Gaming Guide: Kid Icarus Uprising's Intensity system

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Hmm, I must be doing SOMETHING right, or maybe Chapter 20 is just, not actually that hard.

auGc2.jpg
 
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LOL ok then no need to do that now, try some other chapters.
GRR... I died on chapter 9 maybe 3 times on intensity 8, and it was enough to deplete all my hearts (I had so many, too!). Now I'm stuck with doing nothing but intensity 2 until i get enough hearts. This is what I hate so much about the setup of difficulty in the game... You get "punished" to the point where you're not allowed to even challenge yourself. :hateit:
 
LOL ok then no need to do that now, try some other chapters.
GRR... I died on chapter 9 maybe 3 times on intensity 8, and it was enough to deplete all my hearts (I had so many, too!). Now I'm stuck with doing nothing but intensity 2 until i get enough hearts. This is what I hate so much about the setup of difficulty in the game... You get "punished" to the point where you're not allowed to even challenge yourself. :hateit:
Yeah the couldron system is actually punishable. XD It actually means that you aren't ready yet. It's not enough having good defense or health. You must be familar with the level you're playing too. (And the weapon).
 
i myself love Violet Palms, but i can't seem to make one right now with those kinds of def mods. the one i use right now just have Weakening +3 and Shot Range +3. shot range helps a lot as it makes my charged shots go through more enemies, and the continuous fire really reaches quite far.
Yes that's good, but remember your shots will travel far, but they lose power overtime. XD
Air battles suffer no such penalties. and in Land Battles you rarely have enough room to warrant power loss over distance, so i don't worry about it much. thing is, this weapon can get me through Chapter 2 i8.0 but i always had difficulties doing 9.0.

managed to finally isolate a Darkness Bow with Overall Defense +8. i just need to get the weapons to fuse on it to raise stars though (and hopefully change its weapon type).
 
i myself love Violet Palms, but i can't seem to make one right now with those kinds of def mods. the one i use right now just have Weakening +3 and Shot Range +3. shot range helps a lot as it makes my charged shots go through more enemies, and the continuous fire really reaches quite far.
Yes that's good, but remember your shots will travel far, but they lose power overtime. XD
Air battles suffer no such penalties. and in Land Battles you rarely have enough room to warrant power loss over distance, so i don't worry about it much. thing is, this weapon can get me through Chapter 2 i8.0 but i always had difficulties doing 9.0.

managed to finally isolate a Darkness Bow with Overall Defense +8. i just need to get the weapons to fuse on it to raise stars though (and hopefully change its weapon type).
I never said they did offer such penalties in air battle. And yes I am aware that you don't have to worry about for MOST weapons. I did all the chapters in 9.0.. with the Violet Palm whose blast power reduces when it travels far. I didn't worry about and most chapters were very easy to do.
However there IS a big difference because your violet palm goes farther (Your Shot range +3 status). My point is, when doing boss battles in 9.0, don't abuse your range. There IS a difference and so you need to stay mid-range.
 
LOL ok then no need to do that now, try some other chapters.
GRR... I died on chapter 9 maybe 3 times on intensity 8, and it was enough to deplete all my hearts (I had so many, too!). Now I'm stuck with doing nothing but intensity 2 until i get enough hearts. This is what I hate so much about the setup of difficulty in the game... You get "punished" to the point where you're not allowed to even challenge yourself. :hateit:
the point is that you should never chew more than you can swallow. or something to that effect. it seems to me you're trying a difficulty that's obviously too hard for you at your current weapon. that said, if you enjoy that sort of insta-tough challenge, then by all means. ^_^


I never said they did offer such penalties in air battle. And yes I am aware that you don't have to worry about for MOST weapons. I did all the chapters in 9.0.. with the Violet Palm whose blast power reduces when it travels far. I didn't worry about and most chapters were very easy to do.
However there IS a big difference because your violet palm goes farther (Your Shot range +3 status). My point is, when doing boss battles in 9.0, don't abuse your range. There IS a difference and so you need to stay mid-range.
I'm having trouble avoiding bullets sometimes in mid-range, which is why i prefer fringe ranges. sure, takes me longer to kill, but doesn't stress me as much. it's a matter of preference, really. i'll go mid-range if i feel comfortable getting closer, but most of the time i stay just-within-range.
 
LOL ok then no need to do that now, try some other chapters.
GRR... I died on chapter 9 maybe 3 times on intensity 8, and it was enough to deplete all my hearts (I had so many, too!). Now I'm stuck with doing nothing but intensity 2 until i get enough hearts. This is what I hate so much about the setup of difficulty in the game... You get "punished" to the point where you're not allowed to even challenge yourself. :hateit:
the point is that you should never chew more than you can swallow. or something to that effect. it seems to me you're trying a difficulty that's obviously too hard for you at your current weapon. that said, if you enjoy that sort of insta-tough challenge, then by all means. ^_^


I never said they did offer such penalties in air battle. And yes I am aware that you don't have to worry about for MOST weapons. I did all the chapters in 9.0.. with the Violet Palm whose blast power reduces when it travels far. I didn't worry about and most chapters were very easy to do.
However there IS a big difference because your violet palm goes farther (Your Shot range +3 status). My point is, when doing boss battles in 9.0, don't abuse your range. There IS a difference and so you need to stay mid-range.
I'm having trouble avoiding bullets sometimes in mid-range, which is why i prefer fringe ranges. sure, takes me longer to kill, but doesn't stress me as much. it's a matter of preference, really. i'll go mid-range if i feel comfortable getting closer, but most of the time i stay just-within-range.
As you wish, Good luck though. You'll certanly need it. :P
 
okay, i finally got a weapon worthy of tanking (but not so much at dishing damage).

Skyscraper Club
R3M0.5
Overall Defense +8
Shot Homing +3
Poison +1

Lets me take punishment in Air Battles (the few strays that catch me while i'm not returning all shots), but kinda hard to use on Land Battles. It really needs to get better, and i'd gladly drop Shot Homing +3 for something like Shot Range +3, or maybe even Dash Continuous Fire+3/4. Its end result will be a Violet Palm, i just need an Aurum Bow that's high enough to keep Def, hopefully add some more stars to Range.
 
This has little bearing on the subject, but does anyone know of any good anti-sniper tactics? I have noticed a lot of really powerful snipers online lately and I was wondering if anyone knew a good way to deal with them.

Also, watchman, the system is more there to tell you your not ready for that difficulty rather then punish you. Think of it like learning to ride a bike. If you try it once with training wheels and you fall and hurt yourself, its not so much of a punishment for not knowing how to ride. Its more like a indication that you need to go a bit farther in the training wheels before you do the two wheels.
 
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Also, watchman, the system is more there to tell you your not ready for that difficulty rather then punish you. Think of it like learning to ride a bike. If you try it once with training wheels and you fall and hurt yourself, its not so much of a punishment for not knowing how to ride. Its more like a indication that you need to go a bit farther in the training wheels before you do the two wheels.
True, but the problem is, you mess up enough times, and you get pushed WAYYYY back to the beginning (intensity 2, even if you can pull intensity 5 or 6 on a regular basis without trouble). If you ride a bike 2-wheeled really fast, and fall and scrape your knees, you wait for your knees to heal, and start riding the bike again on 2 wheels, at a slower speed you can handle. The intensity system in Uprising, in my opinion, is more like if you fell off the bike 2-wheeled going too fast a few times, and then were forced to go back to training wheels with your dad pushing you. I have no problem with being trained, but I have a problem with basically having to grind at difficulties way too low for myself just to get back up to a moderate difficulty. you see what i mean?
 
okay, i finally got a weapon worthy of tanking (but not so much at dishing damage).

Skyscraper Club
R3M0.5
Overall Defense +8
Shot Homing +3
Poison +1

What's the value of this weapon?
The trouble with Overall Defense +8 is that it consumes a ton of value, leaving not much space for stars offensively. It's good if you're going all out on Ranged or Melee though.
I can't imagine Shot Homing is even any good on a Skyscraper Club, I thought that generally, Club charged shots do not have that good of homing.

This is the weapon that I'm trying to fuse right now for 9.0 runs.
Beam Claws
Especially high Ranged
Good-high melee
Overall Defense +5
Recovery Effect +4

I have a Burst Blade 335 with those two modifiers and also two others, but every Somewhat Staff I've managed to fuse for this goal has had disappointing results.
Until then I have a 318 Beam Claws with high offenses and overall defense +5, it works very well but I want the added recovery effect +4 so that food and health recovery will practically refill my health bar to maximum.
 
okay, i finally got a weapon worthy of tanking (but not so much at dishing damage).

Skyscraper Club
R3M0.5
Overall Defense +8
Shot Homing +3
Poison +1

What's the value of this weapon?
The trouble with Overall Defense +8 is that it consumes a ton of value, leaving not much space for stars offensively. It's good if you're going all out on Ranged or Melee though.
I can't imagine Shot Homing is even any good on a Skyscraper Club, I thought that generally, Club charged shots do not have that good of homing.

This is the weapon that I'm trying to fuse right now for 9.0 runs.
Beam Claws
Especially high Ranged
Good-high melee
Overall Defense +5
Recovery Effect +4

I have a Burst Blade 335 with those two modifiers and also two others, but every Somewhat Staff I've managed to fuse for this goal has had disappointing results.
Until then I have a 318 Beam Claws with high offenses and overall defense +5, it works very well but I want the added recovery effect +4 so that food and health recovery will practically refill my health bar to maximum.
Value is 298, as it's been fused too many times to drop everything else off. my second feasible option would be to put it on a Claw, but i'm a lazy bastard and Shot Homing makes things easier on me by just spamming continous fire and concentrating on avoiding projectiles while on air battles. i'm trying to farm Chapter1-2.0, building up a R6M6 no-attribute weapon, but it's taking longer than i thought, because for some reason Palutena keeps giving me high-valued weapons after every run. :/
 
Try runs on Chapter 1 - 0.0 instead of 2.0, you may be lucky enough to get value 100 weapons with no modifiers.

And dude check out these Beam Claws I just fused.

HOq8e.jpg


These things are going to kick ass. The ranged damage is a bit lower than I had wanted however, and it's only overall defense +4, not +5.
Thankfully my bro's 3DS is set up to send me more of the Burst Blades that make these fusions possible, I can continue on and try to fuse even better Beam Claws yet.
 
Try runs on Chapter 1 - 0.0 instead of 2.0, you may be lucky enough to get value 100 weapons with no modifiers.

And dude check out these Beam Claws I just fused.

HOq8e.jpg


These things are going to kick ass. The ranged damage is a bit lower than I had wanted however, and it's only overall defense +4, not +5.
Thankfully my bro's 3DS is set up to send me more of the Burst Blades that make these fusions possible, I can continue on and try to fuse even better Beam Claws yet.
Interesting, but that's why I stopped fusing beam claws for solo runs. They're good but to be honest, I needed more power.
okay, i finally got a weapon worthy of tanking (but not so much at dishing damage).

Skyscraper Club
R3M0.5
Overall Defense +8
Shot Homing +3
Poison +1

What's the value of this weapon?
The trouble with Overall Defense +8 is that it consumes a ton of value, leaving not much space for stars offensively. It's good if you're going all out on Ranged or Melee though.
I can't imagine Shot Homing is even any good on a Skyscraper Club, I thought that generally, Club charged shots do not have that good of homing.

This is the weapon that I'm trying to fuse right now for 9.0 runs.
Beam Claws
Especially high Ranged
Good-high melee
Overall Defense +5
Recovery Effect +4

I have a Burst Blade 335 with those two modifiers and also two others, but every Somewhat Staff I've managed to fuse for this goal has had disappointing results.
Until then I have a 318 Beam Claws with high offenses and overall defense +5, it works very well but I want the added recovery effect +4 so that food and health recovery will practically refill my health bar to maximum.
Value is 298, as it's been fused too many times to drop everything else off. my second feasible option would be to put it on a Claw, but i'm a lazy bastard and Shot Homing makes things easier on me by just spamming continous fire and concentrating on avoiding projectiles while on air battles. i'm trying to farm Chapter1-2.0, building up a R6M6 no-attribute weapon, but it's taking longer than i thought, because for some reason Palutena keeps giving me high-valued weapons after every run. :/
Sorry my friend but you WILL need high valued weapons to get what you want. Because the value is rounded when you fuse 2 weapons. You won't get a high valued weapon if you fuse it with a weak one. The higher the value- the better stat it can get.

This has little bearing on the subject, but does anyone know of any good anti-sniper tactics? I have noticed a lot of really powerful snipers online lately and I was wondering if anyone knew a good way to deal with them.

Also, watchman, the system is more there to tell you your not ready for that difficulty rather then punish you. Think of it like learning to ride a bike. If you try it once with training wheels and you fall and hurt yourself, its not so much of a punishment for not knowing how to ride. Its more like a indication that you need to go a bit farther in the training wheels before you do the two wheels.
Hahaha you're sseing them a lot too huh. Although they're easy to be dealt with imo. Close combat them or make them move a lot while you stay mid range. They will have a harder time aiming since they'll be under pressure. Just be careful against staff with good melee properties like the knuckles staff or the lancer staff.
 
Whats with 100 value weps?
They're blank slates, no stars, no modifiers.

They're popular for fusion projects because they can be fused with other no-modifier weapons to make stronger no-modifier weapons.
Let's say you have a whole bunch of weapons with ranged stars only, no modifiers. Keep fusing them into each other and you get a 6-star ranged weapon with no mods.
THEN you can use that with a bunch of other weapons you have to fuse on one or two desirable modifiers, like overall defense, an attack booster, a status infliction, etc.

Why do all this? Either for very specific goals or for low-value but high-strength weapons on Light vs Dark.
If you got a Taurus Arm with 6 Melee stars and Melee Dash Attack +4, and Speed +4, you'll rake in kills without being a burden to your team. A Taurus Arm with those sorts of stats can OHKO mostly anybody, and should be around 229 value.
 
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Whats with 100 value weps?
They're blank slates, no stars, no modifiers.

They're popular for fusion projects because they can be fused with other no-modifier weapons to make stronger no-modifier weapons.
Let's say you have a whole bunch of weapons with ranged stars only, no modifiers. Keep fusing them into each other and you get a 6-star ranged weapon with no mods.
THEN you can use that with a bunch of other weapons you have to fuse on one or two desirable modifiers, like overall defense, an attack booster, a status infliction, etc.

Why do all this? Either for very specific goals or for low-value but high-strength weapons on Light vs Dark.
If you got a Taurus Arm with 6 Melee stars and Melee Dash Attack +4, and Speed +4, you'll rake in kills without being a burden to your team. A Taurus Arm with those sorts of stats can OHKO mostly anybody, and should be around 229 value.
Show me a weapon with this kind of value please. Because like I said before, better stats are NOT passed on randomly everything depends on the value.(The stats, the number of stats, the stats numbers 1.e +1,+2,+3 etc, and the number of stars in melee or ranged) stats, stre A six 6 star weapon will have a value higher than 250. You can get an outreagous number of stats in the value between 200-250. The reason,: The sarss in melee or ranged WILL be weak. As I said before in my guide, the hardest part in fusion is to strike a balance. If this was done easily, I would have gotten defense +8 and health +6 ages ago.
 
Why do all this? Either for very specific goals or for low-value but high-strength weapons on Light vs Dark.
If you got a Taurus Arm with 6 Melee stars and Melee Dash Attack +4, and Speed +4, you'll rake in kills without being a burden to your team. A Taurus Arm with those sorts of stats can OHKO mostly anybody, and should be around 229 value.
Show me a weapon with this kind of value please. Because like I said before, better stats are NOT passed on randomly everything depends on the value.(The stats, the number of stats, the stats numbers 1.e +1,+2,+3 etc, and the number of stars in melee or ranged) stats, stre A six 6 star weapon will have a value higher than 250. You can get an outreagous number of stats in the value between 200-250. The reason,: The sarss in melee or ranged WILL be weak. As I said before in my guide, the hardest part in fusion is to strike a balance. If this was done easily, I would have gotten defense +8 and health +6 ages ago.
Yes yes I'm well aware of how value allows you to hold a certain number of modifiers and then fills in the stars.
I don't have a weapon like this to show you, I theorized it by looking at an FAQ and looking at the necessary value for those two modifiers, and then 6 melee stars.
I can imagine it working something like this though.

Fuse a whole bunch of no modifier-melee stars only weapons together.
Find something that passes on only melee stars and modifier A.
Find something that passes on only melee stars and modifier B.
Fuse these two weapons together to get a Taurus arm, or continue to fuse either of these weapons together with more high melee star/no modifier weapons until they CAN be fused together into a Taurus Arm that carries both modifiers.

You know I might even give this a shot, I'd like to fuse such a weapon for LvD.
 
Why do all this? Either for very specific goals or for low-value but high-strength weapons on Light vs Dark.
If you got a Taurus Arm with 6 Melee stars and Melee Dash Attack +4, and Speed +4, you'll rake in kills without being a burden to your team. A Taurus Arm with those sorts of stats can OHKO mostly anybody, and should be around 229 value.
Show me a weapon with this kind of value please. Because like I said before, better stats are NOT passed on randomly everything depends on the value.(The stats, the number of stats, the stats numbers 1.e +1,+2,+3 etc, and the number of stars in melee or ranged) stats, stre A six 6 star weapon will have a value higher than 250. You can get an outreagous number of stats in the value between 200-250. The reason,: The sarss in melee or ranged WILL be weak. As I said before in my guide, the hardest part in fusion is to strike a balance. If this was done easily, I would have gotten defense +8 and health +6 ages ago.
Yes yes I'm well aware of how value allows you to hold a certain number of modifiers and then fills in the stars.
I don't have a weapon like this to show you, I theorized it by looking at an FAQ and looking at the necessary value for those two modifiers, and then 6 melee stars.
I can imagine it working something like this though.

Fuse a whole bunch of no modifier-melee stars only weapons together.(Sadly, it's very rare to have a weapon with NO stat modifier UNLESS it's at 100 and even then there will be no stars.
Find something that passes on only melee stars and modifier A. (The stars and modifiers are passed RANDOMLY between weapons of the same values. If the modifier sta is a rather high styat. It will NOT get passed on. (This also applies for the stars. XD)
Find something that passes on only melee stars and modifier B. (The stars and modifiers are (again) passed randomly. Here's a tip though, you can 'control' How the stars are passed on. If u fuse both weapons that have only melee stars athen you'll get a weapon with melee stars. HOWEVER, you cannot control the number of stars that will get passed on since you cannot control how the stat modifiers are passed (as they too influence the number of stars your weapon WILL GET)
Fuse these two weapons together to get a Taurus arm, or continue to fuse either of these weapons together with more high melee star/no modifier weapons until they CAN be fused together into a Taurus Arm that carries both modifiers. Then prepare to rinse and repeat for a very long time. It's easy to make a loop. But NOT easy to get the weapon you want. Oh and btw, I'll just go right out and say it. It's impossible to get a weapon with high numbred stars with no modifiers. It's either HIGH numbered stars and weak modifiers. OR weak numbered stars with powerful modifiers.

You know I might even give this a shot, I'd like to fuse such a weapon for LvD.

dscn0182y.jpg

That's why my friend it's important to get high valued weapons, because it's more likely that you'll get such a weapon.
 

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