I hope they add in a way to combine cartridges kinda like taking 2 or more and combining them into either new random skills with higher percentages or keeping the same skills with higher percentages. Would be awesome
HP Cartridge traits are always welcome. I found one that increased my HP by a whopping +200% which made my HP reach close to 1 million. It is crazy. Thats if you got 5 of those cartridge slots with the big HP buffs mind you. You become a big tank if you pair that with Hate Up so your team mates can just focus on the DPS. 😂
Yeah, I ended up with a cartridge that adds more than 200%, but it has the downside of dropping your EX bar by ~3% or something whenever you take damage, which sucks.
~ 11:40 To my knowledge you get a decent amount of frames without them to dodge through several different beam-blast attacks, so pairing step + the specific dodges may just let you flat out dodge tank if your good enough, pair it up with Chobham (reduces physical damage), I-Field (reduces beam damage), passive health regen and the 15% defense bonus you can snag from the Ecopla RX78, and even what attacks that do hit will likely be practically grazes, and to top if off from what I can tell Chobham doesn't mess with I-Field and vice-versa and it doesn't seem holo the part you use it om when it procs, (I use it on my Unicorn Perfectibility and I have never seen the chest Holo when fighting IBO suits which only deal physical damage) so you can just max out the NT-1 chest piece's rarity slap your I-Field gen into the chest as well and not worry about the look of your Gunpla changing when hit by physical attacks, while still enjoying the reductions to Physical and Beam damage against what attacks do hit you, and with a maxed out Physical/Beam damage reduction skill on a shield you may be able to just face tank some of the stronger hits if your not certain you can dodge them or otherwise avoid the attack, just maybe stock up on OP Cooldown/Attack-buff and Cancel Combo skills so you can keep your damage up on a defence/dodge focused build. And while I haven't tested it Step/Dodge movement speed may effect how far you travel with the dodge, though I do intend to with a G-Gundam themed build because "being so fast the enemy can't hit you even though you were standing still." seems like it'd just be in theme for G-Gundam.
That sounds sick as hell, though I’m not good at dodging so won’t be able to pull that off. Maybe start doing videos if your good with it? Could be pretty sick.
Woo, dodge-tank build mentioned! I'm not used to other folks knowing the term, so I get excited when I see it in the wild. Then again, I usually don't play MMOs, so perhaps I'm just looking in the wrong places... Honestly, I only know the term to begin with because of an audiobook I listened to that was literally called "Dodge Tank". It's from a pretty good series called "Crystal Shards Online". I recommend it.
If you stack up 5%-10% awaken hit number with gatlings, you can awaken and actually gain more meter than it's draining. Very useful for speed/yellow awaken and double gatlings are very good for hitting the 300 hit combo boost.
So, having the Full Armor Unicorn and using its Gatling Shields would possibly work for this? And maybe also a couple of those double-gatling builders parts?
I recently sold all of mine and just kept 5 that had good loot drop numbers with some other positive effect attached to them. Cause it was just to much to sift through.
@@Nomadic_Gaming That'd be nice to have, I haven't bothered to sell any yet, so I just mark the ones I want to be rid of with the Red Triangle so they remain hidden when I'm browsing the A-Cartidges to find ones for a build and use the Yellow Circle for the ones I use regularly. Still need to find some good Reaction Time down ones for a ranged build I made, that would benefit from it.
As far as I know, there's no meta in GB 4 (yet) because almost all builds are viable. Unlike in GB 3 where a few stand out.Though overall, melee > long range in GB 4. Probably because they were too OP in GB 3. RIP long range and funnels. Second note, in terms of long range in GB 4, I believe gatlings and missiles are at the top.
My combat builds use a LOT of missile OP skills, and those feel like they can break legs off frequently enough for me to consider the ground break-affected skills.
If you use two of the Gattling Guns that mount on your back + the ZZ Micro Missile Launchers you could also run Hit-Number skills since those reliably deal out a ton of hits, just if you run two or more of the ZZ's missiles I'd recommend CD-Reduction skills as well having to wait 40-80 seconds between volleys isn't fun....
Attack power part lost+cd part lost+2-4 micro missles makes the laggy and the enemies never get off their back lol But when it's a boss fight eesh it's horrible
@@n0way07 That's why I'd suggest Hit-Number skills, cause even 2 of them deal out a ton of hits, and with their vertical launch it means their practically guaranteed to land unlike say the Xi Gundam's leg missile OP where they will often miss close-ranged targets completely.
I'm running 81% long range gauge cost and 76% long range gauge recovery speed. With double atomic bazookas I can pretty much spam them infinitely (fire one while the other is recovering). Trivializes most fights. Especially effective against the big bosses. Also have 110% hp capacity, 54% item drop, and auto guard (just from the cartridges, not counting abilities from individual parts). Haven't lost a fight with this setup. Cleared survival mode easily.
the fact we can't use them as exp fodder and they all sell for the same miniscule price irritates me cause 9 out of 10 of my ability capsule drops are hots garbage and make me upset I got one over a part or plastic
keybind/controller button setup vid you mentioned firing skills while boosting and idk how you do that given when i try even w skills that can be done moving it takes me outta boost and boosting cancels their animation
I like the save from instant death ability in GB3. I would use it with my Wing Zero build to self destruct but I would always be alive, unless I got hit pretty hard afterwards. Which my health regen was max and back then repair was an Op part so it wasn’t a big deal. The self destruct though could do max damage while breaking every enemies around you setting you up to do ground kills like crazy.
Sorry if im asking so much, But could you makes a public google docs regarding whats skill affecting whats kind of weapon, because it hard to make sure everything while we didnt had official disclosure about stats, and hard to determine which effect without butchering from knowledgeable pool each person had xD
Cancel combo and cancel ex needs further testing. I've only noticed and tested them on Guided Missiles but they aren't receiving the complete boost, only the small damage hits are getting boosted. An example would be Xi missiles OP doing a total of 22552 but only getting boosted to 23161 with 24%~ cancel OP. Might be a bug, dunno maybe worth reporting to somebody at bamco.
You should be able to charge up the shield bash and it can cover a bit more distance. My current build has it equipped and it doesn't function as shown here. Maybe it's different with different weapons.
I mean just some fusion shouldn’t make it too hard to put together. Though I sure plenty of docs have it, next time I do a mass fusion I’ll screenshot each one
I heard attack power low health doesn't trigger off of Critical condition from the Steam forums i haven't had enough attack low HP stats to confirm this can anyone help to confirm this?
I did test this a bit, I have my critcal hp ability at 130+ %hp, attack power low health doesn't seem to trigger so either low health doesn't mean critical condition or going past 100% makes the skill bugged, but I suspect the former else they would have worded it Attack Power: Critical condition, instead of Attack Power : Low Health
Honestly, the fact that these have negative numbers just makes them unbearable to me, and you unlock them so dang late in the story... It's just. Really bad.
Not being able to filter this list by an individual skill name is a war crime
Yeah, hope they patch this. its so terrible since the warning high level parts synthesis to no direct search filter 😭
Not being able to search with an input text is what kills me. Lemme filter by specific wooooooooooords
Char Aznable was the main tester for this specific UI
Agreed
It kills me
I hope they add in a way to combine cartridges kinda like taking 2 or more and combining them into either new random skills with higher percentages or keeping the same skills with higher percentages. Would be awesome
Honestly this would be genius
Welp, time to book mark this video and watch later, because this pilot has YET to unlock cartridges and had NO idea what they are in the first place.
HP Cartridge traits are always welcome.
I found one that increased my HP by a whopping +200% which made my HP reach close to 1 million. It is crazy.
Thats if you got 5 of those cartridge slots with the big HP buffs mind you.
You become a big tank if you pair that with Hate Up so your team mates can just focus on the DPS. 😂
Yeah, I ended up with a cartridge that adds more than 200%, but it has the downside of dropping your EX bar by ~3% or something whenever you take damage, which sucks.
~ 11:40 To my knowledge you get a decent amount of frames without them to dodge through several different beam-blast attacks, so pairing step + the specific dodges may just let you flat out dodge tank if your good enough, pair it up with Chobham (reduces physical damage), I-Field (reduces beam damage),
passive health regen and the 15% defense bonus you can snag from the Ecopla RX78, and even what attacks that do hit will likely be practically grazes, and to top if off from what I can tell Chobham doesn't mess with I-Field and vice-versa and it doesn't seem holo the part you use it om when it procs,
(I use it on my Unicorn Perfectibility and I have never seen the chest Holo when fighting IBO suits which only deal physical damage) so you can just max out the NT-1 chest piece's rarity slap your I-Field gen into the chest as well and not worry about the look of your Gunpla changing when hit by physical attacks, while still enjoying the reductions to Physical and Beam damage against what attacks do hit you,
and with a maxed out Physical/Beam damage reduction skill on a shield you may be able to just face tank some of the stronger hits if your not certain you can dodge them or otherwise avoid the attack, just maybe stock up on OP Cooldown/Attack-buff and Cancel Combo skills so you can keep your damage up on a defence/dodge focused build.
And while I haven't tested it Step/Dodge movement speed may effect how far you travel with the dodge, though I do intend to with a G-Gundam themed build because "being so fast the enemy can't hit you even though you were standing still." seems like it'd just be in theme for G-Gundam.
That sounds sick as hell, though I’m not good at dodging so won’t be able to pull that off. Maybe start doing videos if your good with it? Could be pretty sick.
Woo, dodge-tank build mentioned! I'm not used to other folks knowing the term, so I get excited when I see it in the wild. Then again, I usually don't play MMOs, so perhaps I'm just looking in the wrong places... Honestly, I only know the term to begin with because of an audiobook I listened to that was literally called "Dodge Tank". It's from a pretty good series called "Crystal Shards Online". I recommend it.
@@Caldoric I learnt it mainly from Payday 2, because a Clown in a suit has a 68% (more like 98%) chance to dodge bullets... somehow...
@TheFearsomeRat not 68% chance to dodge alimony tho, that shit hits 100%.
If you stack up 5%-10% awaken hit number with gatlings, you can awaken and actually gain more meter than it's draining. Very useful for speed/yellow awaken and double gatlings are very good for hitting the 300 hit combo boost.
I just made a HeavyArms inspired build and discovered this.
So, having the Full Armor Unicorn and using its Gatling Shields would possibly work for this? And maybe also a couple of those double-gatling builders parts?
"I hope this helps someone" *proceeds to get sub after sub, because, in fact, he's helping so many of us.* T^T Youre a great person!
I recently sold all of mine and just kept 5 that had good loot drop numbers with some other positive effect attached to them.
Cause it was just to much to sift through.
we legit need a system to infuse them to max stats or make ones without 3 stats to have them
@@Nomadic_Gaming That'd be nice to have, I haven't bothered to sell any yet, so I just mark the ones I want to be rid of with the Red Triangle so they remain hidden when I'm browsing the A-Cartidges to find ones for a build and use the Yellow Circle for the ones I use regularly.
Still need to find some good Reaction Time down ones for a ranged build I made, that would benefit from it.
I sell all the bad ones after every battle so I don't end up with a bunch of clutter in the builder
Same
Thanks Gunpla Dad
Thank you so much for all these videos. Love this game but I don’t get the meta at all. It feels so convoluted at times.
As far as I know, there's no meta in GB 4 (yet) because almost all builds are viable. Unlike in GB 3 where a few stand out.Though overall, melee > long range in GB 4. Probably because they were too OP in GB 3. RIP long range and funnels. Second note, in terms of long range in GB 4, I believe gatlings and missiles are at the top.
True to GBN, "Gunpla is Freedom," so there's no true meta: all builds work, you just gotta find a rhythm that matches your playstyle.
My combat builds use a LOT of missile OP skills, and those feel like they can break legs off frequently enough for me to consider the ground break-affected skills.
If you use two of the Gattling Guns that mount on your back + the ZZ Micro Missile Launchers you could also run Hit-Number skills since those reliably deal out a ton of hits, just if you run two or more of the ZZ's missiles I'd recommend CD-Reduction skills as well having to wait 40-80 seconds between volleys isn't fun....
Attack power part lost+cd part lost+2-4 micro missles makes the laggy and the enemies never get off their back lol
But when it's a boss fight eesh it's horrible
@@n0way07 That's why I'd suggest Hit-Number skills, cause even 2 of them deal out a ton of hits, and with their vertical launch it means their practically guaranteed to land unlike say the Xi Gundam's leg missile OP where they will often miss close-ranged targets completely.
@@n0way07 On bosses, yeah. The damage is pathetic, even on verge-of-breaking parts.
I'm running 81% long range gauge cost and 76% long range gauge recovery speed. With double atomic bazookas I can pretty much spam them infinitely (fire one while the other is recovering). Trivializes most fights. Especially effective against the big bosses. Also have 110% hp capacity, 54% item drop, and auto guard (just from the cartridges, not counting abilities from individual parts). Haven't lost a fight with this setup. Cleared survival mode easily.
Wait, "atomic bazookas"? As in, that abomination that the Physalis had mounted on its shoulder/backpack? Gross.
There needs to be a way to easily sort these and also so something with the garbage ones besides just selling them
the fact we can't use them as exp fodder and they all sell for the same miniscule price irritates me cause 9 out of 10 of my ability capsule drops are hots garbage and make me upset I got one over a part or plastic
keybind/controller button setup vid
you mentioned firing skills while boosting and idk how you do that given when i try even w skills that can be done moving it takes me outta boost and boosting cancels their animation
This was very helpful, thank you!!!
I like the save from instant death ability in GB3. I would use it with my Wing Zero build to self destruct but I would always be alive, unless I got hit pretty hard afterwards. Which my health regen was max and back then repair was an Op part so it wasn’t a big deal. The self destruct though could do max damage while breaking every enemies around you setting you up to do ground kills like crazy.
So...where do they drop and which quest/mission is the best? does different difficulty drop batter Cartridge or it's random?
fire as always🔥🔥
Sorry if im asking so much,
But could you makes a public google docs regarding whats skill affecting whats kind of weapon, because it hard to make sure everything while we didnt had official disclosure about stats, and hard to determine which effect without butchering from knowledgeable pool each person had xD
Cancel combo and cancel ex needs further testing. I've only noticed and tested them on Guided Missiles but they aren't receiving the complete boost, only the small damage hits are getting boosted.
An example would be Xi missiles OP doing a total of 22552 but only getting boosted to 23161 with 24%~ cancel OP. Might be a bug, dunno maybe worth reporting to somebody at bamco.
You should be able to charge up the shield bash and it can cover a bit more distance. My current build has it equipped and it doesn't function as shown here. Maybe it's different with different weapons.
No charging no matter which weapon equipped
@@theothermc I did a dumb, I confused the Extra Large Mace charge attack. My bad
Did he cover unlock function: Evasion?
Wait. What if you use both auto guard and perfect guard together? Does this make you immortal?
Question though, so that means that red numbers are generally bad in ability cartridges?
how to get multibla Ability Cartridges slots cause I only have three slots the other slots are unlocked?
I think they expand as you level up/clear chapters.
This sounds like a big ask so I'll understand if you'll pass. Do you know or are working on a list on all the ability skill hard caps?
I mean just some fusion shouldn’t make it too hard to put together. Though I sure plenty of docs have it, next time I do a mass fusion I’ll screenshot each one
I heard attack power low health doesn't trigger off of Critical condition from the Steam forums i haven't had enough attack low HP stats to confirm this can anyone help to confirm this?
I did test this a bit, I have my critcal hp ability at 130+ %hp, attack power low health doesn't seem to trigger so either low health doesn't mean critical condition or going past 100% makes the skill bugged, but I suspect the former else they would have worded it Attack Power: Critical condition, instead of Attack Power : Low Health
@furanzeF it’s the stated amount, literally. It’s the original critical health level affected by the %
Honestly, the fact that these have negative numbers just makes them unbearable to me, and you unlock them so dang late in the story... It's just. Really bad.
People say this is a good game. YET
Why do I have this feeling is not.
People say NGB was very bad. GB 3 was the best. GB 4 FEEL MID