they perform, foes that perform multiple actions back to back will trigger burn damage for each action, bosses most frequently have the ability to chain multiple actions back to back via reinforcement calls, bosses however also take significantly less damage from burn ticks and usually have some or total resistance to it.
Mark 3 enemies who enter wrath will also receive a tick of burn damage because of it.

Shock prevents afflicted targets from advancing on the timeline until it wears off, because shock prevents all action outright it inherently lacks synergy with burn.

Smoke applies an accuracy penalty to afflicted targets, the game unfortunately does not state how significant this accuracy reduction is, however most accuracy changes in Fuga are in increments of 30 so that will be what is assumed here.

Weakness multiplies the damage of afflicted enemies by 0.5, any attack that is also defended against will see its attack multiplied again by another 0.5, resulting in only a quarter of the damage being taken.
Malt Marzipan Level Table
Level
Attack
Critical
Speed
Skill
1
77
102
14
2
84
104
14
3
91
106
14
4
98
108
14
5
106
110
14
Brave Shot
6
144
112
14
7
122
114
14
8
130
116
14
9
138
119
14
10
147
121
15
11
156
123
15
Bravery
12
165
123
15
13
174
127
15
14
183
129
15
15
192
131
15
16
201
133
15
17
210
135
15
Fragmented Shot
18
219
137
15
19
229
139
16
20
239
131
16
21
249
144
16
22
259
146
16
Hot Blood
23
269
148
16
24
279
150
16
25
289
152
16
26
298
154
16
27
308
156
16
Triple Strike
28
318
158
17
29
329
160
17
Hanna Fondant Level Table
Level
Attack
Critical
Speed
Skill
1
48
182
20
2
52
185
20
3
56
189
20
4
60
192
20
5
64
196
20
Soothing Song
6
69
199
20
7
74
203
20
8
79
203
20
9
84
210
20
White Grenade
10
89
213
21
11
94
217
21
12
99
220
21
13
104
224
21
14
109
228
21
15
114
231
21
Ballad
16
119
235
21
17
125
238
21
18
131
242
21
19
137
245
22
Kyle Bavarois Level Table
Level
Attack
Critical
Speed
Skill
1
33
161
25
2
36
164
25
3
39
166
25
4
42
169
25
5
45
172
25
6
48
175
25
7
51
177
25
Sharp Arrow
8
54
180
25
9
57
183
25
10
60
186
26
11
63
186
26
12
66
191
26
13
70
194
26
Piercing Shot 2
14
74
196
26
15
78
199
26
16
82
201
26
17
86
204
26
18
90
207
26
19
94
210
27
Air Strike
20
98
213
27
21
102
216
27
22
106
219
27
23
111
222
27
Boron Brioche Level Table
Level
Attack
Critical
Speed
Skill
1
84
97
12
2
92
98
12
3
100
100
12
4
108
101
12
5
117
102
12
6
126
104
12
Protection
7
135
106
12
8
144
107
12
9
153
109
12
10
162
110
12
11
171
112
13
12
181
113
13
Shell Festival
13
191
115
13
14
201
116
13
15
210
118
13
16
221
120
13
17
231
121
13
18
241
123
13
19
251
124
13
Reinforce
Socks Million Level Table
Level
Attack
Critical
Speed
Skill
1
55
198
20
2
60
202
20
3
65
206
20
4
70
210
20
Smoke Grenade
5
75
214
20
6
80
218
20
7
86
222
20
8
92
227
20
Burning Spirit
9
98
231
21
10
104
235
21
11
110
239
21
12
116
243
21
13
122
247
21
Stun Grenade
14
128
251
21
15
134
255
21
16
140
259
21
17
147
264
21
18
154
268
22
19
161
272
22
Mine Field
20
168
276
22
21
175
280
22
22
182
284
22
23
189
288
22
Mei Marzipan Level Table
Level
Attack
Critical
Speed
Skill
1
27
140
27
2
29
143
27
3
31
146
27
Quick Assault
4
33
149
27
5
35
152
27
6
37
156
27
7
39
159
28
8
41
162
28
9
43
165
28
Encourage
10
45
168
28
11
48
172
28
12
51
175
28
13
54
178
28
14
57
181
28
Lullaby
15
60
184
29
16
63
187
29
17
66
190
29
18
69
194
29
19
72
197
29
20
75
200
29
Encouraging Shot
21
79
203
29
22
83
206
30
23
87
209
30
Chick Montblanc Level Table
Level
Attack
Critical
Speed
Skill
1
2
3
4
5
6
65
218
22
7
69
222
22
Risky Grenade
8
73
225
22
9
77
229
23
10
81
233
23
11
86
236
23
12
91
240
23
Vanish
13
96
243
23
14
101
247
23
15
106
250
23
16
111
254
23
17
116
257
24
18
121
261
24
White Grenade
19
126
264
24
20
131
268
24
21
137
271
24
22
143
275
24
23
149
278
24
24
155
282
25
Electro-Mines
25
161
285
25
Hack Montblanc Level Table
Level
Attack
Critical
Speed
Skill
1
2
3
4
5
6
99
129
22
7
106
131
22
8
113
133
22
9
120
135
23
10
127
138*
23
Burning Trigger
11
134
140
23
12
141
142
23
13
148
144
23
14
156
146
23
15
164
148
23
16
172
150
23
Black Shell
17
180
152
23
18
188
154
24
19
196
156
24
20
204
158
24
21
212
160
24
Double Strike
22
220
165
24
23
228
165
24
24
236
167
24
25
245
169
24
Sheena Falafel Level Table
Level
Attack
Critical
Speed
Skill
1
2
3
4
5
6
7
8
9
48
184
25
10
51
188
25
11
54
191
25
Syphon Beam
12
57
194
25
13
60
197
25
14
63
200
25
15
66
203
25
16
69
207
25
17
73
210
25
Piercing Shot 2
18
77
213
26
19
81
216
26
Jin Macchiato Level Table
Level
Attack
Critical
Speed
Skill
1
2
3
4
5
6
7
8
9
10
11
12
13
14
140
233
19
15
147
226
19
16
154
230
19
17
161
233
19
18
168
237
19
19
175
240
19
20
182
244
20
Black Ground
Wappa Charlotte Level Table
Level
Attack
Critical
Speed
Skill
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
166
451
20
17
174
454
20
Bang Bang!
18
182
458
20
19
190
461
20
20
198
465
20
Update History
Initial creation: S-Rank Details
Update 1: Status Ailment Details
Update 2: Children level-up table pass 1 & Update History
Update 3: Children level-up table pass 2, adding tables for Jin and Wappa