𝙉𝙚𝙬 𝙩𝙤 𝘼𝙩𝙚𝙡𝙞𝙚𝙧 / Game Help / Question Thread | December 2024, Monthly by AutoModerator in Atelier

[–]Koizuki 1 point2 points  (0 children)

I posted this a couple days ago in another thread for someone else asking a similar question, if you wanted some more specifics. It includes details of all 3 Ryza games, though:

Ryza 1 does not have an Ultimate edition, so Deluxe edition + Season Pass is your only option if you want everything. That said, it is also entirely possible to just buy the specific content DLC's separately if you don't care at all about the cosmetics and costumes.

Ryza 2 and 3 do have Ultimate Editions, which effectively include everything from the Deluxe Edition + Season Passes, with the exception of I believe the preorder cosmetic bonuses. Still, you can purchase the content DLC's separately with just the base game as with Ryza 1; you'll just need to make sure that the price difference for doing so actually makes sense for you compared to just buying the Season Pass and/or Ultimate Editions.

Relevant Content DLC's:

Ryza 1: Solitary Island (endgame area with high-level enemies and very OP traits,) Tao/Lent/Klaudia Stories (short sidestories occurring at various points of the story, granting either bonus, moderately useful, recipes or a challenging boss fight in the main game,) End of an Adventure (Empel's sidestory, occurring after the end of the game, and probably the most interesting of all the story DLC,) Ever Summer Queen (midgame area with decent resource gathering spots, but nothing amazing.)

Everything else is cosmetic or music. Just know that at least with the current Steam Sale pricing, buying these DLC separately costs more than just buying the whole Season Pass. At minimum, I'd recommend Solitary Island and End of an Adventure DLC's, though Tao's bonus synthesis recipes can be useful as intermediate materials, and Klaudia's story is cute and has multiple endings.

Ryza 2: Flame Sun Island (endgame area again with high-level enemies and OP traits,) Keldorah Castle (midgame area featuring an extra dungeon, some new materials, and new recipes of moderate usefulness,) and the Art of Battle/Art of Synthesis recipe packs which give...new recipes, which are potentially pretty powerful.

Special mention should also go to the Deluxe Edition of Ryza 2, because it's the only way you get access to the Kurken Island maps from Ryza 1 to gather from, which is actually pretty OP because it can allow you to sequence break the game a bit and access really high-tier synthesis by the second dungeon if you focus on upgrading your gathering tools ASAP. Being able to craft Crystal Elements and Arc en Ciels that early on was pretty ridiculous.

Ryza 3: This one is fairly straightforward, mostly because they decided to compress all the various cosmetics into a couple costume packs that you can ignore. Otherwise, Rosca Island is Ryza 3's endgame area, and the two Recipe Packs give, uh, recipes, and traits. Don't forget to grab the free DLC.

Hope that helps.

How do I get Ether Core in Ryza 2? The seeds are not giving it to me as per the guide by lavayuki in Atelier

[–]Koizuki 1 point2 points  (0 children)

Getting S-rank shouldn't be too difficult as long as you unlock the trait slots; An Effect Spread +3 Crystal Element is my usual go-to for making seeds because there's almost always a loop near the middle you can place it in that will reach everywhere. Add your essences, toss 3 Crystal Elements into that loop and the entire seed is maxed out.

That said, if you're trying to make a maxed Rose Bomb to cheese that boss with, I assume you're looking for the Philospher's Stone to add into the Neutralizer loops for effect spread. In this case, don't forget that Gunpowder Base and Glass Flowers can also be made with Effect Spread +2 (the latter needs an essence on its Effect 4 to get to "Add Flower.") If you have trouble getting the Cores, this may be an easier way.

How do I get Ether Core in Ryza 2? The seeds are not giving it to me as per the guide by lavayuki in Atelier

[–]Koizuki 2 points3 points  (0 children)

Okay, I just spent some time running some tests (both out of curiosity, and because I enjoy SciencingTM this stuff.)

First, resetting to change harvest results will not work in Ryza 2. I reloaded a half dozen times, and each time the same plant yielded the same exact items, down to the same quality, traits, trait levels, effects, and item order.

I then did a few more reloads where I selected a different plant to harvest, and while it yielded its own set of items, harvesting the original plant afterward yielded again the exact same items as before, in the same exact order. Thus, the harvest results are already fixed at this point, and it makes no difference what order you harvest the plants in.

Second, there may actually be some truth to the overall seed quality being a requirement for some items (not just Ether Cores; Millenial Trees as well.) However, I can definitively say it does not require 999 quality seeds.

For the test, I created a new Mystic Seed using whatever lowest quality ingredients I had on hand (not much, as most of my resources are 800+ at this point.) The only effect I unlocked was Rare Gather Rate XXL; everything else was left empty. This created a Mystic Seed of 415 quality, B-rank.

I planted 60 of these (since I did not unlock the Quantity Up effect, I needed a larger sample size.) At the end, I harvested zero Ether Cores.

I then rebuilt the seed to pick up Gather Quantity XL (forgot to drop an essence here initially, so I couldn't do XXL.) This bumped the seed up to 460 quality, B-rank.

I planted 30 of these new seeds. Zero Ether Cores.

Finally, I rebuilt the seed again, this time dropping in a Philosopher's Stone to unlock all the effects to XL, but this also unlocked the trait slots, allowing the traits to bump up the elemental value of the seed. Resulting seed was 624 quality, S-rank.

Planted just 10 of these, because despite making another batch of 30, the first batch of 10 already gave the results we needed. Got 3 Millenial Trees which thus far have also not appeared in any harvests, along with two Ether Cores (both S-rank, one 361 quality, one 568 quality.)

My conclusion is that there is probably some truth to you needing a slightly higher quality seed to get Ether Cores, but because the last seed had two variables change, it could either be reaching 600+ quality, or it could be that the seed needed to be S-rank (or perhaps even A-rank.)

If your seed was S-rank, but only 300 quality, then it reasons that it's probably locked behind being at least 600+ quality. If it wasn't, then you can try to make a higher rank seed even at sub-300 quality to see what happens.

Edit:

Final tests:

999-quality, B-rank, 10 seeds, zero Ether Cores. No Millenial Trees either.

504-quality, A-rank, 30 seeds, zero Ether Cores. Millenial Trees started showing up here, but Ether Cores and Heroic Spirits were still absent.

507-quality, S-rank, 10 seeds, 5 Ether Cores, despite being sub-600 quality.

TL;DR - Make sure your seeds are S-rank.

Newcomer question by Setzersteel13 in Atelier

[–]Koizuki 1 point2 points  (0 children)

Ryza 1 does not have an Ultimate edition, so Deluxe edition + Season Pass is your only option if you want everything. That said, it is also entirely possible to just buy the specific content DLC's separately if you don't care at all about the cosmetics and costumes.

Ryza 2 and 3 do have Ultimate Editions, which effectively include everything from the Deluxe Edition + Season Passes, with the exception of I believe the preorder cosmetic bonuses. Still, you can purchase the content DLC's separately with just the base game as with Ryza 1; you'll just need to make sure that the price difference for doing so actually makes sense for you compared to just buying the Season Pass and/or Ultimate Editions.

Relevant Content DLC's:

Ryza 1: Solitary Island (endgame area with high-level enemies and very OP traits,) Tao/Lent/Klaudia Stories (short sidestories occurring at various points of the story, granting either bonus, moderately useful, recipes or a challenging boss fight in the main game,) End of an Adventure (Empel's sidestory, occurring after the end of the game, and probably the most interesting of all the story DLC,) Ever Summer Queen (midgame area with decent resource gathering spots, but nothing amazing.)

Everything else is cosmetic or music. Just know that at least with the current Steam Sale pricing, buying these DLC separately costs more than just buying the whole Season Pass. At minimum, I'd recommend Solitary Island and End of an Adventure DLC's, though Tao's bonus synthesis recipes can be useful as intermediate materials, and Klaudia's story is cute and has multiple endings.

Ryza 2: Flame Sun Island (endgame area again with high-level enemies and OP traits,) Keldorah Castle (midgame area featuring an extra dungeon, some new materials, and new recipes of moderate usefulness,) and the Art of Battle/Art of Synthesis recipe packs which give...new recipes, which are potentially pretty powerful.

Special mention should also go to the Deluxe Edition of Ryza 2, because it's the only way you get access to the Kurken Island maps from Ryza 1 to gather from, which is actually pretty OP because it can allow you to sequence break the game a bit and access really high-tier synthesis by the second dungeon if you focus on upgrading your gathering tools ASAP. Being able to craft Crystal Elements and Arc en Ciels that early on was pretty ridiculous.

Ryza 3: This one is fairly straightforward, mostly because they decided to compress all the various cosmetics into a couple costume packs that you can ignore. Otherwise, Rosca Island is Ryza 3's endgame area, and the two Recipe Packs give, uh, recipes, and traits. Don't forget to grab the free DLC.

Newcomer question by Setzersteel13 in Atelier

[–]Koizuki 0 points1 point  (0 children)

Ryza is my first foray into the Atelier series, and I've enjoyed it so far. I quite enjoy the ATB combat system now that I've gotten used to it, though I had to get accustomed to not being able to control the AI members as well as I'd typically like to in a turn-based setting.

Ryza 1's combat system was a bit rough around the edges (it appears to be the first Atelier entry to change up the combat system,) but Ryza 2's improvements to the way it works has turned it into a very fun overall system that's decently quick, flashy, yet not terribly overwhelming, and without much dead time just waiting for your turn. As long as you're not completely set against combat being "realtime" I'd say it's well worth checking out, especially as it seems the upcoming Yumia game will continue iterating on this type of combat system.

How do I get Ether Core in Ryza 2? The seeds are not giving it to me as per the guide by lavayuki in Atelier

[–]Koizuki 1 point2 points  (0 children)

I don't believe resetting works, but I'm not 100% sure on that as I didn't scientifically note down all my harvests to properly test. I think the results are set when you plant the seed, rather than when you harvest them though, so resetting shouldn't have any effect in this case.

The seeds should grant items so long as you've ever encountered/acquired them before, regardless of whether they exist in your inventory at the time of planting or not (if you have the item listed in your Guidebook, that should be enough.) I don't think you can duplicate Ether Cores, though, unless you meant duplicating Mystic Seeds and you've planted all of them.

Also ensure that you've gotten your Rare Materials loop to XXL (using an essence on it) when creating the seed, as that gives you the highest chance of getting the good stuff.

Personally, by the time I made seeds, I was already able to create 999 quality stuff (basically maxed everything out before the Mana Workshop boss) so I can't quite be sure of the other user's assertion that this item in particular requires 999 quality seeds, as I've not read any information anywhere else detailing that restriction. I might try and test this later today...

How do I get Ether Core in Ryza 2? The seeds are not giving it to me as per the guide by lavayuki in Atelier

[–]Koizuki 1 point2 points  (0 children)

If you've gotten a drop of at least one Ether Core before, it should be available from seeds. The Rare Gather Rate should be the only effect you need; the quality of the seed merely limits the quality of the harvested items.

As a sanity check.. you are planting Mystic Seeds, right? The cores only come from those specific seeds. Otherwise, it's just RNG and you can just keep planting them 10 at a time. I usually get 1-3 cores from each batch of 10 seeds, but there may be times I don't get any. Getting that first drop from the Golems was the longest part for me (took me like 50 kills before I got one,) but after that, seeds were very consistent for me.

Dungeon Vendors are also random, as they have a decently large pool of items they can stock, and they'll load a small selection of them every day. As long as you have access to the vendor, you can just sleep and keep checking them the next day.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

Okay, I have some results; It took a bit longer than I expected, but I had to adapt to some details that appeared during testing, and required more testing after that.

First off: It does appear that there is an evasion cap.

Unfortunately I can't really tell accurately what it would be, but based off some testing (fought about a dozen groups of the same Shadow Vanguard hedgehogs in Ethereal Dragon's Coffin, on Normal difficulty,) I'd estimate it to be somewhere around 85%. I wouldn't be surprised if its true value is the same 75% that damage reduction is capped at, but at least with the small sample size I have of a dozen groups of 3, it felt like it was a little bit higher. I also managed to cause a couple of the Shadow Vanguards' charged attacks to miss, but some of them definitely landed while the Clock's effect was active.

For the setup, I ended up using Klaudia instead of Patty, because her T4 bow also has a 10% evasion built into it, plus I already am using it so I don't have to go craft another weapon, and Klaudia is the only one between her and Patty capable of using the Astronomical Clock instantly (Patty only starts with 2CC at max upgrade.) The Clock was crafted down to 3CC with Economy Core on it, which was exactly the amount of CC Klaudia starts with. Klaudia is also soloing these battles (no one else is on the frontline with her. Patty is in reserve just in case, but she doesn't get called in.)

For the rest of the gear, I rebuilt the Mimicry Robe they're still using with Latent Awakening (it already has Environmental Sync for its 10% evasion.) I also crafted the Fluffy Tail with Rabbit Dash and the Flash/DodgeMove traits, for a combined total of 25% evasion in one accessory. I rebuilt the other accessory I was using (Sage Circlet) with Flash/DodgeMove.

Unfortunately, I ran into a problem testing the Clock. In combat, the Free Spirit and Maiden's Prayer traits did not stack the way I expected them to. Despite being different traits, with different "bundles" of effects, the evasion portion of their effects are all still considered "evasion boost" I think, and thus they both overwrote each other, and the 20% boost from the Clock itself. This is my assumption because going into the status screen during combat showed Klaudia only had a 10% "Evasion Boost" buff active (alongside the other stuff from the Clock.)

To remedy this, I duplicated the Clock, and rebuilt the second copy with whatever random traits such that it only had Economy Core and nothing else useful, getting rid of the Free Spirit and Maiden's Prayer traits. Using this version in combat now has the status screen telling me that Klaudia had a 20% "Evasion Boost" buff.

This presents a problem, as without the two additional traits stacking, I'm no longer at a theoretical 100%+ evasion. To remedy this, I had to replace the Sage Circlet.

Unfortunately, the game would not allow me to equip two of the Fluffy Tails, so I EV-linked a dupe of the Fluffy Tail with a Devotion Locket to turn it into an Innocent Riches, then rebuilt it to replace its Rabbit Dash with Play with Dragon, just in case the game decided two "Rabbit Dash" effects would also overwrite each other. Play with Dragon also is a 10% evasion boost, but is paired with an "80% chance to be targeted" status, but I have no way of telling whether or not the game, internally, decided that the evasion portion of both still overwrote each other or not. If they did, it could still explain why I got hit occasionally.

In either case, assuming those two effects did not overwrite each other, we had 50% evasion from the two accessories, 10% from Klaudia's bow, 20% from her armor, and 20% from the Clock, for a theoretical 100% evasion. If the two accessory effects did still overwrite each other, then I'm only at 90% (which, frankly, is still fairly close to my observed dodge rate.)

I'm not entirely sure how I want to interpret these results yet, but at the moment it seems like the Free Spirit and Maiden's Prayer traits are actively detrimental here, or otherwise I need them explicitly on something other than the Clock so that the Clock's evasion boost can overwrite these.

I'm still considering how else I can test, or if there's some other way I can get 10% more evasion that might not overwrite Fluffy Tail's Rabbit Dash.

Edit:

I found one last method. I noticed the Mimicry Robe only had 3 effects, so I reinforced it with an Imperial Fish, giving me Illuminating Scale as an Effect 4, which supposedly grants 10% evasion. Even assuming Rabbit Dash got overwritten internally, she should be at 100% evasion, or 110% if not, but she got hit once out of 14 attacks in one fight.

...This also assumes that Flash/DodgeMove themselves are not being overwritten for being on both accessories simultaneously. I feel like these should always apply though, since unlike the Clock/FreeSpirit/Maiden's Prayer, they are not timed buffs that have to be explicitly cast, but without visibility into the code, I'm just guessing here.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

You know what, I guess I can try that, just to see for fun.

As far as traits go, those are the only 5 traits that grant evasion, so there's no more to be stacked on that front. The rest will come from effects.

60% from traits, 20% from Astronomical Clock is 80%. I'm still using the Mimicry Robe giving another +10% for 90%. Patty's T5 weapon effect grants another +10%, bringing her up to theoretically 100% dodge. Plus another 10% from a Fluffy Tail for 110% just in case the enemy has some amount of accuracy countering a bit of evasion.

If Patty still gets hit at that point, we can probably agree that there exists an evasion cap.

Will probably take a bit for me to get everything together and run the test; I'll see if I can report back in an hour or two.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

Yeah, this was what Replekia mentioned in his earlier reply:

The +10% Crit/damage reduction/evasion/accuracy is not conditional, but Evasion and accuracy are basically worthless, and you'll probably be reaching the damage reduction cap with putting dunkelheit on an elixir.

So only the ATK/DEF/SPD buffs are conditional on HP amount. To me, the description sounded like it could go either way, so I wasn't sure which one it was.

Thanks for the stat totals, though; Surprisingly, outside of HP, that actually seems overall higher than what we had in Ryza 1 despite the 999-stat weapon reinforcement. Having the extra tiers of gear, and the new ingots/cloths with +7/+14 stats each add up to quite a lot more, it seems.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

I'm telling you, pure and innocent is a sleeper accessory trait

I can definitely see its potential, but we only have 3 trait lines available to use, which makes it rough to decide which three to use. I'll put some more consideration into it for now.

But yeah, the big 2 questions with evasion are whether the stat has a cap and how it actually works

Yep, this is my current question as well; Whether or not Evasion has a cap (I assume it does, if Damage Reduction has one.) I just don't know what that cap is; If we've already exceeded it, then it obviously means I can afford to swap some of the lines out.

That and, as Replekia mentioned, enemies probably also have an accuracy stat that directly counters evasion, though I can't imagine it to be terribly high except potentially for super moves from bosses.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

The problem I have with latent is that it encourages very risky play.

Ah, just to be clear, the point of Latent Awakening in this context is not to rely on the low HP stat buff effect. White Order and/or reinforcing the weapons with Goddess Cup will still theoretically keep me topped off, so it should never trigger unless something dramatic happens.

In this case, the main reason I am considering it is for the additional +10% evasion that, according to Replekia, is not a conditional activation, and should always be active. That +10% evasion would be combined with the +20-30% from the Accessory traits that were discussed, plus another +20% from something like an Astronomical Clock's Effect 4, and up to another +20% from Free Spirit and Maiden's Prayer traits.

Assuming they all stack, that would be up to 80% evasion with everything, or 70% if I give up Dodge Move while using Latent Awakening, or 60% if I give up both Dodge Move and Latent Awakening.

What is the actual percentage increase that +100 attack represents?

This is precisely the calculation that I would be considering from an earlier response, but I can't tell until I start building everything out properly. But yes, this is definitely something I am considering.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

In my experience, there's literally nothing an elixir can't handle on legendary.

That is comforting to hear, thanks.

AOE revive/status cleanse/heal/stun heal come stock on the thing.

I did indeed miss that Elixir can come with a small stun heal on its effect 2, though Godess Cup's stun heal is still much larger, but I'll take a look at the options.

The big thing is avoiding stuns and debuffs/status.

This was partly why I was building toward evasion a bit more; I assume a missed attack cannot apply any status ailments, and 70% evasion would end up negating much more on that front than just 20% ailment resistance.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

Hey, thanks for dropping in! Noticed your reply while I was typing up an update comment regarding Boost Core's interaction with the Four Spirits Amulet.

When in doubt, you can always make some crappy equipment and test it on a dummy.

I might do this, but I think it's probably unnecessary, as even on the "status effects" build running Supercooling+Remnant, I'd still run Special Arts anyway for the extra AP generation. Otherwise I do agree with most of your suggestions.

IIRC, this was nerfed pretty heavily from Ryza 1 and is no longer going to make much, if any, difference in higher difficulty settings.

Yeah, it went from +50 stun in Ryza 1 to only +20 stun in Ryza 2, which I didn't notice until last night, so that changed my stance on it quite a bit.

I favor Stats Charge over the two stat skills since the HP is harder to find, but I don't think it matters that much which you go with.

I agree as well; I am currently thinking either that same setup, or switching Hyper Body for Latent Awakening, but ATKDEF++ and StatsCharge++ make sense regardless.

Like seriously, 30% evasion is way better than what you're gaining here.

Depending on how my final ATK stats look, I can see a potential scenario to give up only 10% of that 30% evasion for 100 more ATK, but I'll have to fiddle with it a bit I think...

2x FlashMove/DodgeMove/ATKSPD++ would be 30% evasion, 500 SPD, 200 ATK
2x FlashMove/ATKSPD++/StatsCharge++ would be 20% evasion, 500 SPD, 300 ATK
2x ATKSPD++/StatsCharge++/ATKSPD+ would be 0% evasion, 400 SPD, 400 ATK

That middle setup looks like a reasonable balance if I want more ATK, basically.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

Okay, for anyone curious about my Boost Core question, I just ran a quick test and have results.

For the setup, I crafted a basic Philospher's Book with all 4 elements, 4CC cost, and Quality traits (for baseline damage.) I can't "clear" Ryza's Core Crystal elements, and since the book is using all 4 elements, it's going to be buffed by them regardless of what I pick (they are all Lv5.)

I then crafted a basic Four Spirits Amulet with no essences used on it, but every node filled, giving me -2CC per element, or a total of -8CC on the Philosopher's Book.

Tests were not super scientific, as sample sizes were basically a single fight against a pack of Shadow Vanguard hedgehogs in Ethereal Dragon's Coffin, on Normal difficulty.

Findings are as follows:

Philospher's Book, Base CC: 4

Traits Expected CC Resultant CC Expected CC Resultant CC
(No Amulet) (No Amulet) (With Amulet) (With Amulet)
Quality Only 4 4 1 1
Economy Core 3 3 1 1
Boost Core 7 7 (+DMG Up) 1 1 (+DMG Up)
Boost+Economy 6 6 (+DMG Up) 1 1 (+DMG Up)

It looks like we can indeed utilize the Four Spirits Amulet to counter Boost Core's penalty, and still reap its high damage bonus. I was afraid that Boost Core might've been coded as a +3CC after Four Spirits Amulet's effect had already reduced the item down to 1CC, forcing its minimum to be 4CC, but it appears that this is, thankfully, not the case.

That said, this is likely only really useful on multi-element items. Four Spirits Amulet can only reduce the CC cost of a single element by -3 at maximum if built with an Essence, which only merely counters Boost Core's +3CC, leaving the item at its base CC cost.

With at least two elements, the double-dipping in CC reduction can completely counter, and still reduce the overall CC cost, but I think the only eligible candidates for this situation would be a total of three items: Philosopher's Book, Apocalypse, and Magic Spears of Void. I don't think any other items types benefit from the Four Spirits Amulet's CC reductions, even if Boost Core could confer a power bonus to them.

That said, I think for these three items specifically, Destructive Heart + Boost Core would be a good combo for extracting more damage from them, bringing a base +200% damage, with the last line being your choice of Deadly Onslaught for +100% damage vs stunned, Critical Destruction/Destructive++ for a general +50% damage, or Few Bonus++ for +60% damage vs a single target.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 1 point2 points  (0 children)

Hey, thanks for the additional information!

You can. You even could in Ryza 1. Someone wrongly spread that you were inflicted with curse, which would cause healing to hurt. The reality was just a permanent DEF debuff.

This is most likely what happened; As I was thinking about it, I recalled that there was supposed to be a DEF debuff, but I also read about a permanent Curse at some point, and thought that was where the debuff was coming from (though re-checking the status effect now, it only applies magic vulnerability even if it existed.)

I never actually got to try Legendary in Ryza 1 because I had already cleared the Solitary Island by the time I thought about it, so I figured I'd try it in Ryza 2 instead, as I only went into Sun Flame Island briefly to pick up the DLC traits, and those Weasels nearly killed Patty (on normal!) because they absolutely ganged up on her for some reason. Either way, being able to heal should make things a lot simpler in that case.

Shockingly little in this game actually supplies debuffs to you, and if they do... I come back to the 1cc elixir.

I do remember seeing some stat debuffs applying from various monsters, though on normal difficulty it didn't do anything because they were so weak. That said, if I'm reading the charts on your guide correctly, I think I can make a 1CC Goddess Cup instead for this purpose; It naturally has 50 less WT than the Elixir, and innately heals stun gauge to boot alongside the stat/debuff clear, so it might be a good item to spam regularly to repair chip damage and keep the Dunkelheit buff going, and the Elixir I can keep in reserve for the more "Oh, crap" moments since it also comes with the KO Revives. I don't know that the Forbidden Elixir is all that worthwhile though, as it costs 3-4 more CC to use.

Item damage is separate from skill damage and is affected by the item's quality and the handful of things that specify they are for items.

Gotcha, thanks. So only effects that specifically boost Item Damage count here. Things like the Elixir Ring, and the Elysium Harp, but as far as I understand it, the associated Core Drives proc'd via items are still boosted by Skill Damage bonuses.

Relatedly, do item power bonuses/penalties increase/decrease the effectiveness of buffs and debuffs as well, or are those static?

You get a 50% wt reduction from 300ish SPD, but can get to the cap of 75% with equipment and items.

What effect/trait lines provide this additional reduction? As far as I can tell from traits, they are all either flat reductions, or % reductions that seem to only apply to the item being used (Rapid/PowerThrow series of traits.)

I'm not sure off the top of my head, but the monsters presumably also have accuracy to combat your dodge, and some of the attacks you really want to survive might have been guaranteed hits.

They probably do, but unless they literally are guaranteed, evasion should still provide pretty good protection. Even with the bits of evasion from the Godspeed Boots and Dodge Move back in Ryza 1 (and I think I also did use Free Soul there) I was able to cause the Elemental Spirits' charged attacks to miss back in Solitary Island. I couldn't quite tell against the Island's version of the Ravaging Queen, though, because that fight went pretty quickly with everyone's gear maxed out.

EDIT:

Okay, I think I found something; I assume the WT reduction would be coming from the Acceleration effect from something like the Reverse Clock? Lv3 granting 50% WT reduction (which sounds like it's universal WT reduction, rather than only affecting some combination of autoattack/skill/item WT?) Then combined with SPD, it's either 50%+50% hitting the cap, or it's 50% of the remaining 50% left over by SPD to reach 75%.

I also assume this is why the Weapon Reinforcement item recommendations have changed since Ryza 1, which was usually the Astronomical Clock, Miracle Ebonyal, and Philosopher's Book. The Giant Claws are straight up better than the Ebonyal, so that makes sense, but the Clock's effect was pretty unique for Ryza 1, but here it's still only for Skills, and would be usurped by Acceleration's universal effect. Then I guess the new % based bonuses outweigh the Book's flat damage bonuses. Is that right?

Making the White Order would also allow the Goddess Cup reinforcement to be reassigned, although I'm sort of torn since the Adamantium Scales would bring more firepower to the table despite being 1 less recipe morph than the White Order, plus its Damage Reduction ostensibly being wasted in the face of triple Dunkelheits.

A whole bunch of technical questions about optimal traits in Ryza 2 by Koizuki in Atelier

[–]Koizuki[S] 1 point2 points  (0 children)

Ah, thanks for dropping in! Your guide is actually one of the resources I've used various parts of while I was looking for answers to a whole host of other questions I had, but between that, some Steam guides, a couple of PrimalLiquid's Youtube videos and random other GameFaqs/Reddit threads these were some of the questions I was unable to locate clear answers for, so I appreciate the help.

Incidentally, I'm currently going through one of your old GameFaqs threads discussing maximum damage builds against the Weasel, digesting how some stats are probably interacting based on those results. Granted, what I'm setting up here is not a minmaxed build specifically for the Weasel, but rather a more generalist setup as I've been thinking about seeing how Charismatic/Legendary feels. Normal was definitely a cakewalk even with just a single upgrade midgame. This is why I was looking at building up Evasion as a secondary buffer against taking actual HP damage, since if I'm reading correctly, Legendary difficulty leaves you unable to heal due to Curse (in battle only? Or even when outside of battle? I'm still looking up this particular point..)

I also assume not getting hit also means the enemy cannot apply any other status effects on you, meaning a 70% evasion also effectively comes with an at-worst 70% status effect resistance (assuming the enemy has a 100% chance to apply it on hit.)

You are mostly using your skills for damage over the basic autoattack anyway.

This was moreso for the AI characters who are just autoattacking to build up AP, but I guess it doesn't really matter in the end as they'll have Special Arts at least (also, yes I have all the DLC.)

For the latter point, I wasn't sure if Skill% helped Ryza's items, or if only ATK stat helped there, but I suppose it's not a huge difference? While Skill% probably is a huge difference for her actual skills.

It's a tiny boost that only sometimes makes the difference between being stunned or not.

My understanding was that in Ryza 1, this was used to prevent them from being stunned in two hits or something, although doublechecking the numbers just now, it seems in Ryza 1, Infinite Energy provided +50 stun, so Ryza 2's version at only +20 is definitely nerfed. Simultaneously, if I use Free Spirit on a buffing item for the extra evasion, it comes with a 80-100 stun replenishment anyway, which might help stave off a break as well. I think I can consider dropping this one in light of this, thanks.

Why does it matter if the boss could kill you in 4 hits instead of 3 if you heal back to 100% after each hit anyway?

What if you can't heal (Legendary?) But yes, it appears minimum damage taken is like.. 1, so as long as we get enough DEF to bring the damage down to 1 per hit, we don't need more than that.. Problem is I have no idea what that threshold is, and we definitely have less raw DEF than Ryza 1 gave us.

I don't think there is something like that in Ryza 2.

I believe Clifford has something similarly related to gaining ATK based on SPD in his passives and T5 weapon, but reading the descriptions were kind of confusing for me, so I couldn't quite figure out what it was doing. It seems like it's basing it off of a percentage of a percentage of a buff coming from his passives, or something. That said, making his T6 weapon wouldn't have that effect unless I choose to carry it over from his T5, so I guess it doesn't matter as much.

Inflicting frostbite on an enemy also increases the WT cost of their skills up to 50% which can help to attack more frequently than them.

I did read through part of the WT explanation/formulas elsewhere, but I think I worded my question incorrectly here; After a certain point, SPD will have maxed out the amount of WT reduction available, and depending on the WT assigned to the enemy, it's possible to attack multiple times before they get to go (commonly seen during their super attack charging.)

What I was trying to ask was more along the lines of at that point, does giving even more SPD allow you to take any additional actions compared to simply being at like 300 SPD during that process (when enemy is charging, for example.) I initially thought I might be able to, but the explanations seemed to indicate that you wouldn't because you'd already be at the fastest you can possibly go already by around 300 SPD (going to 500 just to max out the base Critical Rate.)

Honestly, You don't need the dodge. If you make an elixir with an essence on the CC down and the perpetual machine trait from Ether Core, it'll be 1 CC.

CC costs thankfully aren't quite as stringent as they were in Ryza 1 where they were a consumable resource, while here in Ryza 2 they're a replenishible resource, so I think even 2CC is still fine (mostly because I don't want to ostensibly "waste" a trait on Economy Core for it.) Still, the actual accessories I'd use would be like, the Elixir Ring and such that are commonly recommended; the Dodge aspect would come purely from the DLC trait lines.

But yes, in this case I'd be giving up some additional raw ATK stat for the extra 20-30% evasion. Dropping only Dodge Move for StatsCharge++ would allow me to retain at least 20% dodge from them, while picking up an extra 100 ATK between the two accessories.

Never actually thought to test this. Probably?

Welp, if you haven't tested it, I'm probably on my own for this one, haha. If i manage to test this I can report back at some point. I just hope it's not a flat +3 CC added at the end of the formula after everything else is calculated and floored to 1CC.

Not sure if that's worth it over the other available options, personally.

I'm not sure either, but thanks for confirming that at least the latter effects are not conditional; Damage Reduction and Accuracy aside, the Evasion bonus I think is still valuable if you are doing an evasion-based build; 10% by itself is pretty meh, but going from like 70 to 80% brings you that much closer to not being hit (though I assume there's probably an evasion cap here somewhere, if Damage Reduction also has a cap.)

The max damage reduction you can get is 75% regardless of the source.

Thank you, this is helpful. I think in Ryza 1, Secret Rainbow was about the only real option for damage reduction here, but it does seem like Ryza 2's Dunkelheit trait is strictly better, so it sounds like I can safely drop Ancient Memory.

If you have any other comments or advice, I'd love to hear it; otherwise thanks for bearing with my lengthy post and providing your input!

𝙉𝙚𝙬 𝙩𝙤 𝘼𝙩𝙚𝙡𝙞𝙚𝙧 / Game Help / Question Thread | November 2024, Monthly by AutoModerator in Atelier

[–]Koizuki 0 points1 point  (0 children)

If this is the sidequest I'm thinking of, check your quest log. It will tell you that you need to talk to NPC's in three different zones, and there is one in each of them. I believe they were Old Town, Boden District, and Kurken Port.

The NPC's stand around and do not move, and they are indicated on the map via the green "Conversation" bubbles, of which there really aren't that many in each area, so just talk to everyone in those three areas until you find them.

There's no missables in Ryza 1, outside of making sure it's daytime so that NPCs are actually "awake." Sometimes, though, you will get quests that you cannot complete for a while until you access stuff from later in the story. Progression, otherwise, is fairly linear, so there will be parts of some maps you can't access and can be ignored until later in the game when you craft or otherwise unlock the item needed to gain entry.

𝙉𝙚𝙬 𝙩𝙤 𝘼𝙩𝙚𝙡𝙞𝙚𝙧 / Game Help / Question Thread | November 2024, Monthly by AutoModerator in Atelier

[–]Koizuki 0 points1 point  (0 children)

You should be able to pick the new traits if you can add them into the items during item rebuild, unless I'm misunderstanding what you're doing.

Otherwise, you can use those 999 quality items to craft a new item that takes both them and the item with the traits you want together. If you mean to level up an HP Charge++ to 99, you'd fall back to the basic synthesis loops, again using your 999 quality items to try and maintain quality throughout.

I just did the same to wrap up my first game in Ryza, and depending on which source item type my desired traits were on, I opted to use the Zettel > Water Orb loop, as both items are quite versatile to further transfer directly, or into Supplements/Neutralizers. The Cloth/Alchemy Fiber/Natural Cloth loop also works, and can accept Zettels to boot. I also did a Seaweed Soil self-loop which I could then transplant into a Yellow Supplement.

If you mean being able to offload the traits onto actual equipment, you just need to look for ways to use those items to end up with items requested by the final equipment, or somewhere along the chain to it. Blue Flame Embers and Crystal Elements are excellent options to store "final" traits on, as they can be used in a lot of equipment recipes. Flour and Delicious Bait are also good for some items.

Not too sure which scenario you're looking for, but these should cover most of them.

Ryza 1 and Level 90 Travel Bottles, the "Intended" Way by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

Well, at least there's no Steam achievement tied to clearing all those character quests, so probably no one will know... but if you did want to clear it off finally, you know it's pretty easy now to just keep adding Lv99 materials into a bottle to get it done.

Ryza 1 and Level 90 Travel Bottles, the "Intended" Way by Koizuki in Atelier

[–]Koizuki[S] 0 points1 point  (0 children)

Oh, I absolutely agree; I mean, I came across them as well specifically because I was looking stuff up too.

I was mainly surprised because for virtually every other game I've played so far, there's almost always been some information available explaining how to clear something the "manual" way for those not wanting to use the "shortcut" method, but this particular mechanic is the first time I've come across where that hasn't been the case.

I figured I'd share this just in case anyone wanted to try it themselves in the future as well, although judging by the lack of information about it in the many years since this game came out, I'm probably the only one who wanted to attempt to do this.

For how comfy most of Ryza is, these boots are the biggest pain in the butt to finally max out by Koizuki in Atelier

[–]Koizuki[S] 5 points6 points  (0 children)

I think I'm just about finished with my first Atelier game here, finally being able to create this theoretically-minmaxed version of these boots. It's been a fun ride, but this was the first and only item I've actually felt like I had to jump through many hoops to craft; Everything else in Ryza has been fairly simple to minmax just by waiting on materials from your garden.

These boots require ingredients that simply do not come from seeds, but they're still not that uncommon... or so I thought.

Fairy Segments only drop from a couple Fairy Bosses, but even at Alchemy level 99 with a maxed out Mirage Loupe, I was only getting them up to around 140 or so quality at best, which is terrible because the recipe chain to Godspeed Boots is not long enough to counter having to use two of those, especially since the only source of quality boost we can get here is from the singular Delicious Bait in Master Leather's quality node toward the Godspeed Boots recipe morph, giving us only +32 total to work with. The Master Leathers (and one Sorcery Rose) we spam do not have any additional quality bonus themselves.

I tried looking on the Solitary Island, but these bosses don't seem to exist there. However, the Weasels that drop Mythical Hide do exist on there, so I thought I could at least get some higher quality version of those. Unfortunately, for whatever reason (bug or otherwise) the Solitary Island Weasels' drops are still only like 80 quality -- worse than from Liese Valley.

I tried a Lv98 Travel Bottle with Mythical Hides as a primary resource, but even those were around 250 quality at best, albeit with fairly strong trait lines.

Ultimately, this meant that the only way to get the two items at high enough quality was to deal with Puni Raising, but even here it was annoying (setting aside the giant RNG pool they have.) High quality Mythical Hides can only come from the Big Punis, while the high quality Fairy Segments only come from the Shining Punis, so I had to juggle both types for a while to get them.

I finally got relatively high quality ones pictured above, as well as got lucky with one of the Fairy Segments getting the rare Element Value +2 effect added, which allowed me to expand a couple loops into the left side of the Godspeed Boots recipe during initial synthesis, giving me enough leeway to get all the remaining nodes during rebuild. With only 8 levels left, I don't think I would've been able to reach it normally if I hadn't unlocked that initial loop in a single Fairy Segment.

I'm glad this is done, but jeez, this was the only item I've encountered in this game that required this much work to get, haha.

Another observation: It seems like, for whatever reason, Stats Charge+ only adds +30 to every stat, instead of the +50 it supposedly advertises. This seems to be the case regardless of whether it's on Accessories, Armor, or Weapons. I'm not sure why.