do you have any pattern how to complete any scene, and unlock all characters please (Like guide). I really appreciate it, if u can tell
I have some links to a few helpful guides of the gameplay if you like:
This is good compared to the others for the pre– and suffixes of the medals:
You must be registered to see the links
A more "complete", but very messy site (items, skills, and pre/suf are often named differently for the same thing even on the same page):
You must be registered to see the links
I found it useful for double checking and something of a better overview (because of the ctrl+f) of the units and items (etc.) and their skills.
This is very helpful for getting started.
You must be registered to see the links
This one also goes in getting the cg in a fast way.
You must be registered to see the links
Ask away to me, if you have any questions regarding the gameplay.
I stopped playing after clearing Nidhogg on berserk 3 in the battle royale mode. The reward was underwhelming compared to the previous rewards and I felt let down.
Here are some tips for the higher difficulties and the skills you should consider:
For defensive units [hardy physique] is needed. Melee attacks not using dimensional attack also benefits greatly from this as they'll take a lot of damage from counter amps on the enemy's tanks.
This skill is so broken, think of it as a health increase. At 90% (max) you get x10 times the health. The guide says around 60% is fine. That's not what I've experienced on berserk 3 and what little I did on berserk 4 before getting tired of the game (berserk 4 doesn't unlock anything). 80% at minimum on your tank. The difference between 60% damage reduction and 90% damage reduction is 4 times as much damage.
The null'ing effects are not 100% needed on a team, but almost. Null-cross counts as null-pierce and null-wide. Null-wide and null-pierce in the same team counts as null-cross. The null-all is it's own thing, it doesn't nullify all the other attack type. Null-all simply nullify the ability some enemies have, which attacks the entire team.
Null-range and null-flank serves to keep your backline safe and the focus on your tank. (You start getting some really OP materials for new items on Nidhogg, which helps solve all these defense issues. A shield that blocks the all attack and another one which has null cross. An armor which also has null cross etc... lots of things.
[Helmet split] and [dimensional attack]: You need some penetration on your attacks on the higher difficulties. The stronger enemies will laugh at your 300 attack (roughly the average of your troops at that point) with their defense in the many thousands.
I thought in the start, that the deal with helmet split on the max. 75% of the attack damage would go clean through and 25% of it, would be met with the defense of the enemy. Penetration instead serves to lower the enemy's defense by the stated amount. A 2000 defense enemy would get an effective defense of 500, which is still pretty high.
Dimensional attack makes your attack ranged and with a 75% pierce (dimensional attack is always 75% pierce, the number is merely the force reduction it also causes the enemy on attack) without the limitation of ranged attacks. The only way to "counter" this attack is with evasion.
Dimensional attack and helmet split stacks in their penetration. I'm not 100% sure how. The max amount of penetration you can get is 90% on a lethal crit with a maxed helmet split and dimensional attack combined. There seems to be a difference between 40% helmet split and 80% (75%) in combination with a dimensional attack. Making me think the effect is not additive.
[Lethal crit] as previously indicated makes for another layer of armor penetration. As I recall it's around 25% armor penetration. I'd say having lethal crits with a high crit chance is a secondary concern compared to a having a high amount of helmet split. Well, at least on characters that doesn't have a dimensional attack. Still very worth considering taking advantage of on characters with inherently high crit chance (min 30%)
[Additional attacks]... as many as you can get, without compromising your armor penetration. Having a large [counter amp](lification) on your tank should, however, not be of a concern. Mattering little as the tank will have little armor penetration.
[Slayer defense] and [defense only] are also important skills for your tank besides hardy physique. [Forward guard] will keep your most squishy target (in the correct position) save from dimensional attacks. Should you not have evasion bate in the current team. The enemy will always target the weakest of your troops. So have your evasion bate (troop with 100% evasion) on lower defense (and health total if possible) than the rest of your team.
Slayer attacks can get really nasty, it'll not be uncommon to see x5 multipliers.
Defense only flat out halfs the damage taken.
I think, there's only 1 defensive troop (one of the best, Baldr is a mage type) which doesn't defensive tactics. Defensive tactics will have the troop cover for all the other troops on the same line, besides boosting your allies defense. A very necessary ability for a tank.
Don't underestimate the magic [field] abilities (fire field, lightning field, ice field etc. etc.) as I did. They are immensely powerful. I thought the damage was something of a 1:1 ratio to its stated ability nr. before I did any tests. This is not the case. I made a team of Odin's for fun with some very good staffs. I think the total number of the field abilities was around 200. Yet I saw them doing 2k-3k damage at the end of the turn. Suggesting it's more in them line of a 1:10+ ability. This ability will, however, not work in auto battle. Reduced in effectiveness or completely nullified by [spell barrier]. I suggest having some high spell barrier on your main teams.
Only use a healer on your main teams. They are not needed in auto battle as the healing isn't activated.
Cross and all attacks are also mighty good to have yourself.
Get a troop if there's room for it in your team.
The main team should have at least: 1 Tank, 2 DPS, 1 healer (with absolute cure, the wiki has abnormal treatment and absolute cure messed up, absolute cure is the one that protects the entire team), and a supporter with spell barrier.
The auto attacker teams should have at least: 1 Tank, 2 DPS.
While not being strictly necessary I do suggest you have at least a bit of [ambush alert]. Those who uses ambush attacks the most are the humans, who are mostly the weakest, so it's not a huge priority.
---------------------------- Conclusion--------------------------
Attackers should prioritize as follow:
armor penetration>multiple attacks>any aoe attack (all attack>cross attack>pierce attack>wide attack)>crit/lethal crit.
Those with inherently large crit chance should switch the priority of getting an aoe attack extra crit/lethal crit.
If it's a main DPS on a team without dimensional slash and it's not ranged, I'd go:
armor penetration>multiple attacks>min 40% hardy physique>aoe attacks>crit/lethal crit
Tanks should prioritize as follows:
80% Hardy physique>slayer defense>defense only>90% hardy physique or forward guard (depending on the setup of the rest of the team)>covering for deficiencies in the teams null abilities.
Cheers and kind regards from Hajtand.