You are not connected. Please login or register

God of War 2 general discussion

+9
Phoenix Wright
Infinity_Divide
Royta/Raeng
The_Lord_of_Zeal
TheFirmament1
Birdman
hedfone
RedShot
Gabriel Phelan Lucas
13 posters

Go to page : Previous  1, 2

Go down  Message [Page 2 of 2]

51God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue Oct 01, 2019 4:52 pm

Infinity_Divide

Infinity_Divide
S-Rank
The Stinger that Stung
Passionate players that posted more than 1000 times!
Psychobreak
Expert on The Evil Within

Thanks! After failing for over an hour, here’s what I did:

As soon as the translator started running, I rolled over to the first priest and grabbed him to stop him from spawning his first enemy. Stood behind the translator and kicked both dogs into the priest and killed him(I stood behind the translator because the enemies never seemed to go in front of him, so I didn’t have to worry about hitting him with a collision). I went over to the left to lure a couple remaining enemies away from the translator and did an AQ to hit priest #2 and the surrounding enemies. Quickly did rage+hammer triangle string to kill priest #2(the other enemies were stunned). As soon as he was down I went back to translator and fired off another AQ to kill the weakened enemies. From here I just stood nearby and used the fleece to absorb incoming attacks and block enemies away from the translator. I did this until two fresh dogs were in grabbing distance and punted them both at priest #3 for the kill. From here I just activated my remaining rage and killed the last two enemies. I only had a pixel of health because in between priest #2 and 3 I got surrounded.

Good times. Can’t wait to finish this up.

52God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Oct 02, 2019 2:10 pm

Infinity_Divide

Infinity_Divide
S-Rank
The Stinger that Stung
Passionate players that posted more than 1000 times!
Psychobreak
Expert on The Evil Within

Beat the Cerberus/Juggernaut battle. Used collisions to take care of the first wave of Cerberus(cerberi?), rotating through the pups so they don’t grow. In the second wave I used rage for a quick hammer triangle string on the Cerberus, and then took care of the pup. From here I used one AQ and slowed the juggernauts and Cerberus with Euryale and then back into more hammer strings to kill the Cerberus. I was low on health so I lured the juggernauts to the right of the arena and waited for them to both taunt before opening the health chest. From here I just took care of the juggernauts normally. Not as bad as I was expecting.

53God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon Oct 07, 2019 4:23 pm

Infinity_Divide

Infinity_Divide
S-Rank
The Stinger that Stung
Passionate players that posted more than 1000 times!
Psychobreak
Expert on The Evil Within

NUR is done. Not as bad I was anticipating, translator was tough as was the endurance run, but other than that I didn’t have much trouble. Not having upgrades really made me appreciate the spear, stuff like might of the king, and false grabs. Just an all-around phenomenal game. Will probably do another run before Death Stranding drops. Will get into GoW1 at some point soon.

54God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon Oct 07, 2019 9:47 pm

Royta/Raeng

Royta/Raeng
Admin
Veteran
Was one of the original users
Survivor
Lived through the infamous "Mentally Challenged" Souls topic
The Stinger that Stung
Passionate players that posted more than 1000 times!
Through fire and flame
Ninja Gaiden II expert

Good notes man, especially regarding translator. Sorry, I have been away for a bit and am now catching up on comments haha! Ironically the Translator fight isn't one I'm too afraid off in the future, it is the Barbarian fight for some reason. Always, no matter what, that fight rubs me the wrong way.

Always fantastic to see another soul get deep into God of War, the classics. It's sad that they got shoved to the side but it really shows that western developers can at times really do it, if only by accident.

Did you talk to SBK at all about your run? I'm sure he'd be thrilled. Though I can understand if you're not getting into that, it can be quite a typing adventure haha!

Out of all the God of War games you've played, which do you like the most so far?

https://stinger.actieforum.com

55God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon Oct 07, 2019 10:21 pm

Infinity_Divide

Infinity_Divide
S-Rank
The Stinger that Stung
Passionate players that posted more than 1000 times!
Psychobreak
Expert on The Evil Within

The barbarian fight is also troublesome for me. My biggest gripe with the game is its boss fights honestly, some of them just have a lot of health and are dull to get through(like Perseus).

SBK and I have been talking on the Death Stranding board and he’s given me a lot of tips and showed me some good videos. He also gave me a lot of insight about GoW3 as well, very knowledgeable guy. As far as being a typing adventure, I don’t even type as much as him but it takes me forever to respond because I’m not used to going so in depth like that haha.

GoW2 is my favorite just for its combat and nice platforming/puzzle sections. I’ve always loved the first game but haven’t given it the attention of 2. As for 3, I think it’s an awesome game but some changes to the combat put me off compared to the first two, the severely nerfed collision damage sucks some fun out of the game to me. Battering Ram is great though.

56God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Thu May 12, 2022 6:50 pm

Phoenix Wright

Phoenix Wright
A-Rank

Started playing this. I see that you start with max extensions and some specials from the Blades (of Athena), no doubt I'll lose them later. Also, can you not redirect OH in this title? I thought 3 was the one that disallowed this.

57God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Sun May 15, 2022 9:28 pm

Zimnas

Zimnas
D-Rank
God of War
Expert on all things God of War

>'godly' Blades of Athena
To note it, the blades deal the same DMG as their lvl1 counterpart post-prologue. Had it been actual lvl5 BoA, the multiplier would would triple DMG output.

>specials
Don't bother with them. They are not useful AT ALL (not even sequence breaking potential like the GOAT **GoW1**).

>OH redirection removed
One of the reasons why I prefer GoW1. At least GoWIII brought it back FOR 1 FUCKING ENEMY (Hades fiend). Ain't that something?

Note: In GoWII, you can do something know as 'deep' t0/t3. Before I continue, lets go over DMG values. VH lvl1 BoA t0 is 4.5 while t3 is 9. If you hit an enemy with said moves at VERY CLOSE range, you will deal double DMG (you'll also see that the hits counted for 2 on the combo counter). This makes t0 jump to 9 and t3 to 18.

Note2: Unlike Rage of the Gods, Rage of the Titans doesn't boost Power% (allowing you to exceed limits). It merely nerfs enemy Power% (or armor% **same thing**) and boosts weapons' level to mid (lvl3 for BoA and lvl2 for subs) at lvl1 (upon getting it by turning Prometheus into bearded barbecue until the Kraken). Lvl2 RotT (Kraken until the end of the game) boost weapons to MAX (lvl5 for BoA and lvl3 for subs). Collisions are nerfed by it (given how enemy Power% is reduced). Collision DMG nerf is the same as the DMG reduction% that follows.

DMG reduction:
Lvl1 RotT: 50% DMG taken
Lvl2 RotT: 25% DMG taken

58God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue May 17, 2022 10:55 pm

Phoenix Wright

Phoenix Wright
A-Rank

>'maxed out' BoA deals the same damage as Lv 1 BoA
Odd, but then again, that explains why low level foes took relatively long to kill with Lv 5 BoA.

>don't bother with the specials
Have I seen every special from the Blades in the prologue? If so, is it worth upgrading other stuff besides the Blades?

>prefer GoW1
I have heard a select few people claiming that, despite GoW2 being mechanically better, they still prefer GoW1 over it. Haven't beaten the game to comment, but I do agree that being able to redirect OH was a pretty great mechanic. Already miss it.

>GoWIII allowed to redirect OH against a single enemy
Oof. I'd probably have preferred to not have it at all if they took that route.

>deal double damage with t0/t3 at close range
Interesting. Thanks for sharing this.

>RotT nerfs Enemy Power%
>meaning that it also nerfs collisions
Good thing that you can deactivate it at will, at least.

>boosts weapons to specific rates depending on RotT's level
Does this only affect stats, or can you use moves that you have yet to unlock?

>nerfing collisions to either 1/2 or 1/4 of their full power depending on RotT's level
But why... oh well, like I said, at least you can deactivate it at will.

59God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Sat Jun 04, 2022 11:57 pm

Zimnas

Zimnas
D-Rank
God of War
Expert on all things God of War

>does it only boost stats, or can you use moves you have yet to unlock
It only boost your DMG. I pretty sure we've already gone over this in a comment tree (this reply is hella late, so I can't remember). Temporary unlocks for specials wouldn't be anything substantial (they cause they are TRASH). Only the autistic combo mad kids would be happy about this.

Here's what I'd like to see:
-Rampage of the Furies is replaced by Lance of the Furies which will be buffed as hell (quick double tap for the fast version is still a thing). I'm taking 'just release' for even more DMG and setting fuckers on fire (which would spread to any enemies they came in contact with). It would be unlocked at Lvl4.

-Cyclone of Chaos would come out SUPER FAST and hit for double it's current value upon unlocking it. It would also guard break with the final hit (which would also knock foes back and deal half colissions). Give it better RP build-up, too. Unlocked at Lvl2.

-Hyperion Charge would also come out faster. Can hold down S to prolong the Charge and increase the damage of both the ram and the launcher (definitely not Apollo's Ascension). Fixed RP gain from environment kills/regular kills from this move (something around 10-15 to make it worthwhile even when you've unlocked spirit). Unlocked at Lvl3.

-Tartarus Rage hits for double the damage of spirit and can go for deep hits. You'd input t for every slam and you would be able to move decently fast while one or two of the blades are on the ground (while being able to cancel it at any time with a block or TB/EH cancel). Held third t input for a charged final slam that deals double the uncharged version's DMG and is more damaging towards armored/heavyweight enemies (like the juggernauts or the Hades Minotaurs). Unlocked at Lvl5.

60God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Jun 08, 2022 7:00 pm

Phoenix Wright

Phoenix Wright
A-Rank

>only boosts DMG
Noted.

>went over this
If we did, I'm afraid I don't remember. But I'll be sure to not forget about it.

>unlocking specials wouldn't mean much owed to them being trash
Makes sense.

>ideas to improve the specials
Agree with all of this. Wonder if mods could help to make these a reality. Also, if Lance of the Furies will come back, should we get Valor/Plume as choices to counter melee attacks with the Fleece?

61God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Sat Jan 21, 2023 4:57 pm

Hyperfist/Malcar

Hyperfist/Malcar
A-Rank

Is there a list of the enemy HP values and the damage they take from the grabs in this game like there is for GoW I? Also damage values in general for Kratos' attacks would be nice.

62God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Nov 22, 2023 2:20 pm

Omar73874928271728


A-Rank

What do people think of the gamer kratos here? He is pretty damn good at GoW2 even if he doesn’t know every trick in the book of course(such as BH canceling to melt foes).

63God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Fri Dec 08, 2023 8:24 pm

Phoenix Wright

Phoenix Wright
A-Rank

Malcar: >is there a bestiary or grab data
Not sure. Perhaps the FP guide, but GMG noted it isn't very accurate. I'll get to those myself some day.

>attacks
Now that, I can help with.

-----------------------------------------------
This is assuming you're at Base (100 P% *remember that VH nerfs our output, so you're at 75% of your usual power):

Blades of Athena:

- Lv 1:

- s1: 2
- s2: 2
- s3: 4
- s4: 2/2
- s5: 2/2
- s6: 8
- t0: 6
- t1: 3/3
- t3: 2/12
- T: 2
- (air s1): 2
- (air s2): 2
- (air s3): 4
- (air t): 2/2
- L1 + x: 5
- (air) L1 + x: 5
- Return (melee): 5
- Return (projectile): 5

Starting Blades' moveset (Lv 1 modifier):

- t2: 4/4
- L1 + o: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/5 (or 1x14 /5)
- (air) L1 + o: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1 (or 1x15)
- L1 + s: 1/1/1/1/1/1/1/1/1/1/5
- (air) L1 + s: 1/1/1/1/1/1/1/1/1/1
- L1 + t: 2/2/6
- (air) L1 + t: 1/1/1/1/1/1/3
- S: 2
- S,s: 4
- S,t: 2
- (R),t: 5

- Lv 2:

- s1: 3
- s2: 3
- s3: 6
- s4: 3/3
- s5: 3/3
- s6: 12
- t0: 9
- t1: 4.5/4.5
- t3: 3/18
- T: 3
- (air s1): 3
- (air s2): 3
- (air s3): 6
- (air t): 3/3
- L1 + x: 5
- (air) L1 + x: 7.5
- Return (melee): 5
- Return (projectile): 5
- L1 + o: 1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/7.5 (or 1.5x14 /7.5)
- (air) L1 + o: 1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5/1.5 (or 1.5 x 15)

- Lv 3:

- s1: 4
- s2: 4
- s3: 8
- s4: 4/4
- s5: 4/4
- s6: 16
- t0: 12
- t1: 6/6
- t2: 8/8
- t3: 4/24
- T: 4
- (air s1): 4
- (air s2): 4
- (air s3): 8
- (air t): 4/4
- L1 + x: 4
- (air) L1 + x: 10
- Return (melee): 5
- Return (projectile): 5
- L1 + o: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/12.5 (or 2.5x14/12.5)
- (air) L1 + o: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5 (or 2.5 x 15)
- L1 + s: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/12.5 (or 2x10/12.5)
- (air) L1 + s: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5 (or 2.5x10)

- Lv 4:

- s1: 5
- s2: 5
- s3: 10
- s4: 5/5
- s5: 5/5
- s6: 20
- t0: 15
- t1: 7.5/7.5
- t2: 10/10
- t3: 5/30
- T: 5
- (air s1): 5
- (air s2): 5
- (air s3): 10
- (air t): 5/5
- L1 + x: 5
- (air) L1 + x: 12.5
- Return (melee): 5
- Return (projectile): 5
- L1 + o: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/12.5 (or 2.5x14/12.5)
- (air) L1 + o: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5 (or 2.5 x 15)
- L1 + s: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/12.5 (or 2x10/12.5)
- (air) L1 + s: 2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5/2.5 (or 2.5x10)
- S: 5
- S,s: 10
- S,t: 5
- (R),t: 12.5

- Lv 5 (MAX):

- s1: 6
- s2: 6
- s3: 12
- s4: 6/6
- s5: 6/6
- s6: 24
- t0: 18
- t1: 9/9
- t2: 12/12
- t3: 6/36
- T: 6
- (air s1): 6
- (air s2): 6
- (air s3): 12
- (air t): 6/6
- L1 + x: 5
- (air) L1 + x: 15
- Return (melee): 5
- Return (projectile): 5
- L1 + o: 3/3/3/3/3/3/3/3/3/3/3/3/3/3/15 (or 3x14/15)
- (air) L1 + o: 3/3/3/3/3/3/3/3/3/3/3/3/3/3/3 (or 3 x 15)
- L1 + s: 3/3/3/3/3/3/3/3/3/3/15 (or 3x10/15)
- (air) L1 + s: 3/3/3/3/3/3/3/3/3/3 (or 3x10)
- S: 6
- S,s: 12
- S,t: 6
- (R),t: 15
- L1 + t: 6/6/18
- (air) L1 + t: 3/3/3/3/3/3/6

NOTE: Return (melee) and L1 + x aren't affected by weapon upgrades, BUT they're affected by Power%.
-------------------------------------------------------
Rage of the Titans:

- Lv 1 RotT:

- s1: 10
- s2: 0.5/0.5/0.5/0.5/0.5/0.5/0.5/0.5/0.5/0.5
- s3: 30
- t1: 6/6/6/6
- t2: 2/2/2/2/2/2/2/2/2/20
- S (Lv 4+ exclusive): 0.5 per hit
- L1:

(Available for Lv 1-5):
--- If hitcount < 25: 0

(Lv 5 exclusive):
--- If hitcount >= 25 and < 50: 25
--- If hitcount >= 50 and < 100: 50
--- If hitcount >= 100 and < 250: 100
--- If hitcount >= 250 and < 500: 200
--- If hitcount >= 500 and < 1000: 500
--- If hitcount >= 1000: 1000

- Lv 2 RotT:

- s1: 15
- s2: 0.75/0.75/0.75/0.75/0.75/0.75/0.75/0.75/0.75/0.75
- s3: 45
- t1: 9/9/9/9
- t2: 3/3/3/3/3/3/3/3/3/20
- S: 0.75 per hit
- L1:

--- If hitcount < 25: 0
--- If hitcount >= 25 and < 50: 25
--- If hitcount >= 50 and < 100: 50
--- If hitcount >= 100 and < 250: 100
--- If hitcount >= 250 and < 500: 200
--- If hitcount >= 500 and < 1000: 500
--- If hitcount >= 1000: 1000

NOTE: The L1 move is not affected by P%.
-------------------------------------------------------
Spear of Destiny:
- Lv 1:

- s1: 2
- s2: 4
- s3: 4
- s4: 1/1/4
- s5: 11
- t1: 2
- t2: 3/3/3/3/3
- t3: 14
- (air) s1: 3
- (air) s2: 3
- (air) t: 2/6
- L1 + s: 6
- L1 + t: 10
- (air) L1: 10

- Lv 2:

- s1: 4
- s2: 8
- s3: 8
- s4: 2/2/8
- s5: 22
- t1: 4
- t2: 6/6/6/6/6
- t3: 28
- (air) s1: 6
- (air) s2: 6
- (air) t: 4/12
- L1 + s: 12
- L1 + t: 15
- L1 + o: 12/8/10 (UR)
- (air) L1: 15

- Lv 3:

- s1: 6
- s2: 12
- s3: 12
- s4: 3/3/12
- s5: 33
- t1: 6
- t2: 9/9/9/9/9
- t3: 42
- (air) s1: 9
- (air) s2: 9
- (air) t: 6/18
- L1 + s: 18/15 (if target gets altered and 'explodes')
- L1 + t: 20
- L1 + o: 12/15/15 (UR)
- (air) L1: 20

NOTE: L1 + t and (air) L1 deal fixed damage (Power% changes do not affect their output).
---------------------------------------------------
Barbarian Hammer:

- Lv 1:

- s1: 5
- s2: 10
- s3: 18
- t1: 18
- t2: 21/5
- (air) s: 10
- (air) t: 15
- L1 + t: 15(close range)/15
- (air) L1: 1/1/10/15
- L1 + s: 1/1/1/1/1/1/1/1/1/1/15

- Lv 2:

- s1: 8.75
- s2: 17.5
- s3: 31.5
- t1: 31.5
- t2: 36.75/8.75
- (air) s: 17.5
- (air) t: 26.25
- L1 + t: 26.25(close range)/15
- (air) L1: 1.75/1.75/17.5/15
- L1 + s: 1.75/1.75/1.75/1.75/1.75/1.75/1.75/1.75/1.75/1.75/26.25
- (R): 0.333

- Lv 3:

- s1: 15
- s2: 30
- s3: 54
- t1: 54
- t2: 63/15
- (air) s: 30
- (air) t: 45
- L1 + t: 45(close range)/15
- (air) L1: 3/3/30/15
- L1 + s: 3/3/3/3/3/3/3/3/3/3/45
- (R): 0.333
- L1 + o: 30(Hammer)/0.20 per soul hit.
-------------------------------------------------------
Blade of Olympus:

- Lv 1:

- s1: 5
- s2: 5
- s3: 5
- s4: 5
- s5: 10
- t1: 10
- t2: 5
- t3: 5
- t4: 15/5
- T: 2/2/6
- (air) s1: 5
- (air) s2: 5
- (air) t1: 5
- (air) t2: 5
- L1 + s: 2/1/1/1/1/1/1/1/1/10
- L1 + t: 10(physical)/15(laser)
- air L1: 10(physical)/15(laser)

- Lv 2:

- s1: 10
- s2: 10
- s3: 10
- s4: 10
- s5: 20
- t1: 20
- t2: 10
- t3: 10
- t4: 30/10
- T: 4/4/12
- (air) s1: 10
- (air) s2: 10
- (air) t1: 10
- (air) t2: 10
- L1 + s: 4/2/2/2/2/2/2/2/2/20
- L1 + t: 20(physical)/15(laser)
- air L1: 20(physical)/15(laser)

- Lv 3:

- s1: 15(physical)/5(laser)
- s2: 15(physical)/5(laser)
- s3: 15(physical)/5(laser)
- s4: 15(physical)/5(laser)
- s5: 30(physical)/5(laser)
- t1: 30(physical)/5(laser)
- t2: 15(physical)/5(laser)
- t3: 15(physical)/5(laser)
- t4: 45/15
- T: 6/6/18
- (air) s1: 15(physical)/5(laser)
- (air) s2: 15(physical)/5(laser)
- (air) t1: 15(physical)/5(laser)
- (air) t2: 15(physical)/5(laser)
- L1 + s: 6/3/3/3/3/3/3/3/3/30
- L1 + t: 30(physical)/15(laser)
- air L1: 30(physical)/15(laser)

NOTE: the 'laser' portions of all the moves that have them do not get affected by P%.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

MAGIC DATA:

Cronos' Rage:
- Lv 1:

--- Cost: 10MP (7.5 on Easy)
--- Damage: 1 per hit. Maximum hits per target: 9.

- Lv 2:

--- Cost: 12.5MP (9.375 on Easy)
--- Damage: 1 per hit. Maximum hits per target: 20.

- Lv 3:

--- Cost: 16.5MP (13.2 on Easy)
--- Damage: 1x28 + 10.

NOTE: The final explosion scales with Power%.
---------------------------------------------------
Typhon's Bane:

- Lv 1:
- Wind Blast:
--- Cost: 4MP (3 on Easy)
--- Damage: 5.

- Lv 2:
- Wind Blast:
--- Cost: 4MP (3 on Easy)
--- Damage: 5.

- Lethal Vortex:
--- Cost: 20MP (15 on Easy)
--- Damage: 5.

- Lv 3:
- Wind Blast:
--- Cost: 4MP (3 on Easy)
--- Damage: 5.

- Lethal Vortex:
--- Cost: 20MP (15 on Easy)
--- Damage: 10/10.

- Charged Wind Blast:
--- Cost: 25MP, can be used if you have at least 4MP (18.75 on Easy, can be used if you have at least 3MP)
--- Damage: 1 per hit.

- Titan's Storm:
--- Cost: 50MP (37.5 on Easy)
--- Damage: 50.

---------------------------------------------------
Atlas' Quake:

- Lv 1:
--- Cost: 20MP (15 on Easy)
--- Damage: 10/15

- Lv 2:
--- Cost: 25MP (18.75 on Easy)
--- Damage: 15, 5 per rock, 20 for the finisher.

- Lv 3:
--- Cost: 30MP (22.5 on Easy)
--- Damage: 20, 5 per rock, 25 for the finisher.

NOTE: This spell is affected by Power% changes, so playing on different settings other than Normal/Hard, or using certain costumes, will alter its power.
---------------------------------------------------
Euryale's Head:

- Lv 1:

--- PP build-up (Stare): 1.66 per frame.

--- Cost:

- Stare:
1. ~6MP per 0.5 seconds (~4MP on Easy).
2. ~10.8MP per 1 second (~7.75MP on Easy).

- Lv 2:

--- PP build-up (Stare): 3.33 per frame.

--- PP build-up (Flash): 250

--- Cost:

- Stare:
1. ~6MP per 0.5 seconds (~4MP on Easy).
2. ~10.8MP per 1 second (~7.75MP on Easy).

- Gorgon Flash: 25MP (18.75 on Easy).

- Lv 3:

--- PP build-up (Stare): 5 per frame.

--- PP build-up (Flash): 500

--- PP build-up (Blast): 250

--- PP build-up (Rage): 1000

--- Cost:  

- Stare:
1. ~6MP per 0.5 seconds (~4MP on Easy).
2. ~10.8MP per 1 second (~7.75MP on Easy).

- Gorgon Flash: 25MP (18.75 on Easy).
- Gorgon Blast: 25MP(18.75 on Easy).
- Gorgon Rage: 50MP (37.5 on Easy).

NOTE: Unlike Medusa's Gaze, Euryale's Head doesn't get more cost efficient with upgrades (where Stare is concerned), but it lowers RES faster. Flash also gets 'stronger' in this regard, too.

-----------------------------
Poseidon's Rage:

- At the start 'maxed':

--- Damage: 0.5 per hit. Up to 39 hits.
--- Cost: 33MP (24.75MP on Easy).

Mashing circle won't increase the damage (unlike in GoW1). It will just increase the amount of hits (base is 21 if you don't touch circle).

- Urn version (true MAX):

--- Damage: 2.5 per hit. Up to 39 hits.
--- Cost: 33MP (24.75MP on Easy).

This is the same as the previous version, mashing circle won't increase the damage, only the amount of hits you can score.

----------------------------------------------------------------------------------------------------------------------
Extras:

Rage Point gains from BoA strikes:

- Blades of Athena:

- s1: 0.25
- s2: 0.25
- s3: 0.25
- s4: 0.25/0.25
- s5: 0.25/0.25
- s6: 1
- t0: 0
- t1: 0.25/0.25
- t2: 0.25/0.25
- t3: 1/0
- T: 0.5
- (air s1): 0.25
- (air s2): 0.25
- (air s3): 0.5
- (air t): 0.25/0.25
- L1 + x: 0
- (air) L1 + x: 0.125
- Return (melee): 0
- Parry (projectile): 0
- L1 + o: 0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125 (0.125x15)
- (air) L1 + o: 0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125 (0.125x15)
- L1 + s: 0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125 (or 0.125x11)
- (air) L1 + s: 0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125/0.125 (or 0.125x10)
- S: 0.5
- S,s: 0.5
- S,t: 0.5
- (R),t: 0
- L1 + t: 0/0/0
- (air) L1 + t: 0.125/0.125/0.125/0.125/0.125/0.125/0

Every single move from every single subweapon: 0.

NOTE: The meter needs to have at least 1RP for the HUD to be visible to the player.

NOTE 2: Unlike GoW1, RotT DOES go all the way down to 0 when the meter is all used up (in GoW1, it only went down to 0.9, but never to a flat 0).

NOTE 3: RotT requires 25RP to be activated.

NOTE 4: RotT consumes 10RP for each activation.



Last edited by Phoenix Wright on Fri Mar 01, 2024 9:50 pm; edited 3 times in total

64God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Sat Dec 16, 2023 4:21 pm

GodModeGOD

GodModeGOD
A-Rank
God of War
Expert on all things God of War

>'Gamer Krate'
We talking about the vanilla VH guy again?

>list of enemy HP
Bestiary? Yes.

>throw damage on them
Incomplete in what is left. Wright will eventually give us a more complete one, which works out just fine.

>values for Krate
Never the enemies themselves? I suppose we'll have to wait on that front. I never finished it. As for your request, it seems Wright was good enough to fill the demand.

NOTE: I'll have to see about making time to go over some of this, but the first thing I see is CWB talk. 24 hits is the best it can normally do on a single target at point blank (not quite 1:1 on N or higher at full cost). But on E? With 'fused' targets? Insane value among DMG dealing cases.

>potential of mods
Very high (would be far more so if on PC). Even greater when entries with similar enough structure (for ease of porting).

>buffed LotF
And have it not work at all on TRAN KNEE (for lack of Clone War). Hell, FF on our protectee.

>double down on hit count
>greatly improve RP building role
>final hit knockback
>for CoC
Sure. I'd prefer it if we have to hold or mash the input to keep it going on the path to the ender, myself. The more control I have on this dedicated move, the better. DMG can stay trash for the rapid slaps, but the finale should be half decent (given the risk/commitment).

>Charge
I just prefer having MoH and HR if it can be helped. Let L3 initiate a run maybe with more upgrades allowing it to continue longer and different flash points for release (increasing potency relative to the run duration). King got an armored shoulder tackle in T7, Talion (with Celebrimbor) could go full Shao Kahn with a x10 DMG version of the ram (Emperor could even input to angle it diagonally up from the ground if he wanted while switching out knockback for a Homerun style launcher that still sends things flying back), Bayo could amp hers with MP, etc. Surely we can get Krate to (if only with MAX and rage active) a point where he can bowl over a heavy (as with a cyclops).

>TR buff
How it has to be. The thing is just not worth messing around with as is.

>RotT and EP%
Then there is the business you noted with the lvl1 version possibly nerfing you if you upgraded beyond what it offers. New Game bros...I don't feel so good. Are we at the Kraken yet?

65God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon Dec 18, 2023 5:05 pm

Hyperfist/Malcar

Hyperfist/Malcar
A-Rank

>damage values
Great work, as always.
As expected BH is pretty busted, and RotT doesn't seem THAT bad overall.

66God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue Dec 19, 2023 9:56 pm

Phoenix Wright

Phoenix Wright
A-Rank

GMG: >eventually
Just so.

>incomplete
That so? GoW1's was not only already complete, literally all of it was correct.

>24 hits
Yes, that seems to be the case. Never could get 25 hits, so it's definitely not 1:1.

>on E
The cost? Still not 1:1, but the cost is now lower than the damage output (which is 1DMG per hit).

>on fused enemies
Damage output increases drastically. The hits are not fake (at least not against Beast Lord + Cyclops, not sure about BK). For example, let's assume BL (80HP) + Cyclops (260HP) have full HP. CWB scores 170 hits and BL dies. We simply deduct 80 (BL's HP) from the hit counter (170 - 80 = 90). Then we use the resulting value to determine the Cyclops' HP (260 - 90 = 170). The result is the Cyclops' remaining HP. That's how you can know how much damage you've dealt. It gets trickier if you dealt any damage to either enemy, but the point still stands: the hit counter isn't lying (as with specific cases *even extending to GoW1 and GoWIII*). All the hits are real.

>far moreso if on PC
With the high possibility of remakes for the old games (given that there's assets ready for using *thanks to Vally*)? PC ports would be a tall order.

>RotT nerfs
Yes, I was pretty surprised when I saw this. Because I remember someone noting the opposite. But it's hard to test this accurately without CE, so it's understandable.

Malcar: >RotT isn't that bad
Even if it was, it can shine greatly in NUR+ if you use it to buff BH. Maybe even on vanilla if you haven't upgraded it to Lv 2 or MAX yet (though that depends if you have Lv 1 RotT or Lv 2, respectively).

67God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Dec 20, 2023 6:29 pm

Hyperfist/Malcar

Hyperfist/Malcar
A-Rank

>RotT
Was more talking about the Blade moveset during Rage rather than the damage buff. That's already plenty useful, especially with the BH.

68God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue Dec 26, 2023 2:16 am

Phoenix Wright

Phoenix Wright
A-Rank

>the Blades' moveset
Not sure how useful it is in practice, since I've only played the game twice. Would have to ask GMG.

>damage buff is useful
Indeed. Having access to Lv 3 BH via RotT is a joy.

69God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Jan 03, 2024 3:37 pm

Phoenix Wright

Phoenix Wright
A-Rank

Added Poseidon's Rage's data above. But only the starting version. Not sure if the Urn version allows us to upgrade it, because I don't have those (and don't know the address needed to unlock it).

70God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Jan 03, 2024 4:00 pm

GodModeGOD

GodModeGOD
A-Rank
God of War
Expert on all things God of War

Malcar: >busted
The heavy string's dps is quite high for burst damage using cancels (easy to make safe, too).  Light string is trash.  Air heavy is a decent bounce with good DMG.  Air light is meh (okay for some bum RO set-ups *one shining spot comes to mind*).  Not a Long Jump tool, but more than a mere High Jump (Infinite Jump).  Light special is shit.  Grab special isn't much better.  Losing roll hurts just a bit, but one gets used to switching (as you must already for OH).  Heavy special is great for ranged chip, bouncing and attacking through obstructions.  Cycle Cancels make even this safe.  The air version makes it slightly easier to keep your position.  Point Blank use changes the bounce to knockback, which has value for sending into hazards if not collisions (also bonus DMG).

Icarus Wings make-up for lack of a launch except it is an auto-rise type without i-frames.  AoE somewhat makes up for it.  Can't CC it, either.  Said relic also grants it (in place of a jump special) the air version's knockback (more legit than air s1).  Dandy for rounding out the weapon without switching (though not necessarily specific to the tool).  Shockwave's direct hit is P% and modifier dependent.  The actual seismic projectile?  No modifier adjustment, but still tied to P% (even against statues, which works against it for more serious runs).  The souls from the lost evade and previously noted special do offer something in the way of pinning foes down, getting hit count, floating/juggling/suspending, etc., but more than that they give more ranged chip (very minor) including a way for this weapon (shy of HJ/IJ) to reach high up foes (Theseus, Kraken, etc.).

>RotT doesn't seem that bad
RoS is bad.  RotT is good.  Just that it can sometimes not matter (or be detrimental).  In other cases it is a big play.  In NUR, it is handy to flare up even pre-Kraken to take BH from 1.0 to 2.0.  Kraken and beyond (all of NG+/Extras)?  3.0, so you want to make RP use count.  AotF doesn't just help slow things so you can go to down, but stops the drain (ignoring the start-up cost at activation).  Kills with the weapon out (not necessarily landed by the sub-weapon) will change the orb drops to be about RP (limiting your other drops severely).  Subs do not build RP on-hit, so there is thought to be had in how you build up the resource.

>moveset
The heavy is shit (t2 has i-frames on-landing, but the explosion is probably another move that underperforms against statues).  The light is okay (ignoring knockback collisions losing some edge while RotT is active).  Both very limited as compared even to RotG (also a grounded case for uniques).  No perk, but it does have some goofy stuff.  Flare replaces block/parry (not good).  With enough hit count, this becomes Inferno (cute to spend such a non-resource).  Not quite all it could be.  The held input (S) is weak, so clearly about the hit count, but it isn't like we get RP per hit with it and/or orbs to help offset the wasted meter doing something like that only good for setting up Inferno.

Wright: >that so
He's talking about GoWII, so you would have to tell me if that situation has changed.

>CWB on E
The 25/24 (Cost/DMG) becomes 18.75/24.  It surpasses 1:1.  Shame Athena isn't built with the cost reduction.  Stack her on E for it to go down to 14.0625 (damn near 2:1).  Obviously even beyond E or with this fantasy Athena you can do the trick with 4-24MP remaining (3 on E **2.25 with the Dream-Athene piling on**) to get much higher efficiency.  4MP for 24DMG?  6:1 is pretty alright.  Thought maybe one can't get close enough or have a single target (hampering this as with Theseus where 18DMG is your best unless using IJ to get up there with him).  Not a fused case.

Speaking of such things, you know them to allow MANY more hits with many being real.  Don't know a real cap, but ~300 for ~4MP?  Hey, alright.  With the extreme what-if?  Hypothetical goes well beyond 100:1.  Too bad for it even MAX lacks the ability to time with a flash not for more DMG, but for this cheaper cost (without needing to actually be down in the dumps).  No MP regen stuff like Bayo (with items) to exploit, but Kira is looking into that one.  I forget how it reacts to statues, but I digress.

>not sure about other cases
BK, Sisters S3, possibly Clotho, etc., yes

>Vally assets
Yes, it was something considered.  I would sooner expect those entries redone in this style.  That is to say, sacrilege.  High heresy.  Blasphemy.

>Urn
PR with the urn is MAX. Tutorial is MIN. Cost is the same for both (lvl1). MAX is stronger than in GoW1 (with lvl3). Being a cheat, that isn't too surprising.

>don't have them
You owe it to yourself to taste the nonsense that is 'Urn of the Gorgons'. Build-up on-hit (though not all sources)? An interesting gimmick to be sure. Not found in any other title. This ties into "Medusa Blades" talk that was apparently an early intention (didn't pan out).

71God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Fri Jan 05, 2024 4:17 am

Phoenix Wright

Phoenix Wright
A-Rank

>one shining spot comes to mind
Is it one with a Legionnaire Captain near it?

>GoWII
Yes, I figured.

>if the situation has changed
It hasn't. At all.

>Athena
What were her perks, again? Given the MP talk, she must alter the costs.

>many
In the example I used earlier, all of them were.

>300
A bit on the extreme side, but not sure if other stuff besides a mounted Cyclops allows for more hits.

>Kira
I believe there already is an MP Regen code around. Unless you mean the HP Leak thing.

>other cases to look into
Noted.

>sooner expect
Exactly.

>blasphemy, sacrilege, etc.
Too true.

>Urn vs tutorial
This to say there's no middle ground (Lv 2)? Or is Lv 2 the MAX?

>MAX is stronger than GoW1
That right? I vaguely recall it being noted as 'good, but not quite on GoW1's level'. Guess I'm remembering wrong.

>owe it to myself
I will get around to it when planning to do runs for the game.

>Urn of the Gorgons
I unlocked it once, but never got around to using it. Come to think of it, Wulf's code probably unlocks it.

>early intention
Oh?

72God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Fri Jan 05, 2024 7:14 pm

Hyperfist/Malcar

Hyperfist/Malcar
A-Rank

>one shining spot comes to mind
In the bog while your on the gears? Seen Zim use it there.

>No modifier adjustment
So doesn't get stronger in Rage?

>The light is okay
I see, dandy for getting more hits at least.

>very limited as compared even to RotG
How did they fuck it up twice after having already a blueprint?

73God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Wed Feb 28, 2024 10:14 pm

Phoenix Wright

Phoenix Wright
A-Rank

Updated info about Poseidon's Rage (urn version) in Post #63.

Some petrification data.

PP = Petrification Points (i.e. build-up, if they match anyone's RES, that something gets petrified).

- Kratos' RES: 200.

- PP build-up rate (Gorgon's Stare): 2.5 per frame.

- Stare (Queen): 4.16 per frame.

- Gorgon Blast (Queen): 199PP, ONLY if it connects with Kratos. It does nothing if it hits the ground (even if you move to the center of the 'blast').

- Gorgon Blast (Euryale P2): 199P.

- Gorgon Blast (Euryale P3):

--- First orb: 175PP.
--- Second and third orb: 150PP.

Second orb is the fastest one.

This also works like the Queen's (nothing happens if the orbs don't directly connect with Kratos).

NOTE: Rarely, when tricking a bit early, an orb may still 'hit' Kratos (he reacts to being hit), but PP-wise, nothing happens.

NOTE2: You can bypass the hit reaction with jumping, but you will still get build-up.

- PP build-up rate (Petrifying beam *gate*): 1.6 per frame.

- PP build-up rate (Petrifying beam *conveyor belt*): 10 per frame.

- PP build-up rate (Flash used against us *either from a Gorgon or Euryale*): 16.7~ per frame.

- Euryale's Stare (onto the ground, before the red mist appears) does nothing PP-wise. The initial red mist also does nothing.

- Red mist (after spreading around): 199PP. There is no further build-up after this one instance, aside from Shockwave.

- Shockwave (last part of Euryale's attack): 200PP.

- Kratos fully recovers PP if any i-frame case is used (unless he's being exposed to the gate's beam *not the case with the conveyor belt one*).

- Kratos negates any PP build-up with RotT, and regens 3 PP per frame.

- Kratos regens 2.5 PP per frame if no i-frame case is used (unless he's being exposed to the gate's beam, in which case he regens 3.98 PP per frame, for as long as the i-frames last).

I-frame data.

- Forward roll: 15 i-frames. Initiates on frame 3.

- Side roll: 15 i-frames. Initiates on frame 3.

- Back roll: 15 i-frames. Initiates on frame 3.

- Typhon's Bane (drawing): 21 i-frames. 2 i-frames if (L) is used. Initiates on frame 2, cancels with movement after 2 frames (and onwards) if (L) is pressed at the same time as L2.

- Lethal Vortex: 27 i-frames (in other words, the very instant when the wind graphic appears). Initiates 3 frames after RELEASING the triangle button.

- Charged Wind Blast: 20 i-frames. Must hold square for 60 frames. Initiates 3 frames after releasing the square button. Being under the effect of a Gorgon's Stare (not full petrification, naturally, just the build-up) does not widen the charge window.

- Titan Storm: 89 i-frames (they end one frame before the tornado appears). Initiates 3 frames after releasing the circle button.

- Euryale's Head (drawing): 21 i-frames, they kick in 2 frames after pressing L2.

- Gorgon Flash: 15 i-frames. Initiates 2 frames after pressing triangle.

- Gorgon Blast: 13 i-frames. Initiates 3 frames after releasing the circle button (circle button must be pressed for up to 29 frames, any longer and GR will come out instead). It is recommended to press (L) simultaneously with L2 so the circle button can register as soon as possible, unless you plan to trick through an attack first.

- Gorgon Rage: 73 i-frames if the L2 button gets released throughout the animation, 80 i-frames otherwise (*L* doesn't cancel the i-frames). Initiates 3 frames after releasing the circle button (circle button must be pressed for at least 30 frames, any less than that and GB will come out instead). It is recommended to press (L) simultaneously with L2 to start charging as soon as possible, unless you plan to trick through an attack first.

- TB + EH chaining: Variable. In-between each transition, you may be vulnerable for 1 or 2 frames (but no more than that), and sometimes you may get 22 i-frames instead of 21.

Air tricking (TB and EH):

--- Single Jump (if L2 and X are pressed at the same time): 35 i-frames.

--- SJ ('peak'): ~17 i-frames (at the earliest frame one can reach peak height).

--- Double Jump (if L2 and X are pressed at the same time right after a SJ): 38 i-frames.

--- DJ (if L2 and X are pressed at the same time, right after SJ's 'peak'): 40 i-frames.

NOTE: Testing reveals that air tricking's i-frames are NOT infinite. They have a limit (40 i-frames). Tested against Kraken (using the vent to gain more height). Tentacle hit Kratos after the i-frames had expired, and he wasn't close to touching the ground (i-frames end a little before touching the ground on normal circumstance, but here, Kratos still had notable height).

- Cronos' Rage : 40 i-frames. 33 i-frames if (L) is pressed during the animation, as well as L2. I-frames kick in 2 frames after pressing L2.

- CR (air): 33 i-frames. Initiates at the same moment ground CR does.

NOTE: You can chain i-frames with this at least 2 more times (this cannot be done with the air version without being vulnerable for 1 frame). If used on frame 32 (the action will occur on frame 34, which is just outside the 'danger zone' for cancelling the i-frames), or frame 39 (at the latest *i-frames will kick in on frame 41, so that explains why you're safe on frame 39*), you will be able to cast another spell without losing i-frames.

At the very minimum (assuming you press L2 on frame 32 all the time), you will get 105 i-frames (33+33+39 *apparently you won't get 40 i-frames for the last cast for some reason, presumably because the animation is one frame faster for casting the spells in succession, so the extra start-up i-frame isn't there*).

Note that the math isn't 34+34+39 (you may assume that because we press L2 on frame 32) because of the following:

- Frame 32: L2 gets pressed.
- Frame 33: 33rd i-frame from the first CR.
- Frame 34: Action from pressing L2 two frames earlier cancels the i-frames from the first CR (since an L2 action takes 2 frames to occur), so frame 34 is 'Frame 1' for the second CR.

At the absolute max (pressing L2 on frame 39 the first time, and on frame 38 onwards *for the reason above, the extra start-up frame gets eaten*), you will get 118 i-frames (40+39+39).

However, if you press L2 on frame 31, you will cancel the i-frames (they'll last 33f), unless you somehow manage to press L2 for EXACTLY ONE frame on this specific instant.

- CR + TB/EH chaining: You can actually chain CR with either TB or EH. All you need is to press L2 + (right or up, for TB or EH respectively) on the correct frame (32 onwards, up until frame 38 of the last cast of CR for maximum i-frames) AT THE SAME TIME, and you will be able to chain TB/EH without being vulnerable for even one frame. At minimum (33+33+33+21), you'll be able to get 120 i-frames (2 more than frame perfect CR chaining), going further beyond (40+39+39+21), you'll get 139 i-frames for your troubles. However, at max (for this specific combination of spells, anyway), in other words, switching and using TS on frame 19, you can get a whopping 228 i-frames (40+39+39+21+89). You can also use Flash to extend i-frames this way, but it obviously won't come close to CR + drawing TB + TS.

This all being said, it is still much better to use Lv 2 AQ (and Lv 3 if you mash circle), since it won't require anywhere near as much precision as the above, while granting even better i-frames (even if we only consider the ground version).

- CR + AQ chaining: Yes, you can chain these two spells for maximum i-frames. There is certainly no practical value for coating oneself in such an obnoxious amount of i-frames, this is more of a fun fact than anything else (the maximum amount of i-frames you can get). If you chain every CR perfectly 3 times and use Lv 3 AQ at the end (you need to mash in order to get the maximum amount of i-frames), you will get 427 i-frames (40+39+39+309).

- Poseidon's Rage: 162 i-frames. Initiates 2 frames after pressing L2. I-frames last well after (in terms of frames) the lightning effect are done (when Kratos finishes the animation and starts descending).

- Atlas' Quake:

--- Lv 1 (ground): 129 i-frames. Like all spells, it initiates 2 frames after pressing L2.

--- Lv 1 (air): ~145 i-frames (if using it at a DJ's 'peak' height *could be a bit more if using HJ or other antics*).

--- Lv 2 (ground): 238 i-frames. Same 2-frame rule about spells.

--- Lv 2 (air): ~256 i-frames. This was done via casting the spell at the 'peak' of a DJ. Could be more or less depending on altitude.

--- Lv 3 (no 'O', ground): 159 i-frames. Same 2-frame rule about spells.

--- Lv 3 (no 'O', air): 180 i-frames. Same 2-frame rule about spells.

--- Lv 3 (mashing 'O', ground): 309 i-frames. Same 2-frame rule about spells.

--- Lv 3 (mashing 'O', air): 330 i-frames. Same 2-frame rule about spells. This was done at the 'peak' of a DJ, so i-frames can vary depending on height.

74God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Fri Mar 01, 2024 9:52 pm

Phoenix Wright

Phoenix Wright
A-Rank

Updated the petrification section in the post above, and also updated EH's section in post #63 as well.

Now, for some more data:

List of explosives (attacks that ignore the statue/obstacle/wall oddity about bringing attacks to their MIN modifiers and assume you have 100P%):

- t0.

- t3.

- TR.

- air TR (finisher).

- AW.

- The Wings' launcher (L1 + x).

- BH's t2.

- MotK (shockwave *ground and air*).

- SoD's t3.

- Technically PS (it still maintains its fixed damage property depending on the upgrade level).

- AS' explosion (not the slash).

- UR (secondary damage *in other words, the '15' portion from 12/15). The actual explosion from the planted explosive also counts.

- BoO's t4 (secondary damage *in other words, the '5' portion from 15/5*).

- Lv 3 CR's final explosion.

- AQ (all levels).

NOTE: LV still deals its normal damage depending on upgrades (5 for Lv 2, 10/10 for Lv 3), but against statues, the hitbox is still active after a hit, so it keeps hitting them every frame.

NOTE 2: CWB does absolutely nothing.

NOTE 3: Any attack not mentioned here (that happens to be locked behind an upgrade) will get brought down to true MIN. For example, Legion of Souls (normally deals 30 damage, but now it deals 10 damage).

75God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Fri Mar 22, 2024 4:19 am

Omar73874928271728


A-Rank

Ps2 copy arrived but I have to finish bloodborne and do another run with a more physcopathic character/build(bloodtinge build with the scarecrow costume and murdering every Npc/boss for fun).

76God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon Apr 29, 2024 6:55 am

Phoenix Wright

Phoenix Wright
A-Rank

@Hyperfist/Malcar Didn't think this day would come so soon, but I ended up doing it. Made a bestiary for GoWII. And some other stuff (mostly things that I had already noted here):

Weapon Data: https://docs.google.com/document/d/1GCyWzR31AKu8X7Uyf8tf9Lg6_8CW-sXVV6Nvo0l5up4/edit?hl=es

Magic Data: https://docs.google.com/document/d/1zFByKyAxtbzo9XuIumAZqa7uwTHplNDeE0_EhSbLCl4/edit?hl=es

Grab Data: https://docs.google.com/document/d/1kFy_8-dbtJBk7uYJo1MafZdzNILOJTP6dg1ZQ51RZgM/edit

I-frame Data (also includes information about God of War 1): https://docs.google.com/document/d/1NQZ7v360pu4tkEf1a0OD7Xr1bJxFFiypLHYjvh5aVAg/edit

Miscellaneous Data: https://docs.google.com/document/d/1ZHWNhj3vtGuqqXnipMGLREaIYE3dP2BUzpnrdiE0lvg/edit

Bestiary: https://docs.google.com/document/d/1Bs1AH8iJKNHi4fLpyHKujyJq03i5vQr5OJPWiqSH_Ls/edit

Still, putting this here so members of Stinger get to see these as well (and hopefully it's helpful in some way).

77God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon Apr 29, 2024 8:08 am

GodModeGOD

GodModeGOD
A-Rank
God of War
Expert on all things God of War

Did you want those move names and such talk here, then?  FP's guide has its own suggestions to consider.

---

Right, so here then.  Let's start with the Bestiary.  See names give, FP's talk and maybe offer suggestions.  Perhaps some commentary on data provided.

>guard breaks
I suppose it was introduced here (the one that always comes to mind being explosive arrows).

>EP% scaling attacks
Ideally noting when they don't scale, too.  I wonder if throw reversal damage and scaling will get a showcase along with mention of collisions (and its scaling).

>RP value note
I see.  I suppose only with Wulf's code would you have the meter against the nemesis of Zim.  Probably set to 0 anyway (would be weird were the case otherwise).

>same specifics
Orb release, too?  We going over that at all?  I'd love to have the details here since that pertains to Kira's intended 'SAINT' run (just that there is another major hurdle to get over to make that even possible).

>Rhodian first
Right, right.  Let's get that book upon.

>RP building
I'll set aside any Tier talk (as with DMG) since it consumes too much time (and I would still want a proper handle on a means to visually represent it).

>Setting Scaling
More accurately, EP% scaling.

>i-frame ignoring
Good to have the bonus detail.

>Interrupt
Sometimes depends on the attack type (and can get more specific).

>Effect
Might be nice to have a general tidbit on the frame (dis)advantage involved and breakout options (if any).  I recall crumpling to the knees or being knocked back into prone being the sort with longer recoveries, but I think both let you sooner evade than block (or other actions).

NOTE: I suppose this is less about their defensive reactions, so things like their DEF type won't get listed.

>Sword Slash
1:1, by the way.  Same name from them.

>Sword Bash
"Bash and Slash".  Yours makes more sense unless he has to do the follow-up.

NOTE: Already we see a clear-cut case of higher RP building efficiency as on deals twice as much DMG to us for the same returns in rage.  24.75RP with base bar on N without dying (from full) if just taking shield strikes.  12.25RP for the sword in that same scenario.

>Colossus 1
>NOTES
I see.

>Surprise Attack
I think they skip this.  It ignoring i-frames is to be expected.

>Hand Smash
"Right Hand Open Slam".  Yours works fine.

>???
"Double Fisted Slam" is their suggestion.  Could call it "Double Axe Handle" or "Double Hammer Fist". Regarding which is which, is it first direct hit and second just the shockwave?

>Platform Shake
"Shelf Shake".  Yours works.

>Soldier Toss
"Soldier Throw". Yours is better.  Per soldier suggesting both can hit for 10/10, then?  It being blockable surprises me for some reason.  I remember blocking the toss of a cyclops, but not this one.

>Rhodian Archer
>Arrow
They call it "Arrow Shot", but this suffices.

>Colossus 2
>Platform Punch
No coverage for this, as you might have expected based on the previous (similar such) case.  Might be better to call it "Platform Strikes" (since it alternates Punch then Forearm Bash).  Going by their logic, it would be Free Hand Punch to Resting Hand Backhand.

>Hands Smash + Arena Sweep
They only call this "Free Hand Slam".  Maybe amend to Free Hand Slam and Sweep?  But then do we need to specify it is Free Hand if resting can't do it?  Just "Slam and Sweep" suffices for this Hammerfist.

>Foreground Slap
Free Hand Slap is their dub.  I figure 'Slap' is enough, but given the placement for where he does it, it can be understandable (the temptation to specify in the naming).

>???
This one they refer to as Resting Hand Backhand.  Backhand or Forearm Bash suits me.

>Counter
This is what I tended to call 'Rage Pound', but they refer to as Double Fisted Slam.  It is a Double Arm Hammerfist.  Calling it a counter doesn't really work since that implies it is a defensive reaction.  It is just a breakpoint transition move.

>Side Switch
They call it "Double Arm Sweep".  I can go either way.  Yours is what it aims to punish.  Their is what he does.

>Hand Rest
They don't mention it.  Seems fine.  Hopefully Zesty loses an OHKO to this at some point.

>Crush
This also isn't noted.  Fine as is.

NOTE: You're missing one attack.  When on the resting hand side all the way to the extreme (edge that isn't the grapple side of the platform, so near the waterwheels.  He will strike from overhead.  They call this move "Free Hand Downward Punch".

>Colossus 3
>Energy Floor
I called it 'Fissures'.  Theirs is "Left Hand Rift Generation".  Rift' suffices.  No LH about it, lads.  "Off Hand" would have been cheeky given the context.  I-frames negation is not surprising here.

>Ground Shockwave
They just go with Right Hand Slam.  'Slam' is better.  Central Slam, maybe.

>Slap
Their is Right Hand Swipe.  Yours is fine.

>Triple Attack
I might have gotten cute with Triple Trouble or some such.  Theirs is Dual Swipe and Slam (given this slam uses the missing hand, you would think more than a shockwave would occur as with the 'rifts' from before).

>Blue Flamethrower
Brevity dictates Flamethrower (which is their choice this time).  Half surprised this doesn't blow off i-frames.  Good thing the multi-hit is only 1 each, eh?

>Arm Lift
Of course, they don't cover it.  That this ignores i-frames surprises me.

>Hades Arm
>Slap
Sucks for them they can't grab or anything.  GoWIII only slightly expanded on them.  FP calls this "Swipe".

>half collision off OS
Oh?

>wall crossing is like our heavy
Unexpected.  So P% scaling rather than EP% scaling (not flat)?



Last edited by GodModeGOD on Mon May 06, 2024 3:53 pm; edited 4 times in total

78God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue Apr 30, 2024 3:20 am

Phoenix Wright

Phoenix Wright
A-Rank

Sure. As you said, this is a better place to make that list than on YT.

79God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue Apr 30, 2024 3:22 pm

Hyperfist/Malcar

Hyperfist/Malcar
A-Rank

You're a legend. I'll read them bit by bit in the near future. Did you list everything or is there something missing?

80God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Tue Apr 30, 2024 4:14 pm

Phoenix Wright

Phoenix Wright
A-Rank

In terms of enemy data, everything is listed. Well, everything except Greek Woman and Greek Citizen (they appear in the Arena), but since they don't even attack you, I didn't bother to list them. I did list Boat Captain, who has the same HP, gives the same RP for grab kills, receives pretty much the same damage from grabs, etc. as those two, so technically there's info about them as well in there (so, everything).

Fun fact, I initially intended to cover the mobs that appeared in the Arena at first, but somewhere along the way, I said "ah, fuck it, let's cover the entire game, might as well." And here we are.

81God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 3:38 pm

GodModeGOD

GodModeGOD
A-Rank
God of War
Expert on all things God of War

Having the .gif issue sorted, I can proceed (as noted). I found one attack missing for Colossus E2. I'm using EDITs on my previous post while working through Bestiary (first). Obvious reason for that priority given the request for naming aid.

82God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 4:15 pm

Omar73874928271728


A-Rank

On the topic of enemies, false OS on undead legionares is rather underrated IMO, can be used in smart ways due to Golden Fleece. Also a shame we never got a proper autumatons in the mainline GoW proper games but instead they were in the psp games, talos was sort of fine dirty as well but colossus of Rhodes more than makes up for that lol. So idrc on that front.

83God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 6:54 pm

Phoenix Wright

Phoenix Wright
A-Rank

>missing attack for Colossus 2
Which one?

84God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 7:29 pm

GodModeGOD

GodModeGOD
A-Rank
God of War
Expert on all things God of War

>which one
"...When on the resting hand side all the way to the extreme (edge that isn't the grapple side of the platform, so near the waterwheels. He will strike from overhead. They call this move "Free Hand Downward Punch"."

85God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 7:41 pm

Phoenix Wright

Phoenix Wright
A-Rank

I'll look into it. Thanks.

86God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 8:18 pm

GodModeGOD

GodModeGOD
A-Rank
God of War
Expert on all things God of War

One tries. Hopefully I'll have a bit more time to chip away at this soon. An uncertain schedule doesn't help.

87God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 10:06 pm

Omar73874928271728


A-Rank

Are you guys talking about getting next to the ledge of the colossus arena when he does hand slam?

88God of War 2 general discussion  - Page 2 Empty Re: God of War 2 general discussion Mon May 06, 2024 11:02 pm

Hyperfist/Malcar

Hyperfist/Malcar
A-Rank

>iframes
Was surprised to see that TB and EH iframes are just 21 compared to the roll which has 15. I thought they had way more considering how easier it is to avoid stuff with them compared to the roll, but I guess the difference is still significant enough. The rest is pretty much what you’d expect, but still useful to know. Surprising that air TB/EH have almost the same invuln as the Arty draw.

>weapons
Interesting that air L1+X scales with the level of the blades while the grounded version doesn’t. Weird. L1+S is a piece of shit (as expected) to the point that you’d need double damage for it to be useful, same as L1+O (don’t remember the name of the moves). L1+T at least is the same as Plume.
Also weird that the parry doesn’t scale.
RotT’s attacks are also incredibad. s2 does 2.5 damage, really? Dunno if the triangle attacks have some usage, but the square ones sure don’t (except for building the hit counter). Cute how you need more than 50 hits to do as much damage as a full collision.
BH is what you’d expect (holy shit that t1 and t2 damage, didn’t know it was that high).
SoD seems to get the most out of the upgrades, but they still don’t seem to matter all that much. Damage here is worse than I thought.
BoO is also disappointing. Thought that the beam did at least 20. Hilarious how the close range version scales with upgrades but the beam doesn’t, oh well.

>magic
TB basic shot not getting stronger is disappointing. Titan Storm has some chunky damage but it’s still best used to break statues.
AQ does more damage than I thought, but it’s also the only one that gets weaker on VH.

>grabs
Not too much to comment on, except the OH damage that I thought was higher. Around 15 damage isn’t bad but not great either. More useful for collisions for sure.

The bestiary is too daunting, but I’ll read it in the near future for sure.

Phoenix Wright

Phoenix Wright
A-Rank

>uncertain schedule
Can somewhat relate. May or may not get called to do some work tomorrow. If this happens, I won't return until a few days.

>ledge attack
No.

>surprised to see TB and EH's i-frames relative to the roll's
Same. But the thing that surprised me the most was backroll having the same amount of i-frames as the other rolls. We were all under the impression that this had less i-frames, since it's generally a pretty unsafe way to get out of harm's way. Perhaps it's because it has a longer animation (recovery is notably longer)? Likely.

>CoC is a piece of shit
Indeed.

>don't remember the name of the moves
I remember some, but not all. Though to be fair, do people even bother to memorize every attack name in most Action games? Like DMC, for example?

>weird that the parry doesn't scale
Perhaps it has to do with it being a 'relic', thus the game doesn't really consider it to be a part of BoA (even if that's what you use to perform this move), but then we have a case like the Wing's air attack (as you noted) scaling with BoA upgrades.

>s2 dealing 2.5
5, rather. 2.5 is what you'd see if you were to hit a petrified enemy. Outside that, RotT s2 either deals 0.5 (Lv 1) or 0.75 (Lv 2) per hit.

>heavies having any use
Haven't used it enough to say if it has any niche.

>didn't know it was that high
Yeah, the Hammer is quite something else.

NOTE: Made a video using TAS to make a DPS comparison for weapons. Though the results are pretty predictable.

>beam dealing 20
By itself, no, but if you use it at close range, you can certainly deal that much, and more (unless you're doing a GKNUR).

>close range scaling
It's the Blade itself making contact with the enemy (hence why it needs to be at close range, since it counts as a physical portion and technically not a part of the beam), so in a way, it makes sense.

>TS used to break statues
Think it's a bit too costly to be used to that end.

>only one that gets weaker
Lv 3 CR's explosion (the final part) also scales with P%. It does cause knockback, and that scales with Enemy Power% (same as AQ, really).

>thought OH damage was higher
Yeah, for some cases, GoW1's version is more potent. On the other hand, GoWII's dealing less damage means that we can use collisions more often, as you note (especially by being able to use more reps of X-toss against Jugs in the ER's first wave), so both have their merits.

Still, for other cases, GoWII's can be more potent. For example, against a Gorgon in 1, you need to use OH 8 times to defeat her (assuming she hasn't received any damage prior, obviously), while in GoWII, you only need 5 reps of OH (or probably 6 if you're using GK). That said, the former being an infinite definitely helps, while the latter needs a wall or something to keep the loop going.

>bestiary is too daunting
Don't worry, read it at your leisure. As long as the data itself can be useful for you (and others) in the future, that's more than enough for me.

Sponsored content



Back to top  Message [Page 2 of 2]

Go to page : Previous  1, 2

Permissions in this forum:
You cannot reply to topics in this forum