• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Nioh |OT| Stamina is Ki

Status
Not open for further replies.

Baalzebup

Member
Is there any good synopsis pertaining transferable and reforgable skills?

Because not every skill can be transfered on every weapon, even tho it has a slot or other transferable to overwrite. And sometimes it seems that reforging are constatly gives me the same skills, making me feel like I can't get anything better from it and that I'm just wasting money.
This has to do with the special ability overlap issue. The abilities are grouped into "pools" or "families" and you can only have one ability from each group. If the recipient weapon already has an ability from the same group as the one you're trying to transfer, it still not stick. If that happens, you have to Re-Forge the offending ability out first before transferring. All elemental effects, Poison and Paralysis, are a single group, for example. As are the Change to attack (Stat) X abilities. The overlap affects both transferring and Re-forging.

As for the reforging constantly rolling the same or similar results, that is just how loot rolling shit like this works. You are obviously going to see the more common and weak specials more often than the rarer, more powerful ones.
 

Aesthet1c

Member
How about a cheese that (probably) doesn't require a respec?

https://www.youtube.com/watch?v=6f4QlmHztyc

Ignore the absurd damage, the gist of it is
spamming that guardian spirit talisman to knock them down
.

Hey thanks, I'll look into that. I guess I'm going to have to farm a bit though because my grapples don't do 14k damage. I don't have enough Carnage Talismans though, but I don't know how big of a difference those make.
 

Caim

Member
At work just thinking about the game. Is it feasible/possible to discord enemies with raikiri electricity, then fire/poison buff the weapon with magic? Not that the normal enemies are very hard, maybe good for revenants and stuff?

Yeah.

I think the elemental shot talismans do a good amount of elemental buildup as well.
 

Peroroncino

Member
This has to do with the special ability overlap issue. The abilities are grouped into "pools" or "families" and you can only have one ability from each group. If the recipient weapon already has an ability from the same group as the one you're trying to transfer, it still not stick. If that happens, you have to Re-Forge the offending ability out first before transferring. All elemental effects, Poison and Paralysis, are a single group, for example. As are the Change to attack (Stat) X abilities. The overlap affects both transferring and Re-forging.

As for the reforging constantly rolling the same or similar results, that is just how loot rolling shit like this works. You are obviously going to see the more common and weak specials more often than the rarer, more powerful ones.

I think reforging also has that overlapping issue, it's definitely taken from a pool that can exclude some skills if you already have something similar on a weapon. That's why I need some sort of table/chart with all possibilites.
 

Sanctuary

Member
Sorry if I'm LTTP with this, and it's already been stated, but I just finished my own observations with this.

Even if it has, it can't be stated enough; do not ever put Agility Damage Bonus on either of your melee weapons.

Agility Bonus Damage does not go beyond A+. It also does not care what source your A+ is coming from. A+ = A+ whether it's from your melee weapon, ranged item or combination of familiar and ranged item (e.g. Aya-Komori A and any weapon at D Agility Bonus or higher = A+). Therefore, putting it on your weapon is a complete waste, since you could instead have either Familiarity Bonus (caps at 15%) or Close Combat Damage (so far caps at 20%) in addition to an A+ Agility Bonus.

When using the bonus from a ranged weapon, it must be the currently active ranged weapon. You can't simply have it equipped, it must be the active weapon. So just put A+ on both ranged and never worry about it again. You can view your total bonus in the Special Effects menu too.

The Agility bonus is global, and works with all weapons. Familiarity is exclusive, and only affects the weapon its on.
 

xuchu

Member
At work just thinking about the game. Is it feasible/possible to discord enemies with raikiri electricity, then fire/poison buff the weapon with magic? Not that the normal enemies are very hard, maybe good for revenants and stuff?

Yes, this is exactly what I do. First, use quick low stance strikes with dual swords to proc water buff, then immediately use suzaku guardian spirit talisman which, more often than not, procs fire. Quick and easy discord. Most NG+ twilight bosses are all but done once discord is set up.

I would imagine it would work similarity with raiken talisman. For revenants just parry them if you're comfortable. Sword parry haze is very good and sets you up for double iai strike into killing blow wombo combo. Good to practice for human bosses as well.
 

Baalzebup

Member
I think reforging also has that overlapping issue, it's definitely taken from a pool that can exclude some skills if you already have something similar on a weapon. That's why I need some sort of table/chart with possibilites.
It literally says just that in my post, that re-forging is similarly affected. One simply can never have two abilities from the same group on the same weapon/armor at any time, for any reason.

The groups are mostly self evident. Only one attack Ki-cost reducing thing, one straight out damage buffing thing, one extra stat scaling thing, one guard Ki-cost reducing thing, one elemental effect thing, one self healing feature, one break value modifier etc.
 

Trakan

Member
Only for burning foes. Crossed sickles have 14.2 and 20 damage from behind. I'm rocking this set. For ki regen I'm shimazu.

I believe red demon has close combat damage in addition to a separate burning foes damage bonus. That crossed sickles set looks good but I like light armor.
 

xuchu

Member
Sorry if I'm LTTP with this, and it's already been stated, but I just finished my own observations with this.

Even if it has, it can't be stated enough; do not ever put Agility Damage Bonus on either of your melee weapons.

Agility Bonus Damage does not go beyond A+. It also does not care what source your A+ is coming from. A+ = A+ whether it's from your melee weapon, ranged item or combination of familiar and ranged item (e.g. Aya-Komori A and any weapon at D Agility Bonus or higher = A+). Therefore, putting it on your weapon is a complete waste, since you could instead have either Familiarity Bonus (caps at 15%) or Close Combat Damage (so far caps at 20%) in addition to an A+ Agility Bonus.

When using the bonus from a ranged weapon, it must be the currently active ranged weapon. You can't simply have it equipped, it must be the active weapon. So just put A+ on both ranged and never worry about it again. You can view your total bonus in the Special Effects menu too.

The Agility bonus is global, and works with all weapons. Familiarity is exclusive, and only affects the weapon its on.

Oh thank you for the testing. Just for clarification, if I have agility damage bonus A+ on my bow (and gun) that works for my melee weapons as well? I also seem to remember getting an accessory with familiarity bonus on it as well. Would that work similarly? Although that may just be a familiarity multiplier, in order to build familiarity quicker rather than a damage bonus. This is how proficiency multiplier works.
 

Spainkiller

the man who sold the world
I'm stuck on this fight as well, so I'm watching everything I can.

Good job on that! What are the two spells you keep using?

Fire Talisman (to give my weapon a little bit more oomph, as I was relatively underleveled, I feel) and Lifedrain (which slows the enemy's Ki regeneration, which makes it sliiiiighty easier to get criticals in this fight).

Thanks, man!
 

Ferr986

Member
I believe red demon has close combat damage in addition to a separate burning foes damage bonus. That crossed sickles set looks good but I like light armor.

yes it has too, not as much as crossed sickles though. Also CS stacks nicely with the katana mystic art for hitting behind foes.

Buut... as you said, I can't go back to medium armor even with that awesome bonus lol So I'm rocking Red demon with fire katana (yeah I also have a fire spear, so I have to buff my weapon with another element to discord... not that I really need it much though).
 

N° 2048

Member
Sorry if I'm LTTP with this, and it's already been stated, but I just finished my own observations with this.

Even if it has, it can't be stated enough; do not ever put Agility Damage Bonus on either of your melee weapons.

Agility Bonus Damage does not go beyond A+. It also does not care what source your A+ is coming from. A+ = A+ whether it's from your melee weapon, ranged item or combination of familiar and ranged item (e.g. Aya-Komori A and any weapon at D Agility Bonus or higher = A+). Therefore, putting it on your weapon is a complete waste, since you could instead have either Familiarity Bonus (caps at 15%) or Close Combat Damage (so far caps at 20%) in addition to an A+ Agility Bonus.

When using the bonus from a ranged weapon, it must be the currently active ranged weapon. You can't simply have it equipped, it must be the active weapon. So just put A+ on both ranged and never worry about it again. You can view your total bonus in the Special Effects menu too.

The Agility bonus is global, and works with all weapons. Familiarity is exclusive, and only affects the weapon its on.

Wait, so if I'm using Aya-Komori there's no point having Agility Damage Bonus on my weapons?
 

Rizzi

Member
qCQ3Y8g.jpg

I am now a ninja.

I have no idea how to use this weapon type properly aaaaaah
 

Pompadour

Member
I am now a ninja.

I have no idea how to use this weapon type properly aaaaaah

Low stance, mash Square. High stance, mash Square. When fighting humans, do High Stance Triangle (Hold) into R1 + Triangle (Foot Sweep Skill) into Final Blow.

That's all you need to know.
 

Izuna

Banned
Sorry if I'm LTTP with this, and it's already been stated, but I just finished my own observations with this.

Even if it has, it can't be stated enough; do not ever put Agility Damage Bonus on either of your melee weapons.

Agility Bonus Damage does not go beyond A+. It also does not care what source your A+ is coming from. A+ = A+ whether it's from your melee weapon, ranged item or combination of familiar and ranged item (e.g. Aya-Komori A and any weapon at D Agility Bonus or higher = A+). Therefore, putting it on your weapon is a complete waste, since you could instead have either Familiarity Bonus (caps at 15%) or Close Combat Damage (so far caps at 20%) in addition to an A+ Agility Bonus.

When using the bonus from a ranged weapon, it must be the currently active ranged weapon. You can't simply have it equipped, it must be the active weapon. So just put A+ on both ranged and never worry about it again. You can view your total bonus in the Special Effects menu too.

The Agility bonus is global, and works with all weapons. Familiarity is exclusive, and only affects the weapon its on.

You are LTTP, but people didn't read my posts, haha
 

Izuna

Banned
I knew about aya-komori being global and affecting all weapons but not about ranged weapon agility bonus affecting melee weapons.

Yeah like, I found that you can stack them up.

I have EDDB instead on my off-hand.

Going from A to A+ is only ~2%
 
You know the worst enemy in this game?

Yep

Raven

FUCKING


Tengu

They kill me every single time unless I get lucky
I actually fought one of these things once, hit it with a water living weapon attack, it then flew up and then two seconds later fell into the water and died, I was like "What?"
 

Tomeru

Member
Unfortunately Shimazus regen activates only at low health.

Is it the same with the set bonus? Couldn't test it myself since I don't have 6 pieces.

I thought it said 30% regen. Nothing about critical written there? Damnit.

I believe red demon has close combat damage in addition to a separate burning foes damage bonus. That crossed sickles set looks good but I like light armor.

It does, but it has the highest close combat dmg for burning foes.
 

Sanctuary

Member
Wait, so if I'm using Aya-Komori there's no point having Agility Damage Bonus on my weapons?

Aya-Komori is an A Agility. You can reach A+. So while technically you can use any level of Agility on a ranged weapon with that Guardian to hit A+, it's up to you whether or not you want to give up 20% or higher ranged damage on that weapon.

You are LTTP, but people didn't read my posts, haha

Sorry. I've been out of this thread a while, and on another forum some were claiming you could have the bonus on a ranged weapon, even without it being your currently active ranged weapon and still get the bonus damage with your melee weapons (you don't). Sounded fishy, so I did my own tests. I also wanted to see if the supposed 15% Agility and Familiarity bonuses were accurate, and they are it seems.

Oh thank you for the testing. Just for clarification, if I have agility damage bonus A+ on my bow (and gun) that works for my melee weapons as well?

Yes. Agility Damage Bonus is global. However, you need to have it on your currently active weapons for it to work. So just put A+ on both ranged items and don't think about it anymore if you aren't already using Aya-Komori.

I also seem to remember getting an accessory with familiarity bonus on it as well. Would that work similarly? Although that may just be a familiarity multiplier, in order to build familiarity quicker rather than a damage bonus. This is how proficiency multiplier works.

I am not actually sure about the accessories with Familiarity bonuses either. When I very loosely tried them out last week, they didn't seem to do much. I can't remember if the weapon I was using was already at max Familiarity either, but I guess it's something to try out again. I just assumed that the bonus on those only actually helped you max out the weapon faster.
 

Cathcart

Member
The Japanese voice acting is by far my least favourite part of the game. I think it's an awful decision. It's not like they didn't have access to English speaking voice actors.
I don't want to read subtitles, it doesn't get the message across like voice acting. The narrative is already obtuse enough.

Think I might just start skipping cutscenes.
i think putting it in japanese is a lot better than hamming it up with fake japanese accents. there are not many japanese VA in this field who know fluent english or know how to speak it properly in the first place

Why would you assume that is the only option? They would just speak the lines in English, there's no need for offensive fake accents.

I think the Japanese VA is pretty good in this game and I like how William is basically the Chinese guy from the Ocean's movies, but "fake accents would be bad" seems like a weird rebuttal to the original (and understandable) point.
 

Baalzebup

Member
what happened with the clans battle thingy?
What is likely to happen forever, the side with Toyotomi wins, everyone gets some glory with factors from which side won and what overall rank your clan achieved and you, personally, might get a discount for the glory purchases for the next week depending on how high in personal rankings your personal glory contributions put you. I got a mighty -5.5% discount :p
 

Peroroncino

Member
It literally says just that in my post, that re-forging is similarly affected. One simply can never have two abilities from the same group on the same weapon/armor at any time, for any reason.

The groups are mostly self evident. Only one attack Ki-cost reducing thing, one straight out damage buffing thing, one extra stat scaling thing, one guard Ki-cost reducing thing, one elemental effect thing, one self healing feature, one break value modifier etc.

I'm still a little drowsy sorry, anyway, while the groups may be self evident, there may be one or two good skills hiding in them [possibly exotic colored skill], I wouldn't mind being able to see the exact possibilites.

Wiki is still pretty barebones.
 
What is likely to happen forever, the side with Toyotomi wins, everyone gets some glory with factors from which side won and what overall rank your clan achieved and you, personally, might get a discount for the glory purchases for the next week depending on how high in personal rankings your personal glory contributions put you. I got a mighty -5.5% discount :p

lol

that's cool, i went Shimazu and only could reach rank 1800 something but i only have like 5 days with the clan
 
I keep not being able to decide what fashion to rock...damnit.

I was really into getting my hands on the Iga ninja getup but now that I've been wearing it for a bit, I immediately want to try something else ha.
 
I keep not being able to decide what fashion to rock...damnit.

I was really into getting my hands on the Iga ninja getup but now that I've been wearing it for a bit, I immediately want to try something else ha.

I'm wearing this, not the best image, but all I have at work.

It's Li arm and leg gear, Iga pants, and the Justice onmyo chest armor.
 

Baalzebup

Member
I'm still a little drowsy sorry, anyway, while the groups may be self evident, there may be one or two good skills hiding in them [possibly exotic colored skill], I wouldn't mind being able to see the exact possibilites.

Wiki is still pretty barebones.
This:
Is more or less a collection of the best shit you can put on a weapon. The elemental property is of the higher, far rarer roll (occurs naturally in that particular weapon), all of the effects are of the rarer, generalist nature and even the %% rolls themselves are quite high or even at max values, beside the transferable attack Ki cost one which will be replaced when I see a higher roll version.

The Close Combat Damage Bonus is in the same pool with Agility damage bonus, Less armor damage bonus, familiarity damage bonus and Skill damage bonus but trumps them all in utility and likely in the maximum increase limit as well.

Guard Ki Reduction shares a pool with the stance specific ones of similar nature, which are obviously inferior.

Close Combat Ki Damage shares a pool with the stance specific ones of similar nature, which are obviously inferior.

Close Combat Attack Ki Reduction shares a pool with the stance specific ones of similar nature and the one governing Skill use Ki costs, which are obviously inferior.

The additional Stat scaling abilities Change to Attack (stat) X are a pool unto themselves.

Fire, Lightning, Earth, Wind, Water, Poison, Paralysis form a group and, as mentioned above, have a chance of being rolled in two different tiers (both are still blue) where the better, far rarer one has greater values. On divine lv 150 items this would translate into values between 9-12 and 14-16 on zero familiarity.

Close Combat Attack Life Drain shares a pool with the stance specific ones and the arguably superior blue ability Close Combat Life Recovery, which heals you a set amount every time you kill something.

Break value modifiers are all white and form a pool of their own.

(Critical) effects, which only activate when you're at <30% health don't share pools with similar abilities that aren't (Critical) and can thus co-exist on the same piece of gear.

Now the armor side though... that is the place where it gets nuts when you get to divine armors (which also get familiarity and inheritable abilities) as all pieces can inherit abilities from the other pieces, even though only certain pieces can roll certain abilities.
 

Sanctuary

Member
This:

Is more or less a collection of the best shit you can put on a weapon. The elemental property is of the higher, far rarer roll (occurs naturally in that particular weapon), all of the effects are of the rarer, generalist nature and even the %% rolls themselves are quite high or even at max values, beside the transferable attack Ki cost one which will be replaced when I see a higher roll version.

The Close Combat Damage Bonus is in the same pool with Agility damage bonus, Less armor damage bonus, familiarity damage bonus and Skill damage bonus but trumps them all in utility and likely in the maximum increase limit as well.

Guard Ki Reduction shares a pool with the stance specific ones of similar nature, which are obviously inferior.

Close Combat Ki Damage shares a pool with the stance specific ones of similar nature, which are obviously inferior.

Close Combat Attack Ki Reduction shares a pool with the stance specific ones of similar nature and the one governing Skill use Ki costs, which are obviously inferior.

The additional Stat scaling abilities Change to Attack (stat) X are a pool unto themselves.

Fire, Lightning, Earth, Wind, Water, Poison, Paralysis form a group and, as mentioned above, have a chance of being rolled in two different tiers (both are still blue) where the better, far rarer one has greater values. On divine lv 150 items this would translate into values between 9-12 and 14-16 on zero familiarity.

Close Combat Attack Life Drain shares a pool with the stance specific ones and the arguably superior blue ability Close Combat Life Recovery, which heals you a set amount every time you kill something.

Break value modifiers are all white and form a pool of their own.

(Critical) effects, which only activate when you're at <30% health don't share pools with similar abilities that aren't (Critical) and can thus co-exist on the same piece of gear.

Now the armor side though... that is the place where it gets nuts when you get to divine armors (which also get familiarity and inheritable abilities) as all pieces can inherit abilities from the other pieces, even though only certain pieces can roll certain abilities.

Those bonuses are pretty much the best you can get in terms of actual damage (if not the maximum modifiers anyway) for non specific enemy types. Although Close Combat Ki Reduction, Guard Reduction Cost/Parry are pretty good too as your only non offensive bonus. I'm not really sure yet what the difference between Guard Reduction Cost and Parry are either. Parry might just be a flat reduction cost, and Guard Reduction Cost is better for larger hitting attacks.
 

Spainkiller

the man who sold the world
Nice fight. Your Yuki is way more docile and less devious than mine. She constantly spams all her long range stuff and if i get knocked down, she cues something i can't avoid on wakeup. How much body do you have? The perks of being a spear user, i guess.

25 body, IIRC.
 
Status
Not open for further replies.
Top Bottom