Prior to the v2 update, Hyper Beam in EBF4 was the most expensive skill to fully upgrade in the entire game, requiring more AP than even Limit Breaks.Lance can be seen using Hyper Beam during the intro sequence and certain cutscenes of Epic Battle Fantasy 3, even though the skill is not available in-game.Hyper Beam is most likely inspired by the move of the same name from the Pokémon franchise, although its mechanics are closer to that of Solar Beam and other "charge" attacks in Pokémon, Hyper Beam requires the user to skip the turn after their attack in order to recharge their energy.Element and effects depend on current weapon.Deals huge magical damage to all enemies. Takes two turns to use: Charges on the first use, and fires on the second use. These guns include the Premium Accelerator gun in EBF4, as well as the Sub Zero and Thunder Core in EBF5, but the most notable example is the Alt Green Goliath available in the latter game's Equip Remix Custom Game its high Charge chance guarantees that Lance can fire off a Hyper Beam on every turn after the first. Some of Lance's guns randomly give him a Charge between turns, allowing him to fire Hyper Beam without a turn penalty. It's also somewhat noteworthy as one of his few skills that lacks a cooldown, although its Charge turn mitigates this. Includes unlimited streaming of HYPER BEAM via the free Bandcamp app, plus high-quality download in MP3, FLAC and more. In EBF5, Hyper Beam received a power increase, and it's become slightly easier to use with the introduction of Haste using the Ion Cannon Limit Break also gives Lance an automatic Charge. It's generally best to Charge Lance at the end of an enemy wave in preparation for the next wave. On the other hand, its high status infliction rate can make it useful to spread status effects with low base chances. While powerful, Hyper Beam's usefulness is somewhat hampered by the fact it takes 2 turns to use in EBF4, it also requires Lance to spend MP on both turns, essentially doubling its cost. It's a little more accurate than normal skills, and it has an enhanced chance to inflict any on-hit effects of Lance's equipped gun. This deals massive weapon-elemental damage to all enemy units, consuming the Charge status in the process. If Lance is already charged, he will instead fire a massive white-colored beam with elemental particles from his gun. The Charge will wear off after a few turns, meaning that Lance will have to Charge again if he waits too long. If a nerf ever was needed, I think the most necessarry would be to delay the attack by another turn or 2.If Lance does not have the Charge status effect, Hyper Beam will cause him to take out his gun and absorb energy into its barrel, giving himself a Charge. No, he doesn't become a regular enemy if the attack was nerfed, although the nerfing does feel unneccessary. Originally posted by xephosarkeyus:Not really. By Act 2 you should have MUCH better blocks. The Slime Boss in Act 1 deals 35 damage, Hyper Beam in Act 2 deals 51. This is a boss battle, you're expecting to walk in and damage some damage. A deck that is not terrible will kill him before he casts a second one. This orb of energy then implodes, with the resulting released energy focused into a powerful beam of immense destructive power. The user forms an orb of energy in front of their mouths or from their hands, which is formed from a large portion of the energy of their own essence. Make sure you have the health and block to survive at least 1 hyper beam. Hyper Beam is an immensly powerful, but at the same time costly move. You know what boss you're facing from the moment you step into Act 2. Big difference.īronze Automaton is the easiest boss in Act 2. Hyper Beam: Location Purchase price Sell price R S E: Lilycove Department Store: 7500 3750 FR LG: Celadon Department Store: 7500 3750 Colo. He becomes a regular enemy with 300 health. thinking about it, you're probably right. Without the minions, he would probably be weaker than most normal enemy encounters in Act 2. At that point he's basically weaker than any elite pack in Act 2. An enemy that only attacks for 20 every other turn is a joke. Without hyperbeam, the boss effectly becomes a fight with two minions that do basically nothing, never get resummoned, while the boss itself, will just alternate between blocking and swinging for 20 damage. Originally posted by Malcolm:If you nerf hyperbeam then he basically just becomes a regular enemy.
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