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PostPosted: Sun Jul 26, 2015 6:11 pm 
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Infinity Blade III - Tips & Tricks Compilation

Table of Contents

I. Gem Fusion

A. Capping Non-Rare Gems (All Stat & Elemental Attack)
1. Capped Values of Non-Rare Gems
2. Capped Gem Fusions

B. Rare Gems (All Stat & Elemental Attack)
1. Initial Fusion to Create a Rare Gem
2. Fusions to Upgrade Rare Gems
3. Rare Gems Upgrade Increments
4. Rare Gems Maximum Stats

C. Rare Darkfire (DF) Gem
D. Rare Titan Level (TL) Gem
E. Bonus Combo Length —1 (BC-1) Gem
F. Great Parry All Attacks (GPA) Gem
G. Combo Slash (CS) +100% & Titan Speed (TS) at 80% Gems
H. Special Triangular Gems (Difficult to Find/Fuse)
1. On Bonus Combo _% Magic Charge (OBC_%MC) Gem
2. On Bonus Combo _% Super Charge (OBC_%SC) Gem
3. Titan Break, Window +3 (TB+3) Gem

II. Gem Usage

III. Potion Brewing Formulas of Most Useful Potions

IV. Potion Usage

V. Magic Usage

VI. Battle (Chip) Challenges

VII. Survival Challenges (Aegis Tournament, Deathless Mode, Take No Damage)

A. Bonus Combo/Super Attack Charge (“Stun Lock”)
B. Freeze Magic; Great Parry All; & On Perfect Parry, Stun Titan 3s Gems
C. Freeze Magic; Great Parry All; On Perfect Parry, & Stun Titan 3s, & On Break Get _% Super Charge Gems
D. “Add A Second Chance” Potion for 12 Deaths
E. On 4-­‐Hit Combo, Block All Attacks gem
F. Note on Potion Use

VIII. Switch Class Gems and Potions Tips

IX. Wrapping Bonus Combo Tips

A. General Info on Combos and Bonus Combos (Dual and Light Weapons)
B. Infinity Blade (Light Weapon)
C. Blade of Heaven (Isa Light Weapon)
D. Tourian (Isa Dual Weapon)
E. Keldrew (Siris Dual Weapon)
F. Note on Diagonal Swipes.

X. On 5-Hit Combo, Continue Combo (Light Weapon Gem)

XI. Heavy Weapon Info & Tips (Plus A Note Regarding Light Weapon Shields)

XII. Boss Perks and Boss Weaknesses Tips

XIII. Ryth, The Collector, Dragons, Random Bosses (Plus How to Get the Classic Infinity Blade Light Weapons)

XIV. Loot / Equipped Items and Gems / Customization Menu

XV. Advanced Battle Tips

XVI. Arena Tips

XVII. Heaven Observatory

XVIII. Did You Know?


****************************************************************ACKNOWLEDGEMENT****************************************************************
This work was originally compiled and arranged by Seplotnick, an Epic Games Forums moderator and Master Potion Brewer.
****************************************************************ACKNOWLEDGEMENT****************************************************************

_________________
"Hey listen, we're all in strung out shape... but stay frosty, and alert."


Last edited by Cpl_Hicks on Fri Dec 18, 2015 1:26 pm, edited 31 times in total.

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PostPosted: Sun Jul 26, 2015 6:11 pm 
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I. Gem Fusion Tips

  1. Capping Non-Rare Gems (All Stat & Elemental Attack)

    1. Capped Values (Max Strength) of Non-Rare Gems:

      1. Attack Stat Gem (Round & Light Green): +200.
      2. Attack (Indoor or Outdoor) Stat Gem: +375.
      3. Magic Stat Gem (Round & Purple): +200.
      4. Magic (Indoor or Outdoor) Stat Gem: +375
      5. Shield Stat Gem (Round & Dark Green): +60
      6. Shield (Indoor or Outdoor) Stat Gem: +120
      7. Health Stat Gem (Round & Red): +50
      8. Health (Indoor or Outdoor) Stat Gem: +87
      9. Elemental Attack Gem (Color Square): +400
      10. Elemental Attack (Indoor or Outdoor) Gem: +750

    2. Fusing Capped Gems:

      [In all cases below it is assumed that Isa’s Gem Master Skill is enabled.]

      1. Attack Stat Gems (Round & Light Green)

        1. Three Attack Gems (Regular) each with a value of less than +50 will result in a +100 regular Attack Gem (UNCAPPED).
        2. Three Attack Gems (Regular), at least one or more of which has a value of +50 or more, will result in a capped +200 regular Attack Gem.
        3. Three Attack Gems (Indoor/Outdoor) will result in a capped +375 Attack Gem (Indoor or Outdoor, as the case may be).
        4. Three Attack Gems containing a mix of Regular, Indoor and Outdoor gems, will result in a capped +200 Regular Attack Gem.

      2. Magic Stat Gems (Round & Purple)

        1. Three Magic Gems (Regular) each with a value of less than +50 will result in a +100 regular Magic Gem (UNCAPPED).
        2. Three Magic Gems (Regular), at least one or more of which has a value of +50 or more, will result in a capped +200 regular Magic Gem.
        3. Three Magic Gems (Indoor/Outdoor) will result in a capped +375 Magic Gem (Indoor or Outdoor, as the case may be).
        4. Three Magic Gems containing a mix of Regular, Indoor and Outdoor gems, will result in a capped +200 Regular Magic Gem.

      3. Shield Stat Gems (Round & Dark Green)

        1. Three Shield Gems (Regular) each with a value of less than +20 will result in a +30 regular Shield Gem (UNCAPPED).
        2. Three Shield Gems (Regular), at least one or more of which has a value of +20 or more, will result in a capped regular Shield Gem.
        3. Three Shield Gems (Indoor/Outdoor) will result in a capped +120 Shield Gem (Indoor or Outdoor, as the case may be).
        4. Three Shield Gems containing a mix of Regular, Indoor and Outdoor gems, will result in a capped +60 Regular Shield Gem.

      4. Health Stat Gems (Round & Red)

        1. Three Health Gems (Regular) each with a value of less than +20 will result in a +31 Regular Health Gem (UNCAPPED).
        2. Three Health Gems (Regular), at least one or more of which has a value of +20 or more, will result in a capped +50 Regular Health Gem.
        3. Three Health Gems (Indoor/Outdoor) will result in a capped +87 Health Gem (Indoor or Outdoor, as the case may be).
        4. Three Health Gems containing a mix of Regular, Indoor and Outdoor gems, will result in a capped +50 Regular Health Gem.

      5. Elemental Attack Gems (Color Squares)

        1. Three Elemental Gems with same elemental attack (all Regular) each with a value less than +100 will result in a +200 Elemental Gem of that kind (UNCAPPED).
        2. Three Elemental Gems of the same element (all Regular), at least one or more of which has a value of +100 or more, will result in a capped +400 Elemental Gem of that kind.
        3. Three Elemental Gems of the same element and variety (Indoor/Outdoor) will result in a capped +750 Elemental Gem of that variety (Indoor or Outdoor).
        4. Three Elemental Gems of the same element, but containing a mix of Regular, Indoor and Outdoor gems, will result in a capped +400 Regular Gem of that element.

  2. Rare Gems (All Stat & Elemental Attack)

    1. Initial Fusion to Create a Rare Gem.

      Fusing three capped gems, one from each variety (regular, indoor and outdoor) from either the Stat class (Attack, Magic, Shield, Health), or from a specific Element, will yield a Rare Stat or Rare Element Gem, respectively. The initial rare gem stats are as follows:

      1. Rare Attack Stat Gem: +250
      2. Rare Magic Stat Gem: +250
      3. Rare Shield Stat Gem: +75
      4. Rare Health Stat Gem: +60
      5. Rare Elemental Attack Gem: +500

    2. Upgrading Rare Gems

      1. Rare Attack Stat Gem Upgrade: Rare Attack gem together with any combination of capped attack gems (regular, indoor or outdoor), indoor or outdoor attack gems of +250 or more, or regular attack gems of +100 or more (but not a +100 attack gem with a sales value of less than 100,000 Gold).
      2. Rare Magic Stat Gem Upgrade: Rare Magic gem together with any combination of capped magic gems (regular, indoor or outdoor), indoor or outdoor magic gems of +250 or more, or regular magic gems of +100 or more (but not a +100 magic gems with a sales value of less than 100,000 Gold).
      3. Rare Shield Stat Gem Upgrade: Rare Shield gem together with any combination of capped shield gems (regular, indoor or outdoor), indoor or outdoor shield gems of +85 or more, or regular shield gems of +40 or more.
      4. Rare Health Stat Gem Upgrade: Rare Health gem together with any combination of capped health gems (regular, indoor or outdoor), indoor or outdoor health gems of +70 or more, or regular health gems of +40 or more.
      5. Rare Elemental Attack Gem Upgrade: Rare Elemental gem together with any combination of capped elemental gems of the same kind (regular, indoor or outdoor), indoor or outdoor elemental gems of +500 or more of the same kind, or regular elemental gems of +200 or more of the same kind (but not a +200 regular elemental gem with a sales value of less than 200k Gold).

    3. Rare Gems Upgrade Increments

      1. Rare Attack Stat Gem: +100 per upgrade
      2. Rare Magic Stat Gem: +50 per upgrade
      3. Rare Shield Stat Gem: +50 per upgrade
      4. Rare Health Stat Gem: +20 per upgrade
      5. Rare Elemental Attack Gem: +200 per upgrade

    4. Rare Gems Maximum (Capped) Stats

      1. Rare Attack Stat Gem: +25750
      2. Rare Magic Stat Gem: +13000
      3. Rare Shield Stat Gem: +12825
      4. Rare Health Stat Gem: +5160
      5. Rare Elemental Attack Gem: +51500

  3. Rare Darkfire (DF) Gem (Shiny Black Square)

    • Two Rare Darkfire Gems remain available (one from defeating the second dragon and the other one from the Black Fire Map, which is received as treasure for The Obscure Map).
    • Two others were available on a one-time only basis in the Hideout’s Chest and as an Aegis Tournament reward.
    • Rare Darkfires begin with an initial attack stat of +1000, and upgrade in +500 increments—by fusing them with any capped elemental gems (regular, indoor or outdoor)—up the maximum of +128500.

  4. Rare Titan Level + (TL) Gem (Shiny Brown Hexagon)

    • To create a Rare Titan Level gem, simply fuse three capped Bonus Titan Level +500 (or TL+500) gems.
    • To upgrade the Rare Titan Level gem, fuse it with two capped TL+500 gems up to a maximum of +64750.
    • Probability of successfully fusing a TL+500 Gem is fairly good when fusing three different hex gems, where one is of medium gold value (103k—255k) and the other two are very low gold value (under 10k). Also, fusing three different capped dual weapons gems of the Get Health (red), Get Gold, Damage Titan (light violet), or Attack Charge (green) variety—with preference to the green and red ones—, has a high probability of yielding a capped TL+500 gem.

  5. Bonus Combo Length —1 (BC-1) Gem (Red Hexagon)

    While no guaranteed fusion formula exists, successful formulas have included:

    1. Combine: (a) “On Dodge, Attack Charge +” Dual Weapon Gem (between 1050 and 1100), and (b) Two “90% Titan Speed” Light Weapon Gems. [Highest Success Rate -­‐ 70%]
    2. Combine: (a) “On Combo, Get 25 Shield” Triangle Gem, and (b) either two very low level “On Slash, Get Gold” heavy weapon gems (25 Gold or Less), or one very low level “On Slash, Get Gold” and one very low level “On Stab, Get Gold” dual weapon gem (again 25 Gold or Less). [A 60% success rate has been reported].
    3. Combine: (a) “On Combo, Get 21 to 24 Shield” Triangle Gem, and (b) two “On Slash, Get 50 to 60 Gold” heavy weapon gems. [A 60% success rate has been reported].
    4. Combine: (a) “On Dodge, Attack Charge +" Dual Weapon Gem (between 900 and 1050), and (b) either two very low level “On Slash, Get [25 or Less] Gold” heavy weapon gems [40% success rate reported] or two very low level “On 4-­‐Hit Combo, Get Gold” light weapon gems [25 Gold or Less].
    5. Combine: (a) “On Break, Get (5%, 6% or 7%, albeit 7% seems to have best results) Super Charge” triangle gem, (b) Either “On Mega Hit, Damage Titan 2500 (or close to that)” Triangle Gem, “On Magic Get 1001 Health” hex gem or “On Get Hit Get 10% Super Charge” hex gem; and (c) a low value gem. [A less than 33% success rate has been reported, with diminishing results over time].
    6. Combine: (a) “Titan LVL +300” Hex gem, and (b) any two very low value hex gems. [A less than 5% success rate has been reported]

  6. Great Parry All Attacks (GPA) Gem (Red Triangle)

    • Continue to fuse On Perfect Parry, Damage Titan Gems until you have three capped at +6250 of damage. Fuse these three gems and you will always get a “Great Parry All Attacks” (GPA) gem.
    • Gem fusion formulas that can result in a BC-1 gem can also result in a GPA gem.
    • Rarely, mixed combinations of high, medium, and low gold value triangular gems have resulted in random GPA fusions, among other interesting results.

  7. Special Triangular Gems (Difficult to Find/Fuse)

    All three of the following gem types are mostly seen either in the Store or the Merchant Ship as one progresses through the game and quite rarely. However, they have also been randomly fused, UNCAPPED, from fusion combinations of different color triangles with differing gold value. Combining gold, crimson and red triangles seems to have better odds, as well as ensuring that they are mixed in high, medium and low gold values. Fusion probability is rather low but combined with the odds given by the Store and Merchant, chances are you will arrive at you goal more quickly.

    1. On Bonus Combo _% Super Charge (OBC_%SC) Gem
      The capped value of this gem is 10%, which is easily achieved by fusing three lower-value ones together.
    2. On Bonus Combo _% Magic Charge (OBC_%MC) Gem
      The capped value of this gem is 10%, which is easily achieved by fusing three lower-value ones together.
    3. Titan Break, Window +3 (TB+3) Gem
      The capped value of this gem is +3, which is achieved by fusing one +2 and two +1 gems together.
      Important: See Gem Usage (below) for the stack maximum of this gem.

  8. Combo Slash (CS) +100% & Titan Speed (TS) at 80% (Heavy Weapon gems)

    Both of these gems seem to forge with same combinations:

    • Most successful fusion (25% success rate): (a) either an “On 4-­‐Hit Combo, Get 125 Gold” light weapon gem or an “On Stab, Get 125 Gold” dual weapon gem (some use this basic formula with lesser gold recovery levels and have been successful as well), (b) “25% more likely to Drop Rare Items” hex gem (some have successfully used a lower percentage Drop Rare Items gem in this formula), and (c) a very low level gem.
    • Alternative fusion possibility: Three Heavy Weapon gems each with a gem bag sales value of about 100K gold.


II. Gem Usage

  1. You can switch and/or equip gems just prior to opening chests to maximize the output, and then immediately switch back. Only Siris opens the chest at the Hideout, and if there might be gold in that chest when you open it make sure Siris is equipped with as many Gold + Hex gems as possible.

  2. Things to know about Titan Break +2 (TB+2) Hex Gems and Titan Break +3 (TB+3) Triangle Gems:

    1. TB+2 Hex Gems stack without limit (e.g., insert 6 TB+2 Hex gems in your armor set, and your Titan Break will be +12), while TB+3 Triangle Gems have a stack limit of two.
    2. You can maximize your breaks by Stacking TB+2 Hex Gems with two TB+3 Triangle Gems (e.g., Two TB+3 gems—their maximum stack—combined with three TB+2 Hex Gems would give you a Titan Break +12).
    3. As combo swipes take more time than regular swipes, many prefer the dodge and block hit-based break windows over the parry time-­‐based break windows. [See the third post in this thread for links to great threads on hit-based break windows and time-based break windows].

  3. Darkfire and other elemental gems cause no additional damage on mega hits, scratches, stabs or slashes, and only do 10% damage against elemental titans (including most Deathless titans at the end of an Act or most Interludes). See Tip (4) of Section III, Original Post of this Thread, for how to use this to your advantage in certain battle challenges.

  4. Using “Attack Charge +” gems (or potions) increases the damage on the first successful (non-blocked) attack, which includes a scratch. See Tip (6) of Section III, Original Post of this Thread, for how to use this to your advantage in certain battle challenges.

  5. ”Titan LVL” hexagonal gems need to be equipped prior to approaching the titan to have impact. Also, once the Titan’s level is raised, you can remove the gem and replace it with another gem and it will have no impact on the increased Titan Level. This gem is great for increasing the amount of any gold dropped, the quality of any gem dropped, and increasing XP rewarded.
    • EASY BENEFIT: After you complete an Act, Interlude or Exploration, equip your highest Titan LVL gem before exiting for the Hideout, and watch the Merchant’s offerings increase in quality.

  6. Indoor and Outdoor elemental gems are fully effective in all Aegis Tournaments, Clashmobs and Trials, regardless of environment.

  7. If you face a titan with an elemental attack that does not have a defense for the “opposite attack”, and you either (a) use weapons, (b) equip gems, or (c) use potions, that give you that opposite elemental attack, the elemental damage inflicted will be double the base amount indicated. Pairs of elemental attacks constituting opposites are: Fire vs. Ice; Poison vs. Shock; Wind vs. Water; and Light vs. Dark.


Last edited by Cpl_Hicks on Mon Aug 10, 2015 3:21 pm, edited 77 times in total.

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PostPosted: Sun Jul 26, 2015 6:12 pm 
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III. Potion Brewing Formulas of Most Useful Potions

  1. Rare Second Chance:
    8 Blue Butterflies & 2 Rare Bulbs (17% Success)
    1 Rare Root, 1 Rare Bulb & 1 Blue Berry (15% Success)
    1 Rare Root & 1 Blue Berry (14% Success)
    1 Rare Root, 1 Rare Bulb & 1 Blue Butterfly (14% Success)
    2 Blue Berries & 1 Rare Root (14% Success).
    Note: Any combination with a Blue Berry or Blue Butterfly, and about a 4-hour brew time, has a chance of success.

  2. Titan Break +10:
    2 Red Mushrooms (50% Success)

  3. Titan Break +20:
    3 Red Mushrooms & 1 Red Flower (26% Success)
    9 Red Flowers & 1 Yellow Cocoon (26% Success)
    3 Red Mushrooms & 1 Blue Butterfly (23% Success)
    2 Red Mushrooms & 4 Red Flowers (22% chance of success)
    9 Red Flowers & 1 Blue Butterfly (22% Success).
    Note: Any combination with the majority of ingredients being red and about a 25-minute brew time has a chance of success.

  4. Unlimited Dodge:
    9 Green Cactus & 1 Yellow Cocoon (20% Success)
    3 Green Reeds & 1 Red Flower (20% Success)
    10 Green Cactus (18% Success)
    3 Green Reeds & 1 Blue Berries (17% Success)
    Note: A combination with either Green Reeds and/or Green Cactus as an ingredient and a brew time of between 10 and 14 minutes has a reasonable chance of producing this potion.

  5. Block All:
    9 Red Flowers & 1 Red Mushroom (66% Success)
    3 Red Flowers & 1 Rare Bulb (60% Success)
    1 Rare Bulb & 1 Red Flower (58% Success)
    6 Red Flowers & 2 Red Mushrooms (57% Success)
    5 Red Mushrooms (53% Success)
    Note: Combinations of red ingredients (with or without Rare Bulbs) with a brew time between 39 and 41 minutes will more often than not result in a Block All potion.

  6. On Perfect Parry Stun Titan +30:
    5 Green Reeds & 1 Yellow Bones (19% Success)
    3 Green Reeds & 1 Rare Bulb (18% Success)
    9 Green Cactus & 1 Yellow Bones (18% Success)
    4 Green Cactus & 1 Rare Bulb (17% Success)
    3 Green Cactus & 1 Rare Bulb (16% Success)
    Note: Any combination with Green ingredients and a brew time between 40 to 51 minutes has a chance of brewing this potion.

  7. Rare Darkfire +5000:
    10 Rare Roots (100% Success)

  8. Rare Health (2,500 health/second):
    2 Blueberries & 2 Blue Butterflies (100% Success)

  9. Rare Health (10,000+ health/second):
    9 Rare Root and either 1 Blue Butterfly or 1 Blue Berries (75%+ Success).
    Note: Any combination with 9 Rare Roots has a chance of brewing this formula.

  10. Rare Spectrum Defense:
    1 blueberries, 1 green cactus, 1 red flower, 1 yellow cocoon, and 1 rare bulb (100% Success)
    Note: Unlike other potions, this formula will only work if the ingredients are added to the brew in this exact order.

  11. Shield Regeneration:
    5 Yellow Cocoons + 5 Rare Bulbs (25% Success)
    2 Rare Roots + 2 Yellow Bones (5% Success)


IV. Potion Usage

  1. There is a limit of 30 potions that you can pick up in the world or from the potion brewer. You are allowed to brew more than 30 but will be unable to pick up with a maxed inventory. It is true that you can buy potions from the merchant without limit. However, if you wish brew and be able to collect a needed potion, you will need to make room and sell all but the last 29 potions in your inventory.

  2. Potions used in Trials, Clashmobs and Aegis Tournaments will last as long as you don't rejoin regular game play. So one potion can have impact over many consecutive attempts in an Aegis Tournament, and the count of battles left for that potion’s effectiveness won’t be reduced until either (1) the character that took the potion enters Acts, Interludes, Explorations or the Arena, or (2) the other character completes an Act, Interlude or Exploration (which always causes all potions in use to cease being effective regardless of character).

  3. Potions used by Isa that are still in active use will nevertheless reduce the potion inventory of Siris. If you view Siris’s supply of potions, and if it is less than 30 (even if Isa already has 30 in active use), you can continue to brew and retrieve potions up to his maximum of 30, and thereafter even Isa can use those newly brewed potions. For example, if Isa uses 10 of 30 potions before entering an Aegis Tournament (now in active use), and you view Siris’s supply of potions (which will show as 20), then you can have Siris brew and retrieve 10 more potions and Isa can use these newly brewed potions as well.

  4. The "Light 80% Titan Speed" potion has effect when using any weapon class (light, heavy and dual).

  5. The golden “On Break, Break Window +10, +20 or +30” potion will only extend a break window by +8. It operates together with the Titan Break +3 Triangle Gems that do not stack beyond +6, so if you all ready have two of these triangle gems installed, the potion will only have an effect of +2. Stick to the red Titan Break +10 and +20 potions.

  6. The “Unlimited Dodge” potion is the best way to remove the damage caused by Exhausted Dodges. Without this potion, those Exhausted Dodges cause damage equal to 5% of your max health stat (not current health level), which often exceeds the damage a titan strike will inflict.


V. Magic Usage

  1. Magic effectiveness is based on Ring Level:
    If you have Siris’s High Archmage skill enabled, you can cast “ultimate magic spells,” which means that the base Ring Level (without regard to magic stats) is multiplied by 10. Magic stat points increase Ring Level based on a denominator of 50. So, for example, if you’ve mastered a ring to level 12, the High Archmage Skill is enabled, and you have 20 magic stat points, your Ring Level would be 12 X 10 +20/50 = 120.4.

  2. Damage Magic Multipliers:
    • For damage inflicting spells (other than Nullify discussed in "D", below), the multipliers for damage are 1.5 for Shock, 1 for Incinerate, and 0.75 for Holy Magic.
    • Basically after a ring reaches level 10, the damage inflicted will be 1000 x Ring Level x Applicable Multiplier. As an example, if your base ring level was 10, High Archmage skill was not enabled, and your magic stat was at the minimum of 1, your ring level would be 10.02 (and damage caused by Shock Magic would be 1000 X 10.02 X 1.5, or 15030).

  3. Damage Inflicting Spells Time Delay:
    • Incinerate damage is immediate.
    • Holy Magic damage is also immediate, and your health stats increase up to the amount of Holy damage inflicted (but not beyond your max health stat).
    • Shock damage is inflicted in 30 increments over 10 seconds (so for 300,000 total shock damage, 10,000 would be inflicted every 1/3rd of a second for 10 seconds).

  4. Nullify Magic removes a Titan’s elemental defense (or 90% of any rainbow defense of a Boss or Elemental Titan). Nullify magic also inflicts damage every second it is effective in an amount equal to the Ring Level.

  5. Freeze Magic has an additional effect of upgrading a regular parry to a great parry, and a great parry to a perfect parry. This causes a Great Parry All triangle gem to become a Parry All attack gem while the titan is frozen, and with an On Perfect Parry Stun Titan 3 Seconds hexagon gem you have a very effective combination.

  6. Blunt Magic reduces damage by 50% at first, and then increases to 90% by Ring Level 10. After that, Ring Levels only increase length of time Blunt magic remains effective. Blunt magic has no impact on the amount of Shield points depleted by an attack.

    See tip "G" of Section XI, below, for more info on shield points lost when blocking attacks.

  7. Blind Magic increases Titan Break by +1 to +6 for as the Ring Level progresses from 1 to 6. After that, Ring Level only effects time the Blind Magic remains effective.

  8. Defend Magic restores health and shield over time. From Ring Level 10 and up, (a) health is added every half second for ten seconds equal to Ring Level multiplied by 100 (for total health added equal to 2000 times the Ring Level), and (b) shield is restored every second for ten seconds equal to the Ring Level times 20.

  9. Heal Magic restores health immediately. From Ring Level 10 and up, the health added is equal to Ring Level times 1500.

  10. During a time-based break window (i.e., parry breaks and Super Attacks), it is possible to cast magic and then continue to attack during the break (but casting magic reduces time). Magic cancels any hit-based break window (dodge breaks and block breaks). [See the third post in this thread for links to great threads on hit-based break windows and time-based break windows].

  11. For a discussion of the “Kill Titan With Magic” Battle Challenge, see Tip "H" of Section VI, below.


VI. Battle (Chip) Challenges

  1. With Siris’s Battle Challenge Skill enabled, Battle Challenge rewards progress with each successive victory as follows: 10 Battle Chips (BCs), 20 BCs, 30 BCs, 40 BCs, Off, Off, and begins the cycle again. A failed Battle Challenge means the next two are off before beginning the cycle again. Deathless opponents are ignored in the cycle.

  2. The cycles continue regardless of character (so if you finish a 30 BC Battle Challenge with Isa, and then the next Act you start with Siris, it will be a 40 BC Battle Challenge), and the cycle continues regardless of Regular Mode or Deathless Mode (so in this example if you are about to enter Deathless Mode the first Battle Challenge would be 80 chips, not 40, as Battle Challenge rewards are doubled in Deathless Mode).

  3. Mega Hits, Slashes, and Stab challenges can all be achieved by way of a Super Attack (See tip "D", below, for an alternative method for Slashes and Stabs). Create a special armor set consisting of ten On Get Hit, Get 10% Super Charge gems. Allow yourself to get hit once, Super Attack, and if needed do it again, and these challenges are complete.
    • For Slashes, Isa is best with a light weapon, and Siris with a Heavy weapon. Note that a Do Six Slashes battle chip challenge generally cannot be achieved by Siris with a heavy weapon after just one Super Attack.
    • For Stabs, Isa and Siris are both best with dual weapons.
    • Siris can achieve both stabs and slashes with a light weapon, and Isa can achieve both with a heavy weapon, but in each case more slowly than the preferred weapon.

  4. Slashes and Stab challenges can also be achieved through Perfect Parry Breaks, which generally also result in slashes or stabs appearing. Equipping a ring with freeze magic (which upgrades regular parries to great parries, and great parries to perfect parries), and equipping a Great Parry All triangle gem, is a recommended build to achieve these Battle Challenges this way.

    CAUTION: Equipping an “On Perfect Parry Stun Titan 3 Seconds” (PPS) hexagon gem generally has the effect of eliminating slashes and stabs of a Perfect Parry break, and should not be used when trying this technique.

  5. As Dark Fire and elemental gems cause no additional damage on scratches, stabs, slashes or mega hits, use these gems to delay causing significant damage until a Battle Challenge is achieved.

    CAUTION: Beware the “Siris Heavy Weapon Overhead Smash” glitch (discussed under tip "E" of Section XI, below), as Darkfire and elemental damage is inflicted if your attempt at an overhead scratch or parry is turned into a broken block.

  6. Scratch Titan 10, 20 or 30 Times Tips:
    1. If hit while scratching, you can reduce “stun” time by pressing the center dodge/block button.
    2. If using dual weapons, swiping in any directions from beneath the dodge button usually converts the stun recovery into an immediate attack (and often cancels an animation after a second life).
    3. It has been noted that swiping upper left starting from the tail of the center dodge button provides the fastest accelerated scratch (lightning fast).
    4. Many prefer to swipe horizontally under any of the dodge buttons for an accelerated scratch.
    5. Pop-up notifications will stop scratches cold. Remember to disable your iPhone’s or iPad’s Control Center pop-up notifications by shutting off “Access Within Apps.”
    6. Scratch challenges are hard to do without taking some hits, so consider use of blunt magic.
    7. Freeze magic can allow more scratches on a slower moving titan, and Titan Speed at 80% (or 90%) gems or potions can be equipped or used to similar effect.

  7. For a Kill Titan with Scratch challenge, remember that Attack Charge+ gems and potions work on scratches, and are a good way to power up a scratch. Also, if you scratch a titan, and thereafter immediately kill him by casting holy magic, the battle challenge is treated as won!

  8. For the “Kill Titan With Magic” Battle Challenge, you need to use Holy or Incinerate Magic. Shock and Nullify Magic will cause damage and kill the Titan, but as Shock and Nullify kill over time, you will only be credited for killing the titan with magic using Shock or Nullify if the initial damage kills the titan (1/10th of total damage for shock, or 1/7th of its total modest damage for nullify).

    Create an armor set with ten On Get Hit, Get 10% Magic Charge, and you can find yourself capable of not only winning the Battle Challenge for killing titans with magic, but also any battle challenge with a “no” as a prerequisite (i.e., no parry, no block, no dodge same direction) by simply taking hits and using holy magic until the titan is defeated.

  9. The dual battle challenges are awarded if either challenge is successful, not just if both are successful. If you succeed in one prong, at the end of the battle summary you will see failure and no battle chips. But the next time you are back in the character customization screen you will see that the 40 BC reward has been added (80 if you are in Deathless Mode).

  10. For the “Do X Horizontal or Vertical Attacks” challenge, both your defensive successful parries and your attacks that are blocked by the Titan will constitute an attack (if in the correct direction of course).

  11. For "Do X Breaks" battle challenges, consider stacking "On Perfect Parry, Stun Titan 3s" hex gems (potion equivalents stack too). It won't stack the break lengths, but a separate break will register for each gem equipped (or potion used).

  12. If you don’t mind restarting an Act, Interlude or Exploration, you can usually restart a battle challenge by
    either (a) retrying a battle if you were defeated, but then instead go into the menu and click on “Return to Hideout”, or (b) “restart battle” from the menu if you have not yet died but have failed a battle challenge, and then click on Return to Hideout. The first titan in the next Act, Interlude or Exploration you enter should have the same bonus challenge offered in the previous battle.

  13. See the Survival Challenges section below for tips on completing a "Take No Damage" battle challenge.


Last edited by Cpl_Hicks on Mon Aug 10, 2015 3:56 pm, edited 13 times in total.

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PostPosted: Sun Jul 26, 2015 6:12 pm 
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VII. Survival Challenges (Aegis Tournament, Deathless Mode, Take No Damage)

  1. Bonus Combo / Super Attack Charge (“Stun Lock”)
    • Equip a wrapping Bonus Combo weapon (e.g., Infinity Blade, Keldrew and Tourian—See Section IX for Wrapping Bonus Combo tips), and either (a) use an “On Bonus Combo, Get__% Super Charge” potion or (b) triangle On Bonus Combo Get 10% Super Charge gems with TB+3 triangle gems (max stack is two) and/or TB+2 hexagon gems (no limit).

    • Depending on your set up, after the necessary number of bonus combos your Super Attack will be charged and can be activated before the titan’s next attack. The titan faced in combat can never break out of the Super Attack loop and cause you damage, and you can keep this going until you are victorious.

    • Though not foolproof, it has been noted that for Heavy Weapons it is possible to (1) equip Five “On Bonus Combo Get 10% Super Charge” Gems (or use a potion), (2) start a Super Attack, (3) get a Bonus Combo in before the Mega Hit, (4) Use the Mega Hit to cancel the slashes (Siris) or stab/slashes (Isa), (5) Get another Bonus Combo in, and (6) Start another Super Attack before the Super Meter resets. (See tip “E” of Section XVIII for info on the resetting issue.)

  2. Freeze Magic, GPA Gem and PPS Gem
    • Freeze magic automatically upgrades all parries to Great or Perfect. When freeze magic is cast, and you have a GPA gem and a PPS hex gem equipped, you can finish your opponent with a series of Perfect Parry 3-Second breaks.

    • Don’t forget to use TB+3 gems (max is two) and TB +2 hexagon gems (no limit) to extend the break.

  3. Freeze Magic, GPA Gem, PPS Gems, and On Break Get 7% Super Charge Gems
    • As mentioned in Tip (K) of Section VI, although break length is not expanded when using multiple PPS gems, a break is registered for each PPS gem equipped. So as a variation of (B), above, you can equip multiple PPS gems and On Break Get _% Super Charge gems (effect of which stacks) so that every perfect parry gives you a break and a fully charged Super Meter.

    • This method can be especially effective with a potion that can provide a Super Charge on Break as high as 75%. So for example, equip 5 PPS gems and 3 On Break Get 7% Super Charge Gems, cast freeze magic, and one perfect parry will result in a fully charged Super Meter (5 PPS gems translate to 5 breaks multiplied by 21% = 105% Super Charge) so you can immediately use Super Attack after the break.

  4. “Add A Second Chance” Potion for 12 Deaths
    • If you have Siris’s “Potion Master” shield skill plus “Second Chance” health skill activated, this potion allows you 12 deaths in a single titan battle before you are defeated. This should give you a chance against the toughest titans.

    • See tip "A" of Section III, above, for the Second Chance potion brewing formula.

    • Note: Dying even once will cancel your chances of winning the “Take No Damage” battle (chip) challenges.

  5. “On 4-­‐Hit Combo, Block All Attacks” gem
    • Using this light weapon gem lets you to effectuate one 4-hit combo and then simply hold up your shield to block all attacks (same can be achieved with a Rare Block All potion – See Tip (E) of Section III above for recommended brewing formulas.

    • This can be an easy method to succeed in a Aegis Tournament one-hit kill survival challenge (or similar Clashmob challenge), or to make sure you take no damage in a battle (chip) challenge.

    • Rare Shield Potions, replenishing up to 125 shield every 2 seconds, are often available at the Merchant ship and can be useful for this technique; as well as potions replenishing shield on combos or bonus combos, obtainable by drops or on the Merchant’s ship.

    • CAUTION:Your must have enough shield points—shield stat gems included—, if you are to benefit from this survival method. This is usually not a recommended method in Deathless Mode, where titans dissipate shield points more quickly than in regular mode.

  6. Note on Potion Use: Effectiveness of potions in Aegis Tournaments, Clashmobs and Trials are not reduced by the number of attempts. (See tip “B” of Section IV, above, for more details.)


VIII. Switch Class Gems and Potions (On Get Hit, Switch Class; On Super Move, Switch Class)

  • Remember, the order of switching weapon classes is Light, Heavy, Dual, and repeating the sequence thereafter. The weapon from the class switched to will be the last weapon in that class installed.

  1. When you switch classes of weapons, the bonus combo will continue to be that of the original weapon (it will not be that of the weapon switched to). So if you have the Tourian installed, and you switch to a light weapon, the light weapon for that battle will use the Tourian’s bonus combo, and more importantly, its wrapping bonus combo.

    For a switch to a heavy weapon the same applies as for the bonus combo, but the bonus combo will not wrap (can’t get past the slash for Siris that pops up after a heavy weapon combo, and bypassing the stab circle for Isa after a heavy weapon combo just forces you to start a new combo).

    Also, if you use BC-1 gems in the first weapon, but not the weapon you switched to, you still keep the reduced swipe bonus combo of the original weapon, plus all the benefits of the gems slots of the new weapon (albeit losing a gem slot for the switch class gem).

  2. You can fight with a weapon even if it is in the forge using a switch class gem. Equip the desired weapon, then switch to another weapon in a different class (do not switch to a weapon in the same class), and then begin the forge of the desired weapon. Using a switch class gem, you can then switch back to that weapon even while it is in the forge. Even after the battle is over you can keep using that forging weapon until you switch to another weapon. There will be no impact on the forge itself and of course no XP benefits for the weapon forging

    You can fight with a weapon even while being held as Collector or Deathless Loot using a switch class gem, as long as the weapon chosen by the game to replace your captured weapon was not of the same class as the lost weapon. Just install a switch class gem, then switch to the weapon that is Loot and do not switch to another weapon, and you can continue to use the desired weapon even while loot.

    You can also equip an item while forging using the Customize menu option. See tip “C” of Section XIV.

  3. In Deathless Mode, you can equip one of each weapon type by using a switch class gem for a better chance to win bonus challenges, as some of them are weapon specific; with double the battle chips in Deathless Mode, you don’t want to fail these battle challenges.

    CAUTION: Using a switch class gem during a fight with a battle (chip) challenge causes you to forfeit that challenge (see tip “E”, below). Any additional weapons acquired via a switch class gem in Deathless mode will also become Deathless Loot if you are defeated by a titan.

  4. When switching weapon classes, the titan becomes stunned (stops attacking) and you always begin the new weapon class with a full shield, full set of dodges before exhaustion or both, as the case may be.

  5. If you switch weapon classes mid-battle, you will automatically fail any battle (chip) challenge. Don’t use a switch class gem unless there is no battle challenge or you are prepared to fail the battle challenge (i.e., if you are in deathless mode using a heavy weapon and the battle challenge is stabs, you are going to lose the challenge no matter what you do).

  6. If Isa’s Potion Boost skill is enabled the effect of a switch class potion will continue for two more battles.



IX. Wrapping Bonus Combos

  1. General Info on Combos and Bonus Combos

    1. A Bonus Combo wraps when swipes that are part of a previous combo or bonus combo are counted in determining when a subsequent bonus combo is achieved.

    2. Heavy weapon bonus combos cannot wrap (you cannot avoid the slash after Siris’s heavy weapon combo or the stab after Isa’s heavy weapon combo), so this section will focus on light and dual weapons.

    3. For dual weapons, a regular combo doubles the swipe damage on each combo hit (basically every swipe from the combo swipe on), while bonus combo swipes alternate between 3x damage, then 4x damage, and so on, regardless of whether the dual bonus combo is 3 swipes, 4 swipes or 5 swipes.

    4. For light weapons, the third swipe of a 3-swipe combo does 2X damage, the fourth swipe of a 4-swipe combo does 2.5X damage and the fifth swipe of a 5-swipe combo does 3X damage. For Bonus Combos the third swipe of a 3-swipe bonus combo does 3X damage, the fourth swipe of a 4-swipe bonus combo does 3.5X damage, and the fifth swipe of a 5-swipe bonus combo does 4X damage.

    5. Some specific weapons and their wrapping bonus combo are discussed below.

  2. Infinity Blade (Light Weapon)

    1. 5-Hit Bonus Combo
      Wraps a 3-hit regular combo within the 5-hit bonus combo, for total damage of 9X for the five hits of that bonus combo, versus total damage of a regular 5-hit bonus combo of 8X damage.

    2. 4-Hit Bonus Combo
      Wraps a 3-hit regular combo within the 4-hit bonus combo, and bonus combos wrap every 2 swipes thereafter. In other words: left, right, left (regular combo), right (bonus combo), left, right (bonus combo), etc., and for these six swipes total damage will be 12X. As each additional wrapped bonus combo does 3.5X damage (versus 3X damage for the 3-hit bonus combo), this causes more damage than the Infinity Blade 3-hit bonus combo for the same number of swipes after the sixth swipe).

    3. 3-Hit Bonus Combo
      • After 3-hit bonus combo is achieved, wraps with two swipes thereafter. So for five swipes (left, right, left (bonus combo), right, left (bonus combo) the damage would be 9X damage. Even though weaker than the 4-hit bonus combo, this may still be preferred if faster bonus combos are needed.

      • Also, Siris’s Solar Trans-LX light weapon wraps in a similar fashion for its 3-hit bonus combo, although it requires diagonal swipes discussed below.

  3. Blade of Heaven (Isa's Light Weapon)

    1. A 3-hit bonus combo is a rightward swipe, upper left corner to lower right corner swipe and another rightward swipe. But an upper left corner to lower right corner swipe also counts as a rightward swipe, so three of those swipes constitutes a 3-hit bonus combo, and every such swipe thereafter will also count as a bonus combo. Each one of those bonus combos does 3X damage; just as the initial 3-hit bonus combo swipe.

    2. Note: Isa’s 3-hit bonus combo swipes with dual weapons, discussed below, will do more damage because every other dual weapon 3-hit bonus combo swipe will do 4X damage, as opposed to 3X damage.

  4. Tourian (Isa's Dual Weapon)

    1. A 3-hit bonus combo is three leftward swipes. Every leftward swipe thereafter is also a bonus combo.

    2. The third swipe is 3X damage, fourth swipe is 4X damage, fifth swipe is 3X damage, sixth swipe is 4X damage, and so on.

    3. The Snikt, Sinestra and Winterborn (Isa’s dual weapons) wrap bonus combos in a similar fashion; although they require diagonal swipes like the Keldrew discussed below.

  5. Keldrew (Siris’s Dual Weapon)

    1. A 3-hit bonus combo is an upper right corner to lower left corner swipe, followed by two leftward swipes (the 4-hit bonus combo adds an extra leftward swipe).

    2. An upper right corner to lower left corner swipe also counts as a leftward swipe, so three upper right corner to lower left corner swipes constitutes a 3-hit bonus combo (and four upper right corner to lower left corner swipes constitutes a 4-hit bonus combo), and every such swipe thereafter is also a bonus combo.

    3. In a 3-hit bonus combo, the third swipe is 3X damage, the fourth is 4X damage; alternating thereafter.

  6. Note on Diagonal Swipes

    1. A bonus combo swipe will be in one of eight directions, namely straight left, towards upper left corner, straight up, towards upper right corner, straight right, towards lower right corner, straight down, and towards lower left corner.

    2. Most prefer to swipe in only one direction to wrap a combo if possible. In that regard, keep in mind that swipes to either the lower left corner or the upper left corner will also constitute straight left swipes, and swipes to the upper right corner and lower right corner will also constitute straight right swipes. So for example, a 3-swipe bonus combo consisting of an upper left corner to lower right corner swipe and two right swipes, can be achieved with three diagonal swipes to the lower right corner.


X. On 5-Hit Combo, Continue Combo (Light Weapon Gem)

  1. Using “On 5-Hit Combo, Continue Combo” (5CC) gem on a light weapon will cause every swipe during a break window after a 5-hit combo is achieved to do that combo’s damage. So for the fifth hit of a 5-hit combo, and every hit after that during a break window, 3X damage will be inflicted.

  2. The 5-hit combo to start the sequence can be also be a 5-hit bonus combo, giving you extra damage during those five hits, and then the regular continuous combo damage of 3X per hit will begin.

  3. Once the Continuous Combo begins, any combo and bonus combos will be ignored, and each swipe will just give you the regular combo damage. (EXCEPTION: The fifth swipe of what would be a 5-hit bonus combo during a continuous combo will CANCEL the continuous combo and will not give you the extra bonus combo damage on the fifth hit. Avoid doing this!)

  4. While the 5CC is equipped, performing a 5-hit combo will cause all subsequent combos in a given battle to “continue”. So for example, if you do a 5-hit combo, get extra combo hits, and the break window ends. And then you get another break and do a 3-hit combo, every subsequent hit for that break will do 2X damage, as any 3-hit combo.

  5. Because BC-1 gems take up gem slots that could be used for damage inflicting gems and/or Titan Break gems, the use of a 5CC gem in a light weapon might be the most powerful damage enhancing gem there is, especially with a light Solar Trans weapon.


Last edited by Cpl_Hicks on Sat Aug 15, 2015 4:00 pm, edited 12 times in total.

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PostPosted: Sun Jul 26, 2015 6:13 pm 
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XI. Heavy Weapon Info & Tips (Plus A Note Regarding Light Weapon Shields)

  1. The Basics

    1. Regular Swipe = 1X Damage
    2. Combo Swipe (second swipe in same direction) = 2X Damage
    3. Bonus Combo Swipe (regardless of whether it is 3-Swipe, 4-Swipe or 5-Swipe) = 3X Damage

  2. Combo Slashes

    NOTE: Neither Darkfire nor Elemental damage is inflicted on slashes.

    1. Perfect Slash after Combo = 1¼X Damage
    2. Great Slash after Combo = 1X Damage
    3. Weak Slash after Combo = ½X Damage

  3. With Combo Slash +100% Gem

    NOTE: Neither Darkfire nor Elemental damage is inflicted on slashes.

    1. Perfect Slash after Combo = 2½X Damage
    2. Great Slash after Combo = 2X Damage
    3. Weak Slash after Combo = 1X Damage

  4. Minimizing Impact of Block Break Glitch

    1. A combo swipe (the second swipe in the same direction) will always terminate a block break window (after the Slash). Accordingly, for a block break with heavy weapons your attacks should keep coming from opposite directions (e.g., left, right, left, right, etc.) to avoid a combo, but if you’ve kept an accurate count of hits in the break window, you should arrange it so your final swipe will be a combo or bonus combo swipe (so at least the final swipe in a break window will give rise to increased damage plus a slash).

    2. This glitch does not affect the time-based break windows (parry breaks and super attacks). But as Darkfire and Elemental damage is not imposed on a slash, avoiding a combo by opposite direction swipes might still make sense in a time-based break if such Darkfire/Elemental gems are equipped (or similar potions taken).

  5. Siris Heavy Weapon Overhead Smash Glitch

    1. An overhead downward swipe can result in damage to the titan despite being used to parry an attack or even when the swipe is blocked by the Titan.

    2. This glitch does not start a combo, but inflicts damage between breaks (e.g., the enemy will be stunned and take damage). CAUTION: As elemental and darkfire damage will be caused, be careful if you are using these gems to delay damage while trying to achieve a “scratching” battle challenge, as a blocked downward scratch attempt will cause the damage you didn’t want to inflict.

  6. Shield Replenishing: For heavy weapons, getting hit +1 shield point and parries +1 shield point.

  7. Heavy Weapon and Light Weapon Shield Effectiveness and Stat Depletion

    1. Shields will hold as long as there is at least one shield point.

    2. Shields deplete by about 0.5% of Titan level per attack with a normal block, or 0.25% of Titan level with a Perfect Block (e.g., a level 400,000, Galath would deplete your shield by 2,000 for a normal block or 1,000 for a perfect block).


XII. Boss Perks and Boss Weaknesses


  1. Weaknesses

    1. Elemental weaknesses never multiply Dark Fire damage. To take advantage of the weakness, you must equip the particular elemental gem. Also, consider using the Solar weapons for even greater elemental damage impact.

    2. If the Titan’s elemental attack is the opposite of the elemental weakness, the actual damage from the indicated elemental attack weakness will be double that of the Boss Weakness multiplier. See Tip G of Section II of this Thread, for elemental attack “opposites”.

    3. Weapon specific weaknesses (Light, Heavy, Dual, Slashes & Stabs) do not multiply Dark Fire or elemental damage.
      Consider using round attack gems in lieu of Dark Fire/Elemental gems.

  2. Perks

    “Normal Damage Resist” is almost always accompanied by an elemental damage vulnerability that is effectively exploited by either Darkfire or that particular form of elemental damage. Magic damage is also fully effective. Attack stats only do 10% of the regular damage.



XIII. Ryth, The Collector, Dragons, Random Bosses and Acquiring the Classic Infinity Blade Light Weapons

  1. Ryth

    1. Ryth gets “activated” during a regular game play either by having (1) Isa equip a Solar weapon (other than the dual weapon due to a glitch) prior to her entering Larioth as an exploration, or (b) Siris equip a Solar weapon prior to his entering Act V.

    2. Once activated, Ryth will continue to appear in the last room of Isa’s exploration quests at Larioth, or to face Siris by appearing on the elevator in Act V, until such time that Act V is successfully completed in regular game mode or Ryth is defeated in battle. Once defeated, Ryth will not reappear until Act V is completed in regular game mode, the game cycle is restarted, and Ryth is reactivated.

    3. While activated, Ryth will also appear in the Act V elevator in Deathless mode. As always, you can decline to face him. Note that you cannot activate Ryth by equipping a Solar weapon prior to entering Act V in Deathless Mode.

    4. If you choose to fight Ryth at any time while he is activated, you will need to equip a Solar weapon.

    5. Pressing the triangle to face Ryth simultaneously with the menu icon should allow you to change weapons and face Ryth with other than a Solar weapon (I’ve not been able to duplicate this. It’s possible it will work for everyone).

  2. The Collector

    1. In a Loot Fight with the Collector (i.e., you are trying to reacquire your weapon you lost to The Collector), The Collector does not tap into the power of any circle attack gems you equipped on your former weapon, and at low levels will not tap into elemental or Dark Fire gems as well (information is still being gathered on The Collector’s level that allows him to tap into a weapons elemental or Dark Fire gems). Equip your weapons accordingly.

    2. The Collector’s damage is limited to the base damage of the weapon he yields, not his level. His level only affects the amount of damage you need to inflict on him to defeat him. Bottom line, as you level up your character, the Collector becomes less and less to be feared (even as his supposed levels go up, the damage he inflicts will not). If you lose to him in a fight for a gem, his level on rematch will be reduced to 15,000 (then after you defeat him, his level reverts back to the level he was at when he defeated you).

    3. You cannot lose your weapon to The Collector if it is the only weapon in your inventory. In effect it is a no-risk fight for you.

  3. Dragons

    1. "Dragon Stays Longer" diamond gems can be leveled up to a value of $67,500 (sales value of $20,250). The higher you level up these gems the longer the dragon will stay, and the gem's effect stack.

    2. After you defeat the first dragon (Ba’el) you need to activate the second dragon (Pisci) in order to get her to appear. To do this, you need to enter the Interlude “Reflection – The Dark Citadel”. Pisci will then randomly appear thereafter.

    3. After Pisci is defeated, the Interlude "THE DRAGOOR—NAFUSAAN MOUNTAINS" will appear on your World Map. It is there that you first meet Dragoor. Dragoor will then randomly appear and the Interlude will disappear. As with previous dragons, a Dragon-slayer interlude will appear when his health is low. Defeat Dragoor, collect the Dragoor and Lunith items, and then the Interlude is permanently replaced by the ICE AND FIRE—NAFUSAAN MOUNTAINS interlude.

  4. Random Bosses

    1. The Black Knight and Zero Mech act as random bosses, and if defeated by them you will be sent back to the hideout in defeat.

    2. Zero Mech appears rarely (and perhaps only on occasion as the second combatant when Siris enters the The Pinnacle Monastery as an Exploration for a second time after killing Lelindre), and his level appears to be calculated by reference to the Soulless Radriar’s Act I level +175.

    3. The Black Knight appears randomly, and his level is calculated as half the sum of the Soulless Radriar’s Act I level+ 25.

  5. Acquiring the Classic Infinity Blades.

    Once you acquire each of the six available IB 3 Infinity Blades…

    • Siris: “The Infinity Blade” light weapon, “The Infinity Cleaver” heavy weapon, and “The Infinity Swords” dual weapons.
    • Isa: “The Infinity Edge” light weapon, “The Infinity Spear” heavy weapon, and “The Infinity Daggers” dual weapons.

    ...and after completing the Seccian Dessert as an Interlude (not as an Act), you will see a triangle in front of the vault (not a circle). Click on the triangle and you will acquire the Classic Infinity Blades for Siris and Isa.


XIV. Loot / Equipped Items and Gems / Customization Menu


  1. In lieu of a Deathless Mode (DM) Loot Fight, you can choose not to reenter DM until your lost equipment is returned to you within 7 days (albeit it is usually much much sooner). If you wait until your equipment is simply returned to you, any chips and gold held as loot though with be lost. On the other hand, if you choose to go back into DM before then and lose the Loot Fight, you can still buy the items lost in the store, and gems installed will be returned with the items acquired.

  2. You can acquire all items available on the Trading Platform in a Deathless Quest (other than the ring) even while Deathless Loot by using the Customization Menu (Tip C, below), or in the case of a weapon using a Switch Class gem (See Tip B of Section VIII, Second Post of this Thread).

  3. You can equip and/or buy most of the gear setups currently equipped by your Game Center friends. Items that can’t be acquired this way include the Claymourn, rings, weapons won from The Collector (except you can acquire Torren's Legacy and Balak), and items won in Aegis Tournaments. Just go to “Customize” in your Menu screen, and tap on the 4th icon from the top on the right (if it is blank and you have Game Center friends, try going into the Help Menu, Technical Data, and click on refresh ticket).

    • BEST IN-GAME BENEFIT: You can use this feature even in Deathless Mode to acquire or equip items (but if you die these items also become loot) to help you win a battle challenge, defeat a Titan or Deathless and/or acquire non-ring Deathless Loot before the Loot Fight. Also, items still in the forge can be equipped this way. IMPORTANT: Getting as many IB3 playing Game Center friends as possible will help to maximize this benefit.

  4. You can transfer gear across character slots. In the first character slot upload the items you desire via the customization menu. Switch characters, and once in the next slot go into the customization menu, click on Selfie, and then click on Equip Set. This doesn't work for items not otherwise not available on the trading platform, but otherwise it is a great way to get your other character to get items at a discount, acquire DM items before going into DM, get Solar Trans weapons, etc. Also, purchases of gold and chips in one slot will appear in all new slots, and if you made a purchase, apparently all gold and chips awarded by Chair for compensation for losses from game glitches, etc.

  5. If you try to equip a gem in an item’s gem slot before removing the gem currently there, the game will offer you the option of destroying the gem currently occupying the slot to make room for the gem you want to install. If you accidentally destroy the gem this way, do not exit the gem inventory and instead immediately click on the iPad/iPhone home button to exit the game, and then double click iPad/iPhone home button and push up the IB3 icon to quit the game. On return to the game the gem should still be there.


Last edited by Cpl_Hicks on Sat Aug 15, 2015 5:50 pm, edited 5 times in total.

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XV. Advanced Battle Tips

  1. The "Swipe Buffer" glitch during dodge breaks allows you to perform your next swipe before a previous swipe's animation is over (basically pre-registering the swipe, if you will). This pre-registered swipe will either be effectuated normally after the animation is off the screen, as long as it is within the allotted hits for that break window, or will be simply cancelled if beyond the hits allotted for the break. Being cancelled is better than an after-break attack, which would be blocked and counterattacked by the Titan. This is especially useful for Siris as he does not benefit from the half-second freeze frame that Isa does when her hitt-break window ends (Siris’s is shorter).

  2. Isa’s last swipe of a combo with a light weapon will register even after the break window is closed. That swipe will break the Titan’s block and cause regular 2X damage (3-Swipe combo), 2.5X damage (4-Swipe combo) or 3X damage (5-Swipe combo) as the last swipe of a combo (and will include elemental damage).

  3. Tapping the dodge button with a quick tap generally is effective in cancelling the time Isa or Siris is stunned after being hit, or being stunned after having a post break-­‐window swipe blocked. Scratching the titan with a swipe beginning below the dodge button also is effective in cancelling stun time (see Tip "F" of Section VI, above, for a more detailed discussion on the scratching technique). Tapping block buttons (center with light, or all buttons with heavy) have been reported to have a similar effect in reducing stun times.

  4. You can cancel the “second chance” animation time by tapping an active magic icon (and you don’t need to complete the spell, if you prefer to swipe or scratch).

  5. You can avoid a return to the hideout after a loss in a Deathless Fight (in regular game mode, not Deathless Mode) if you immediately either:

    1. Pressing the pause button, and from there switch to and then back from another character slot, or

    2. Completely “quitting” the game app (double click iPhone or iPad home button, then push up the IB3 icon) and returning to the game. In each case you will appear in front of that Deathless again for your rematch—not having to complete the entire Act or Interlude.

  6. When Isa is facing a Deathless using dual weapons, she will get two hits more on a dodge break than the break animation indicates (i.e., she gets one exclamation point more than is indicated on the screen).

    CAUTION: If you die to the Deathless and use Tip E, above, to avoid the Hideout and instead have an immediate rematch, the two extra hits will not be available for that rematch (perhaps because Isa's Attack Window skill is neutralized by the reset to avoid the Hideout).

  7. Alternating dodge directions allows for a faster dodge recovery/dodge animation cancelation—especially important for Siris whose dodge animation is longer. This can be important when multiple dodges are needed and the titan’s speed is fast.

  8. For certain attacks it is almost impossible to defend by parry or dodge, meaning they can’t be defended with dual weapons (“uncrackable”). Basically you can either switch to a weapon class that can block when facing these opponents, or time the use of magic or a super attack to forestall the uncrackable attack.

  9. In a lost tap battle, in the short time before your opponent’s attack strikes you, you can counter his victory by tapping the Super button and initiating a Super Attack.


XVI. Heaven Observatory

  1. If you enter The Metius Observatory in regular game mode after acquiring the Map of Heaven and while owning the Blade of Heaven (Isa weapon) and Axe of Heaven (Siris weapon), the Heaven observatory will be activated. You can then visit the Heaven observatory as often as you would like, whether as an interlude or exploration, until you complete Act V (and then you would need to reactivate “Heaven”).

  2. To get to the Heaven observatory, with Siris you must tap on it before or immediately after the first opponent, and with Isa you must tap on it after defeating your first opponent until immediately after defeating your second opponent.

  3. You cannot get to the Heaven observatory in Deathless Mode.


XVII. Arena Tips

  1. You get no reward for beating an individual titan in the Arena. Only way to get Gold from a battle is to equip the On Hit, Get 1000 Gold gem received as the treasure find from the Scorched Map.

  2. The Arena can be a good place to master items reasonably quickly. Use the Titan Level + gem to increase the titan level for greatly enhanced XP, and use XP+ gems.

  3. 20 titans are faced in the arena, and the arena can be used to quickly reach the “taking no damage” goals—especially if you choose the weaker titans in Normal mode—, as well as many of the other attack related goals.


XVIII. Did You Know?

  1. Once the Seccian Desert Act is accomplished, it becomes an interlude (that operates like an exploration). As an interlude, you can successfully navigate it facing only 3 titans, and then a new set of gems will be available to purchase (and the merchant ship might show), and 4 to 5 hours of game time elapses for facing just three titans.

    ALTERNATIVE: The “Interlude—Ausar Rising” / ”Exploration—Alpha and Omega” also can be accomplished facing just three combatants if after you defeat the first Titan you tap the circle by the horse’s head and not the base of the statute, but this will cost you the keyless chest that is at the base. Also, the Ausar Rising Interlude’s elapsed time is 8 to 9 hours (twice that of any other interlude).

  2. After completing a Deathless Mode quest, the Merchant Ship does not appear. But if after a DM quest you click on the menu button, then exit the menu, then exit the game and then “quit” the game (double click iPhone or iPad home button, then push up the IB 3 icon), when you restart the game the merchant ship often appears. WARNING: Anytime you shut off the game with its Cloud Save enabled you risk a “rollback” of the game.

  3. There are benefits to maintaining inventories at capacity for keys and ingredients as this will prevent them from being offered by the merchant (and generally more gems will be offered instead) and they will no longer be dropped as a battle reward or found in chests (usually replaced by gems or gold). Also, maintaining an inventory of Rare Prize Wheels at capacity will cause the drop from defeating Galath to become gold instead.

  4. With her lock pick skills enabled, Isa can open up small and medium key chests without a key. So when you have a choice between Siris and Isa, e.g., for “Interlude – The Bloodmage – The Metius Observatory” that has one small key chest and one medium key chest, you can get the same treasure and not need to expend keys if Isa is the chosen combatant.

  5. After a Super Attack, you can do damage before the Mega Hit, and thereby increase your overall damage caused in a Super Attack. But if you inflict damage before the Mega Hit, a few seconds after the Mega Hit the Super Meter will be reset to zero and you will have to start building the Super Meter up again. See Tip "A" of Section VII, above, for a possible way to get the best of both worlds.

  6. You can sell potions for Battle Chips. You can buy or brew potions just for this purpose, and sell them for Battle Chips.

    CAUTION: See tip “C” of this Section for a reason to try to maintain maximum inventories of each ingredient instead of brewing them.

  7. Generally, you obtain a “skill” by allocating enough stat points towards Siris’s or Isa’s Health, Attack, Shield, or Magic stats, as the case may be. However, if you make any purchase of gold or chips, no matter how small, you can thereafter obtain a “skill” by acquiring it with Battle Chips.

  8. Even though they are not visible during the Finishing Bonus, the Magic Meter and Super Meter (if you inflict damage) continue to charge.

  9. With Isa’s Master Looter skill enabled, tap on any gold bag, etc., in any area and all rewards are collected. With this skill, you can enter almost any Act, Interlude or Exploration, tap on any reward to collect them all, and immediately return to the hideout (via the menu) without ever facing a titan (or with Siris to the Metius Observatory, going direct to “Heaven” without facing the first titan, you can collect rewards for two areas). You can do this continuously until you have the gold or ingredients you need.

  10. If you’ve returned to the Hideout after completing a regular Act, Interlude or Exploration without any gold bags, etc. appearing, and the Merchant Ship is docked, quickly head over to the training golem and then return. Gold bags, etc. will now be at the hideout. This does not work if you forced the Merchant Ship to appear after a Deathless Mode quest (Tip B, above). While it appears to work after each trip to the training golem, actual build up of inventory only happens the last time you do this (previous finds being deleted by the most recent). Visiting other places (forge, etc.) sometimes cancels this trick altogether.

  11. Super Charge and Magic meters do not reset on completing the arena (except as an Act) or a Deathless quest, or even when returning to the hideout without completing an Act, Interlude or Exploration. A great way to set yourself for the next area you will be entering.

  12. Some have experienced a better chance for a 100 Battle Chip drop in a DM battle when the opponent is defeated/overwhelmed in the first battle stage. So defeat your opponent quickly in DM if you want more battle chips.

  13. WARNING! (Potential Gem Loss in High Level Gear)

    Star slots accept any gem that is not weapon-specific. At level 10 and above, all weapons and armor have two star slots, while other gear have three or four star slots. There is, however, an issue seen on rare occasions which deserves attention.

    Items won in Aegis Tournaments, Clash Mobs, holiday helms, and certain other items (such as Solar weapons), have randomly reverted to their original gem slot configuration on a temporary basis at higher levels causing the permanent loss of gems stored in that gear.

    Specific items at issue could be Anarchax (Siris Heavy Weapon), Radian (Siris Helm), Serk (Siris Helm), Stodd (Siris Shield), Sweet Loop (Siris Ring), Colossal (Isa Helm), Spike Wheel (Isa Shield), Squee (Isa Ring) and Winterborn (Isa Dual Weapon), Claymourn (Isa Light Weapon) and Ronin Katana (Isa Light Weapon). To minimize this risk, it is suggested you don’t store gems in these items, and that you do not play with the “Enable Cloud Save” box in your options menu checked. Enable Cloud Save should be toggled on only to effect a cloud save on the Chair Server, and then immediately toggled back off.


Last edited by Cpl_Hicks on Sat Aug 15, 2015 5:45 pm, edited 7 times in total.

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PostPosted: Sun Jul 26, 2015 11:48 pm 
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Wow this is awesome! Fantastic job Cpl_Hicks! This will be an invaluable reference. Thanks so much for taking on this epic task :D

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Last edited by TamL on Tue Jul 28, 2015 12:16 pm, edited 1 time in total.

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PostPosted: Sun Jul 26, 2015 11:57 pm 
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This is great, Hicks! Thanks so much for doing this. :)

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Last edited by Glamdring804 on Tue Jul 28, 2015 12:16 pm, edited 1 time in total.

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PostPosted: Mon Jul 27, 2015 3:16 am 
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TamL wrote:
Wow this is awesome! Fantastic job Cpl_Hicks! This will be an invaluable reference. Thanks so much for taking on this epic task :D

Glamdring804 wrote:
This is great, Hicks! Thanks so much for doing this. :)

My pleasure. We haven't found our friend Seplotnick, yet. So I thought I'd give him a hand in the meantime. ;)

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Last edited by Cpl_Hicks on Tue Jul 28, 2015 12:16 pm, edited 1 time in total.

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PostPosted: Mon Jul 27, 2015 6:25 am 
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Absolute great job 8-)


Last edited by anbos on Tue Jul 28, 2015 12:16 pm, edited 1 time in total.

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