

use the skill that does 25% of damage you just received to the boss, there is one for magic attack and one for physical attack, don't mix them remember that the blade have a type (Blunt,Piercing,Slashing) so if you have a rapier (which is piercing) don't mount it on an hilt which has 0 piercing and 30 slash you can find some pretty nice weapon in the iron maiden when you reach it the crossbow has great range and is really easy to chain. at a certain point of the game you will find spell that change the elemental affinity of your weapon. if you need any type affinity there are training dummy all over the world that can help you get the kind of affinity you need to know what enemy is weak to what use the analyze spell check always how much damage you are going to do and what is the hit% and try changing weapon and/or special skill (Break Arts sometime are really usefull) if the game say you are going to do 0 damage still attack and expect something between 1 and 5 Just plug and chug your way through, and combo the fuck out of everything and sap all of their MP and whatever - if you can't do damage, fuck the enemies over in every other way possible. I didn't give a single shit about making sure only Weapon X hit dragons and Y only hit humans and all that crap. The only time I switched weapons in VS was when I got bored. I used a bow at the end boss and I don't think I got hit - I know I didn't get hit by the boss's super move.

I ran around at 100 Risk for basically the entire game and just forged my way through everything. I never paid any attention to any of it and I got through fine. VS has a lot of crap about affinities and materials to combine and etc. OK, I'll preface this by saying it's been probably four or five years since I played through VS, so I'm definitely not going to be able to cite any specifics.Īll I ever needed in VS was the bow it's painfully easy to string combos with, and that's all you need. 9+ hits only if you're going to maintain a monster chain to kill a boss and you don't care about the risk penalty. Use your buff spells, use the good debuff spells, don't bother with the combat spells (not useful until replay anyway), use a shield against tough bosses (they can really, REALLY cut down damage taken - oddly, remember to remove your shield if using a heal spell I believe, if it has resistance to that)Ĩ hit chains were the magic number to avoid excessive risk growth iirc. Which two those are, I don't remember, but if you check a faq, I'm sure you can find it.Īll you really need is good timing and a bit of brains. Hitting certain types raises one thing, lowers another, so you can pair up two on one weapon, two on another, etc. It's been awhile since I've played, but iirc, with three weapons, you can have maxed out anti-monster attributes for every type of monster. I haven't found this to be a very useful abnormality, though.I went through the game doing an absolute bare minimum of crafting (little more than sticking a few gems in weapons, and assembling a few), and using several different weapons to work on different affinities. This gives you a Silver item when it should give you an Iron item. Actually, there's one other fluke combbination: Spear I'm not saying they're the best ideas but you can play around with them and see how useful you find them. The #'s in the Ideas column refer to tthe chart above. Switching the order of the weapons will usually result in Silver. All other material-combinations for weapons fall into some sort of pattern according to weapon-type. These are the abnormal combinations inn the Weapon Material Priority scheme. As you can see from the chart, a Heavyy Mace can be the a good metal converter. I don't have to explain why there is nno D in the row for Dagger and the column for Heavy Mace, do I? Well, just in case, it's because Daggers cannot be used to change the material of any weapon besides another Dagger and a Heavy Mace of X material combined with Heavy Mace of Y material will sometimes result in Heavy Mace of Z material depending on the materials involved.

I've set this chart up to show Damascus but the pattern is the same for all weapon materials.
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This shows how to combine Damascus weaapons with non-Damascus weapons so that the result is still Damascus. Personally, I find it easier to take advantage of weapon material priority instead of trying to manipulate the combination abnormalities. If you understand what weapons will &qquot overpower' the material of other weapons, this chart can be a very useful for creating Damascus/Silver weapons. The #'s column is for the chart after this one. Items in red need to be combined in the order shown (left to right). This is just a quick list for people wwho've been playing the game for awhile so it doesn't include combinations for the weaker weapons.
