Board Thread:Fun and Games/@comment-32182236-20181005190739/@comment-32182236-20181008155358

Part 2-The Monster Guild

The monster guild, as stated before, is far more complex than the human guild. Here, you're given a certain amount of stat points to distribute among the many different statistics in the game, and whatever is left over is converted into skill points. After that, you choose a race, and, well, there are many, MANY races, each having their own unique bullet type. There's also a specific unlockable race, with powerful fire attacks.. But this wouldn't be a basic guide if it assumed you already unlocked everything! Then, you choose a class, which gives you yet ANOTHER special ability. Yes, monsters have a LOT of special abilities.

While humans only get to attack once per turn, monsters get to create a whole pattern of bullets, and each one that hits a human enemy damages them, as long as the INV frames from the last hit have already run out. The length of the pattern is determined by your MP, making this a very important stat!

The Warrior class gives you spear attacks, and makes your attacks generally faster. It also provides a multiplicative bonus of 70% to your ATK stat, and a 25% bonus to the DEF stat.

The Cleric class automatically gives you the ability to heal human players to full health.. Useful if you actually FIND a human player who won't try to kill you because you're a monster, and would rather team up with you. (Why doesn't this happen more often? If the human goes for the monster on the other team, and the monster goes for the human on the other team, there's still no loss to the amount of EXP you gained for killing someone in the same faction as you. Not only that, if you're taking a more pacifistic approach, and would rather progress though other means and increasing your level, their bonuses really compliment each other's very well. I guess it's because of the lore, and that the two are known as opposing factions.)

And then we have our scientist class, which has a multiplicative bonus of 25% to INT per level. REALLY useful as the levels go up, but this is also for the more pacifistic approach, though it's far more useful than the Cleric class in the current meta, seeing that you could still gain abilities and use them against humans.

There's also the option of just not choosing a class.. This gives no bonus, BUT that means an extra 5 points.

Dogs are mainly a joke race, Skeletons have bone attacks, which are vertically-oriented, moving left or right, so you move up and down to where they don't hit.. Just like spear attacks.. The fish can only live in temperate biomes, but has proficiency with spear attacks, Froggits have frog attacks.. They each have their own little quirks, but a lot of them are only slightly different than the next.

Out of all the possible combinations, here are the most prevalent, alongside the ones that work the most, and how I rank them.

--The Spearheaded Warrior--


 * Class:Warrior
 * Race:Dog (come on, really guys? That's a joke race.)
 * AT:4 points (base AT:4, with bonus, 6)
 * DF:3 points (base DF:3, with bonus, 4)
 * HP:6 points (base HP:100)
 * INT:0 points (Come on, really? With that all a human needs to do is throw a stick your way and your character forfeits the fight!)
 * DEX:0 points (Understandable, you need a high score to even have a chance to dodge human attacks anyway, so it's either high or 0, 1-5 points is just a waste of those points unless you're fighting another monster)
 * MP:2 points (Your average MP, I suppose)

That leaves 10 points to be converted into skill points-Quite a lot! So, what do you want to use them on? (For the sake of understandability without you having to go monster and look at the skill list, I'll say how many points each of these skills cost in parenthesis after the skill name.)


 * ->Blue magic (1)
 * ->Bigger bullets (1)
 * ->Rage (makes your attacks faster if your partner is killed) (2)
 * ->Semi-Homing attacks (1)
 * ->Axe bullets (2)
 * ->Even bigger bullets! (3)

Really, guys? If you're not going to also buy orange magic, or the ability to force another's SOUL mode into blue, blue magic is nearly worthless of a skill! It's SO easy to dodge, and the fact that blue bullets only count as half a regular bullet doesn't make up for that unless you also have orange bullets to actually make some tricky patterns by combining the two! Also, Rage isn't really that good of a skill, seeing that it only activates after your partner, if you even HAVE any, is already KILLED. Should have speced those points into orange magic instead.

So, I think I've made my point-This build isn't really effective.

--Skeleton Smash--


 * Class:None
 * Race:Skeleton
 * AT:6 points (AT base:8)
 * DF:2 points (DF base:2)
 * HP:12 points (That means 650 base HP!)
 * INT:2 points (..Okay then?)
 * DEX:0 points (Once again, understandable.)
 * MP:4 points (Good!)

And how are the 4 skill points used? Quite effectively! They actually followed the advice I gave the dogs!

->Blue magic (1) ->Blue SOUL mode (Yes! This is one of the only reasons to get the blue magic skill, being a prerequisite to this one!) (2) ->Bigger bullets (1)

Quite a good build! Though you could get even better than that..

Well, seems as though the builds get a lot more complex than even I anticipated. I suppose I'll have to split this part into 2 subparts!