Difference between revisions of "Alter-World"

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=Basics=
 
=Basics=
Alter-World is an area of the game that continues the storyline of Chapter 7a.  
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Alter-World is a set of areas of the game that continues the storyline of Chapter 7a. It has some characteristics that differentiate it from other modes:
  
Alter-World is the only area where [[Lost]] and [[Destruct]] brands drop.  
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* Is the only area where Lost and Destruct [[Brands]] are dropped.
 
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* Is the only area where the player can get [[Demonite]] and [[File:Icon Demon Compound.png|32px|link=]] Demon Compound (used to upgrade [[Armaments]]).
It is also the only area where [[demonite]] and demon compound (used to upgrade [[armaments]]) are dropped
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* The Protagonist can and must be used in battle in all quests.
 
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* Each area focuses in one element type. The demons will only have Skills of that element but will also be weak to that element (for example, Yotsuya demons have {{ElementIcon|Phys|name=1}} skills but are weak to {{ElementIcon|Phys|name=1}} Skills).
It is the only area where the protagonist can be used in battle.  
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* Every area area consist of 5 Story levels and 1 challenge level. The challenge level offers superior drop rates than the Story ones.
 
 
Each area focuses on one specific elemental type. There are currently four areas that have been released (Physical, Ice, Fire, Force).  
 
 
 
Each area consists of 5 story levels and 1 challenge level. The challenge level offers 100 gems for the first clear and superior drop rates to the other levels.  
 
  
 
=Protagonist=
 
=Protagonist=
The protagonist can be used in battle.
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One of the main features of Alter World is the ability to use the Protagonist in combat. They can be personalized with a series of Preset Stats called '''Battle Styles''', and equipped with Swords and Shields called [[Armaments]].
  
Some demons can be fused to be [[armaments]] (Sword and Shield, which increase offensive and defensive stats respectively).  
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The Protagonist can't be equipped with Brands. Instead the game introduces '''Demonite''', which has a similar function, but provides a damage increase in the Demonite Element plus 2 random stats. A maximum of 3 Demonites can be equipped to the Protagonist. Also, the protagonist has a max of 15 MP.
  
Demonite is equipped in lieu of brands for the protagonist. No brand effects can be gotten on the protagonist.
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The '''Battle Style''' presents a Stat preset for every stat, including a balanced Preset. The Battle Style only can be changed in the preparation screen before beginning a quest, alongsude the Armaments, Demonite and demons.
  
The protagonist's max MP is 15.
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Regardless of the preset, the Protagonist will always act first, even if a demon with higher agility is present.
  
The stats of the Protagonist can be selected via Battle Style, with 5 options available. STR, MA, AGI, VI, LU, and Balanced builds available. A focused build will change that stat to 200 but lower the others.
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The presets are the following:
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{| class="wikitable sortable"
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|-
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! Style !! Strength !! Magic !! Vitality !! Agility !! Luck
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|-
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| Normal || 170 || 170 || 160 || 150 || 150
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|-
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| St || 200 || 120 || 160 || 150 || 150
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|-
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| Ma || 120 || 200 || 160 || 150 || 150
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|-
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| Vi || 150 || 150 || 200 || 130 || 150
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|-
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| Ag || 150 || 150 || 140 || 180 || 160
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|-
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| Lu || 150 || 150 || 160 || 150 || 180
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|}
  
The protagonist is always in the first slot in the party (going first), and if the protagonist dies, it is an instant defeat.  
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=Characteristics=
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* All Dx2 Skills are disabled (including assists).
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* All [[Pierce Negation|Pierce Nullification]] Skills ([[Drain Pierce]], [[Repel Pierce]], etc) are negated. [[File:Icon Barrier.png|20px|link=]] Barriers will be negated too.
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* All demons have [[Affinity Shift]]. This makes them weak to a specific element, but reduces all damage taken from other elements. All elements (except those with {{ElementIcon|Phys|name=1}} weakness) will also reduce your critical rate by 100%.
  
=Differences=
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=Overbreak=
All Dx2 skills are disabled
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The Overbreak system is exclusive to Alter World
 
 
Tag is disabled.
 
 
 
All pierce nullification skills are prevented. This means [[Rama]], [[Alilat]], and [[Atavaka]]'s unique passives do not function here.
 
 
 
All demons in each area have "[[Affinity Shift]]:ElementType", which makes them weak to the damage type they deal, but reduces damage taken from all other elements by 90%. It also makes them immune to crits from all damage besides their weakness. (Affinity shift is also seen on democalypse bosses).
 
 
 
Overbreak System is added.
 
  
=Overbreak=
 
 
Enemy demons start with a shield that reduces damage taken massively.  
 
Enemy demons start with a shield that reduces damage taken massively.  
  
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Once it hits 100%, several things happen.  
 
Once it hits 100%, several things happen.  
  
1. Enemy Shield breaks : they will take full damage from the element of the stage (ie, Ueno demons take full damage from force), and 10% damage from other types.  
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1. Enemy Shield breaks : they will take full damage from the element of the stage (ie, Ueno demons take full damage from {{ElementIcon|Force|name=1}}), and 10% damage from other types.  
  
2. Party MP refills to full
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2. Party MP refills to full.
  
3. If is the enemy's turn, it ends instantly
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3. If it is currently the enemy's turn, it ends instantly.
  
4. Overbreak status is entered. This gives "number of demons alive" multiplied by 2, as the duration of the overbreak. So, with 4 demons alive, 8 overbreak hits are granted.  
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4. Overbreak status is entered. This gives "number of demons alive" multiplied by 2, as the duration of the overbreak. So, with 4 demons alive, 8 overbreak hits are granted.
  
 
5. Once all of these overbreak press turns are used, the enemy shield comes back online.  
 
5. Once all of these overbreak press turns are used, the enemy shield comes back online.  
  
6. Wasting a press turn (ie, on a miss) will only consume a single overbreak from the gauge.  
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6. Wasting a press turn (ie, on a miss) will only consume a single overbreak hit from the gauge.
 
 
  
=Overbreak Rules=
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=Overbreak Gauge=
 
The gauge fills with a number of rules. Each stage has its own max value, and this number increases with each level in the area. IE, it's far easier to hit 100% on stage 1 than stage 6.  
 
The gauge fills with a number of rules. Each stage has its own max value, and this number increases with each level in the area. IE, it's far easier to hit 100% on stage 1 than stage 6.  
  
Increases
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'''Increases'''
  
1. +500 when a NDR is hit, at most once per enemy attack  
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1. +500 when a NDR (null, drain, or repel) is hit, at most once per enemy attack  
  
 
2. +250 for each press turn lost by an enemy attack  
 
2. +250 for each press turn lost by an enemy attack  
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4. When attacked and the damage is reduced (be it by weak pierce effect on enemy vs a ndr demon, resist, or panels) the overbreak gauge increases by a set amount, depending on the amount reduced (generally between 37 and 75 per target hit). Multi target skills will increase by a lower amount per target than a single target skill.  
 
4. When attacked and the damage is reduced (be it by weak pierce effect on enemy vs a ndr demon, resist, or panels) the overbreak gauge increases by a set amount, depending on the amount reduced (generally between 37 and 75 per target hit). Multi target skills will increase by a lower amount per target than a single target skill.  
  
Decreases  
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'''Decreases'''
  
 
1.Enemy hits a weakness
 
1.Enemy hits a weakness
  
In the final stage of each area so far, the enemies all have full pierce aside from the overdrive skill on the non-boss enemies, which is an aoe non-piercing attack. It will be used on a set frequency by the enemy (roughly once every other turn), and this can be used to somewhat reliably increase the overbreak gauge.  
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2.Party Member Dies
 +
 
 +
 
 +
In the final stage of each area so far, the enemies all have full pierce aside from the overdrive skill on the non-boss enemies, which is an aoe non-piercing attack. It will be used on a set frequency by the enemy (roughly once every other turn), and this can be used to somewhat reliably increase the overbreak gauge.
  
 
=Areas=  
 
=Areas=  
Area - Element
 
  
[[Yotusuya]] - Physical
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[[Yotsuya]] - {{ElementIcon|Phys|name=1}}
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[[Akihabara]] - {{ElementIcon|Fire|name=1}}
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[[Shinagawa]] - {{ElementIcon|Ice|name=1}}
  
[[Akihabara]] - Fire
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[[Azabu]] - {{ElementIcon|Elec|name=1}}
  
[[Shinagawa]] - Ice
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[[Ueno]] - {{ElementIcon|Force|name=1}}
  
[[Ueno]] - Force
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[[Yoyogi]] - {{ElementIcon|Light|name=1}}
  
All elements besides almighty have been announced as planned for release.
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[[Sugamo]] - {{ElementIcon|Dark|name=1}}
  
 
=News Posts=
 
=News Posts=
 
*[https://d2-megaten-l.sega.com/en/sp/news/detail/081228.html Announcement]
 
*[https://d2-megaten-l.sega.com/en/sp/news/detail/081228.html Announcement]
 
*[https://d2-megaten-l.sega.com/en/news/detail/082495.html Force Quest Announcement]
 
*[https://d2-megaten-l.sega.com/en/news/detail/082495.html Force Quest Announcement]
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{{Quest Areas navbox}}

Latest revision as of 10:30, 26 December 2022

Basics

Alter-World is a set of areas of the game that continues the storyline of Chapter 7a. It has some characteristics that differentiate it from other modes:

  • Is the only area where Lost and Destruct Brands are dropped.
  • Is the only area where the player can get Demonite and Icon Demon Compound.png Demon Compound (used to upgrade Armaments).
  • The Protagonist can and must be used in battle in all quests.
  • Each area focuses in one element type. The demons will only have Skills of that element but will also be weak to that element (for example, Yotsuya demons have Phys Phys skills but are weak to Phys Phys Skills).
  • Every area area consist of 5 Story levels and 1 challenge level. The challenge level offers superior drop rates than the Story ones.

Protagonist

One of the main features of Alter World is the ability to use the Protagonist in combat. They can be personalized with a series of Preset Stats called Battle Styles, and equipped with Swords and Shields called Armaments.

The Protagonist can't be equipped with Brands. Instead the game introduces Demonite, which has a similar function, but provides a damage increase in the Demonite Element plus 2 random stats. A maximum of 3 Demonites can be equipped to the Protagonist. Also, the protagonist has a max of 15 MP.

The Battle Style presents a Stat preset for every stat, including a balanced Preset. The Battle Style only can be changed in the preparation screen before beginning a quest, alongsude the Armaments, Demonite and demons.

Regardless of the preset, the Protagonist will always act first, even if a demon with higher agility is present.

The presets are the following:

Style Strength Magic Vitality Agility Luck
Normal 170 170 160 150 150
St 200 120 160 150 150
Ma 120 200 160 150 150
Vi 150 150 200 130 150
Ag 150 150 140 180 160
Lu 150 150 160 150 180

Characteristics

  • All Dx2 Skills are disabled (including assists).
  • All Pierce Nullification Skills (Drain Pierce, Repel Pierce, etc) are negated. Icon Barrier.png Barriers will be negated too.
  • All demons have Affinity Shift. This makes them weak to a specific element, but reduces all damage taken from other elements. All elements (except those with Phys Phys weakness) will also reduce your critical rate by 100%.

Overbreak

The Overbreak system is exclusive to Alter World

Enemy demons start with a shield that reduces damage taken massively.

An overbreak gauge is added for your party, which starts at 0%.

Once it hits 100%, several things happen.

1. Enemy Shield breaks : they will take full damage from the element of the stage (ie, Ueno demons take full damage from Force Force), and 10% damage from other types.

2. Party MP refills to full.

3. If it is currently the enemy's turn, it ends instantly.

4. Overbreak status is entered. This gives "number of demons alive" multiplied by 2, as the duration of the overbreak. So, with 4 demons alive, 8 overbreak hits are granted.

5. Once all of these overbreak press turns are used, the enemy shield comes back online.

6. Wasting a press turn (ie, on a miss) will only consume a single overbreak hit from the gauge.

Overbreak Gauge

The gauge fills with a number of rules. Each stage has its own max value, and this number increases with each level in the area. IE, it's far easier to hit 100% on stage 1 than stage 6.

Increases

1. +500 when a NDR (null, drain, or repel) is hit, at most once per enemy attack

2. +250 for each press turn lost by an enemy attack

3. It increases by the amount of damage done per attack (ie, hitting for 30 dmg will increase the gauge by 30)

4. When attacked and the damage is reduced (be it by weak pierce effect on enemy vs a ndr demon, resist, or panels) the overbreak gauge increases by a set amount, depending on the amount reduced (generally between 37 and 75 per target hit). Multi target skills will increase by a lower amount per target than a single target skill.

Decreases

1.Enemy hits a weakness

2.Party Member Dies


In the final stage of each area so far, the enemies all have full pierce aside from the overdrive skill on the non-boss enemies, which is an aoe non-piercing attack. It will be used on a set frequency by the enemy (roughly once every other turn), and this can be used to somewhat reliably increase the overbreak gauge.

Areas

Yotsuya - Phys Phys

Akihabara - Fire Fire

Shinagawa - Ice Ice

Azabu - Elec Elec

Ueno - Force Force

Yoyogi - Light Light

Sugamo - Dark Dark

News Posts

Quest Areas
Permanent Content StoryDx2 QuestsAlter-WorldAura Gate (1, 2, SP)
Farming Quests Strange SignalBrands of SinWanted
Recurring Events EclipseHell's ParkAdventKiwamiTokyo AbyssTake Back TokyoDemon Alliance Invasion
Competitive DemocalypseD2 DuelBattle Tower