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
Items are pretty self explanatory they are used to gain an advantage over the Aragami, however not everything is unlocked from the very start.

Although 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.

However new players are helped out with a couple of precreated bullets to start, some of them aren't available until later so make sure you do not delete those as you can always duplicate and edit said bullets even if you do lack the modules to craft yourself.

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.

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

Keep in mind that cluster modules that explode all at the same time on contact get a significant decrease to their damage output. To be exact the first hit on a cluster deals 100%, the second does 80% while the 3rd drops heavily to 40% the 4th is around 13% and the last two can hit for 1 and 0 also. Clusters should be avoided at all costs since they still require the normal OP cost for each bullet that is fired.

On the other hand A bullet that consists of firing multiple modules in a row still has the original OP cost of it's total value yet for each consecutive hit the damage output will drop by 10% only. This makes it a bit more of a friendly option to chose over Clusters and counts as an acceptable loss of damage output over reduced time. Sort of like a "fire and forget" type of attack.

The Value i've used below stands for the amount of damage each bullet does when all hits connect, also keep that in mind that these values are taken as the basis. Meaning that these were taken with a Gun part that had 100% in Pierce, Crush and Element, therefore higher rank Gun parts will have increased ability to inflict damage.

Also a short note on the abbreviations that I've used for the values

P=Pierce

C=Crush

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

H=Healing

D=Debuff amount, this is not actual damage rather a hidden value that accumulates until the effect triggers.

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 upgrade, 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 althought preventing rapid firing.

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 and up to 6 bullets can coexist at the same time, where the 7th fired bullet will terminate the first bullet in existence. Assault Guns have an average attack range.

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.