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KH13

KHMoM *Spoilers* Kingdom Hearts Melody Of Memory Chat

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On 11/23/2020 at 7:19 AM, romeostruedude said:

I’m Jus talkin. Only issue I explained was the depth perception / BGM timing / input delay and the slow means to correcting it especially when it everyone has the same setup. Now. The material gaining I just didn’t know as it was hidden in a separate menu. And only explained my 3 star run ended with the Proud Mode of Vector to the Heavens. But again. This is my first rhythm game. I’m NOT gonna know it all.

I still enjoy the game tho and find this far more enjoyable than Ice Cream Beat.

It plays a lot more like the Melody Catcher reality shift from Symphony of Sorcery in Dream Drop Distance, particularly with the hold targets.

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On 11/23/2020 at 7:55 AM, romeostruedude said:

Oh. Never really got to play 358

You should. Even if the missions can get a bit tedious some of the worlds have a really good story with great character aspects like the mentor role Phil takes for Roxas or the background plot with Jack in Halloweentown.

On 11/23/2020 at 7:58 AM, Harveywallbanger said:

Coded's gameplay is passable. 358/2 has unquestionably the best writing in the series

I really like re:coded's gameplay because it's so varied particularly with the boss fights. Trickmaster on a railslider is easier than in the first game and properly exploring KH1 Destiny Islands and Hollow Bastion is fantastic.

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so i just did some testing and uh

i dont think the hp stats being variable actually exist in the game

like, the different hp stats that each team has

i'm running idle in a song with both potions and mickey so i can get as many heals as i can in 1 go for the mickey stamp on "amount of HP healed"

and i tested with each team

firstly, teammate health doesnt factor in at all to survivability

second, every single run was healing me 190

no matter the team

potion does 30%, mega does i think 60? and mickey does curaga which is a full heal

if teammates factored in, riku's team would have been getting 300+ whatever the potions give bc their added hp should be 300

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but outside of that, every team leader's hp is different in the team menu so the 30 and 60 percents would be different for each run, which means getting 190 for each shouldnt be possible

so yeah conclusion: hp doesn't actually exist outside of leveling up and lasting a tiny bit longer, the different teams and stats dont factor in

but actually, i do wonder if that tiny bit of survivability is actually from the def stat

i think it might be

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bc i know there's a difference in running a song on idle at lv1 and lv99, you definitely get a bit further

but i don't think its the hp stat at all

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hp is at least

since there's something that changes an idle from lv1 to lv99

def most likely

and strength def increases stun chance on multihit enemies

also 6580 is still not enough hp healed for a mickey stamp

pain

if 190 is the max you can get per run

and its looking like 10k might be the stamp

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it occurred to me that maybe the thing in the Records tab is asking for percent healed instead

which lines up perfectly

but then even with the differing stats, the teams are all pretty identical i think. even though riku's team has 300 hp and is the highest total, he has the lowest total def

so it all balances out

and for str, the biggest gap is a 20 point difference and i dont know if that'll make a huge difference

for stunning

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