User blog:Roinelll/God Eater Burst Guide

Introduction
Greetings everyone! I'm Roinelll, or Roi for short.

I am planning on creating a guide for God Eater Burst and this will be it. Eventually I will add into it more and more information as I am replaying the game though that will definiatelly take a lot of time.

The initial version will be recorded as I breeze through the game from a fresh save however that will only serve for only to record when are certain things unlocked, however I did make a note on what you start with on a fresh game.

Also please be very patient with me, since this will be my very first attempt at creating a guide ^~^

Items
The game is quite generous should you create a new character and grant you a nifty amount of healing items from the get go.

Bullets
The God Eater games are rather unique in the way that you have to make your own bullets to use which can have some pretty interesting and also disasterous results.

New players are helped out with a couple of premade bullets to start, some of these bullet have modules aren't available until later on. Also, premade bullets can be purchased from The Merchant similarly.

Keep in mind, that while you are not allowed to create or modify a module that you do not have access to, you can still copy and edit them in the Bullet creation part of the Terminal.

Bullet Modules
Each bullet can hold up to 8 modules, a combined module cost of 64 Chips. While there is actually no limit on the maximum OP cost of a bullet keep in mind that you might not be able to fire it if you make it too heavy on OP consumption.

Each additional change to a module like timing and change in angle will increase it's Chip cost by 1 of said module by 1.

When creating a bullet always keep in mind to not make a cluster. That is where all hits detonate instantly. This can create collision which forcefully terminates the colliding module parts. Or if they go off all at once the damage will be severly reduced starting from the 3rd hit in the cluster.

Ideally if you plan to create a bullet a chain is used instead of a cluster. Although chains do have reduced damage output of each continued hit, it does so by 10% for each consecutive hit and that makes it far more reliable.

The 'Value' in the table below lists the default capacity of dealing damage or healing a module is capable to procude. Keep that in mind that the capacity of dealing damage changes with the equipped Gun part, available skills and status along with the Aragami resistance.

A short note for the abbreviations I've used below.

P=Pierce

C=Crush

E=Elemental damage, which is respective for the applied module

H=Healing

D=Debuff. This is a bit tricky as it doesn't inflict elemental damage rather administers a set amount of status counter. Once enough of the dosage accumulates inside the target the status will trigger.

During the duration of said status, the Aragami is unable to collect more counters as it is rendered immune to an active Debuff, however it can still accumulate other types in the meantime and multiple Debuffs can be active at the same time on a target.

After the status wears off, the Aragami will double its initial status resistance against the currently expired Debuff, meaning more of the counters will be required to produce the same result.

Because of this after a certain amount of times the status triggers an Aragami will turn immune towards that type of a Debuff. Each Aragami has its own limit towards the available Debuff types, some of them are even outright immune against them from the start.

Equipment
A God Eaters equipment comes in the following:

It's mandatory to equip a Gun part, a Blade part, a Shield part and a Control Unit. The Upgrade units are optional to equip and at all times one clothing top and one clothing bottom is equipped.

Each Gun, Blade and Shield part has three distinguishable types in it with their own advantages and disadvantages.

Sniper Gun part
Snipers excel in ranged attacks therefore they have a slightly larger range for their bullets compared to the average, they have a slight delay after firing a bullet.

Snipers focus primarily on Pierce and Elemental attributes, however they tend to lean mostly towards the elemental multipliers. This is actually quite useful since the compatible bullet module for snipers is the laser, which has higher elemental output value than pierce.

Assault Gun part
Assault Guns specialty lies in their ability to fire rapidly, however since only 6 bullets can coexist at the same time the Assaults rapid fire should be used carefully.

Assault Guns usually tend towards an average in Pierce, Crush and Elemental values however there are exceptions to this rule. They also favour Shot type bullet modules, which have a higher Pierce damage component than Elemental.

Blast Gun part
Blast guns hit hard, but in compensation their attack range is the shortest of all gun parts and as well they have the highest delay when firing another round.

Blast guns specialize in Crushing and Elemental damage, often tending to lean towards a high Crush multiplier. Their compatible modules are Bombs which favour a high Crush value and Radials that tend to go with a high Elemental value.

Short Blade part
Short Blades specialize in mobility, quick attacks and have the longest air and ground combo options along with the shortest reach. They favour Pierce type of damage as their main, but some of them might split it with Sunder aswell.

Long Blade part
Long Blades have average speed, reach, and combo limit while they solely specialize in Sunder attribute damage. Exclusive to each Long Blade is a function called Impulse Edge where the user can perform a predetermined type of action based on equipped Long Blade. An Impulse Edge costs Stamina and Oracle Points to use.

Buster Blade part
Buster Blades have the longest reach, largest damage potential at the cost of sacraficing much of their speed. In regards they make up for the Charge Crush, a Buster Blade exclusive attack where the user has to charge Stamina in their attack to unleash a massively enhanced downward swing. These blade parts focus primarily on Crush attribute, but some of them might have Sunder capabilities also.

Buckler Shield part
Bucklers are instantly deployable Shields, but also they sacrafice quite a bit of their Defense Attributes in order to reach such a speed. Also because of this they are only able to block out 75% of the damage when Guarding. Releasing a deployed Buckler is the fastest among the shield types, and also they consume the least amount of Stamina during a successful Guard.

Shield part
Shields have average Defense Attributes, deploy and release speed. They are able to mitigate damage by a fair amount of 87.5% and their Stamina consumption is average.

Tower Shield part
Tower Shields boast the largest Defense Attribute pool and can completely reduce damage to 0 when performing a successful Guard. In comparison to this they have the slowest deploy and release time aswell the highest amount of Stamina consumption during Guard.

Control Units
Control Units specialize on skills that can only be activated during Burst mode. Interestingly the players 'class' is based upon the equipped Control Units type.

Upgrade Units
A player can equip up to 2 Upgrade Units at the same time, each Upgrade can house up to 4 skills at the same time increasing the repertoire of the God Eaters.

Missions
At the start of a new Game missions are locked until you get your first assignment.