/nep/ - Hyperdimension Neptunia

Now with 200% more Nepping


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Are there any immortals out there who have figured this shit out? Share your combos! Share advice on how to lab the best combos at lower levels! Holy shit I can't figure any of this out!
Replies: >>7747
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>>7737 (OP) 
You're referring to the original HDN, right? If so, alas, I'm not much help here. I intend to play it eventually, but I imagine it will be a while down the road.
I have no idea if this is the best way to go about it but I usually just stick to the pre-set sword, hand to hand and gun routes and set attacks from least powerful to most powerful. I usually put transformation attacks on the last triangle attack and combo link on the last circle and cross attacks. Never had any trouble with this setup.
Replies: >>7853
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>>7836
>set attacks from least powerful to most powerful
I don't think this is a good way to do it. If it's anything like the later games, every combo attack you use adds to your wait time, so you should set your strongest attacks first in line so you can kill the enemy faster and not have to use as many moves.
Replies: >>8144
>>7853
>every combo attack you use adds to your wait time
Honestly I have no idea if it does. At most, it would only be an issue until you get Neptune Break but if it does it has never caused any issues for what that is worth. 
Pretty sure the strongest ones are not able to be set early though, there are some limitations but I do not remember them off the top of my head.
The most helpful thing at lower levels IIRC is to attack elemental weaknesses even if that means using guns most of the time. It's been a few years since I last played but I seem to remember just setting the newest combo attacks and not thinking about it too hard. If you have effective healing and you're hitting weaknesses you should be able to sustain yourself.
Replies: >>8166
>>8165
Definitely worth doing with Compa but Neptune and IF both hit decently hard with physical or whatever the non weapon attacks are called. Pretty sure their gun attacks are weaker than their physicals.
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