By definition, it means the gradual loss of flux intensity while traveling through a medium. In this case, it's gunfire traveling to the target, thus the further Aya is from the target, the less damage she does.
Parasite Eve II has 5 sets of values (plus 1 unused), ranging from the furthest away (literally the 'edge' of your damage range) up to point-blank range, equivalent of how close you must get to use a melee attack. If only one attenuation is displayed, that value is consistent for the full range of the weapon. Handguns and automatic weapons are the main users of the variable range. Most shotguns benefit from a close-quarters damage bonus. Weapons with attachments or secondary attacks (Like the Gunblade's melee swing, Javelin, Hammer, etc.) are subject to the same attenuation as the primary attack.

A weapon marked as 0.9 or 0.8 (for example) is not a perfect % damage reduction; most values have an additional minor fraction added on to the penalty.
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HP: How much damage Aya can take before she 'dies', causing a Game Over. Combat and a couple unique room traps (notably in the Shelter) can reduce Aya's HP. Aya can recover HP through the use of recovery items, casting Healing or through a few unique cutscenes.
MP: Available points for casting spells. Running out is not fatal, but could leave Aya in a tight situation if PE Spells are needed to deal with an encounter. Aya can recover MP through the use of recovery items, learning new PE Spells or through a few unique cutscenes.
When Aya has to escort an ally, they are given a bar with 100/100 HP. Fortunately, the damage they take is unrelated to the current game mode and will always take damage equivalent to Replay Mode.
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Several weapons have a chance to inflict 4x their normal damage per shot. Barring a couple exceptions, most of these weapons are slower-firing guns that get more damage out of a bullet due to lower attenuation penalties. When a target is hit by a such an attack, a yellow flash appears around the target, signifying they took a critical hit.
Energyshot also affects a weapon's critical hit rate (If it has one). It will increase the rate by 25% on first cast and 40% on a compound cast.
Critical Rate % effectiveness will vary between enemy types: Some are extra vulnerable to critical hits, like Brutes where the chance is 200% higher, some are resistant, like the 1st No.9 Encounter where it is 50% as effective and some are unaffected, like Scorpions. For instance, if the player is using a Mongoose against No.9 during the first encounter, the critical rate will be 20%, instead of 40%.
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* The M4A1 series of guns appear to have 2 sets of attenuation/critical values while firing regular rifle rounds. One batch gives the basic critical rate at 25%(single) ,5%(burst) and an attenuation of 0.7. The other one has no critical rate and an attenuation rate of 0.6. Only the M4A1 variants with a critical rate are listed above.
*Sucklerceph appears to have a different setup for critical rates: All critical hit weapons have about a 1 in 3 chance of scoring critical hits (which results on a one-hit kill)
How it works is: As an attack model comes into contact with a target, the target takes damage. The frame delay controls how fast a target takes damage over time before it dissipates/ends/etc. The higher the value, the less number of times a target will take damage as it is hit by a certain attack.
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There is a known glitch with the M4A1 Javelin. Pressing SELECT as the player fires the weapon (then resuming the game) will cause the game to treat the javelin beam as though it were firing the 5.56 Rifle ammo, instead. This changes the the frame delay from 5 to 0 and the type of attack from the Javelin's 0 to a real 0 (Since Javelin appears to have an unique normal-type attack that can affect certain enemies). This has the end result of multiplying the damage done to a target by at least 6x it's normal value (Except in the case of amoebae-type, given they only take stun damage, instead of real damage).
While a few Key Items do not serve a gameplay purpose, many of them are used to unlock rooms, solve puzzles, help progress to the next part of the game, etc. To use them at an appropriate place, go to the Key Items menu, select the item and click on it to use.

Some Key Items are also worth Bounty Points at the end of the game which can carry over to the next replay.
Parasite Eve Ii Box Shot For Playstation
All numbers below represent a % of the original damage done more. In the case of higher-level difficulties, it great increases how much damage the player takes. Casting spells or attaching certain items can reduce the amount of damage a player receives when hit.
Aya can carry a maximum of 20 items on-hand at any-time. This can be anything: Weapons, armor, items, purchasable spells and ammunition. Key Items are stored separately.
The on-hand slot count shown on the inventory page is based on what inventory has not been equipped / attached to Aya. For instance: If the player has an armor and weapon equipped, and has a Recovery1, GPS and 9mm P.B. ammo attached to the armor, the maximum number of slots shown on the right side will be 15.
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Following the incident at Akropolis Tower the player will have access to various storage units throughout the game that can be used to store / drop off inventory. The player will need to travel to these locations to pick up / leave equpiment and items behind. While the locations of these boxes may change as the game progresses, they will remain available until the very end of the game.
The bonus damage range is 0% - 9%, in increments of 1%, meaning that final damage is one of 10 possible values: 1.00, 1.01, 1.02, 1.03, ... 1.09.

Enemies have different levels of tolerance to certain spells. For instance, Brutes take 200% fire damage while Brain Stingers take 50%. Mechanical enemies like Watchers and Derangement Speakers take none.
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All status effects last for 20 seconds and turn Aya's status bar red. They may be cancelled at any time through the use of Penicillin, Stim or Metabolism (except for Berserker and Silence).
The screen is affected by a strobing darkness and the reticle is disabled, preventing Aya from targeting enemies. This does not prevent Aya from attacking, but the lack of auto-aiming can prevent her from hitting smaller targets. Spells are still aimed in the same fashion.
Every few seconds, Aya stops whatever she is trying to do (attack, cast a spell, etc.) and hunches over, as though she is trying to catch her breath. This prevents her from performing any action (including moving). Rapidly moving around the analog stick / directional pad can help to shake off the effect more quickly.
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The first point is lost immediately, then a frame count is set depending on the player's current action and quickly decreases in value. When the counter reaches 0, it will deduct another point and set the frame again to the player's current actions. This can be used to time when the player runs around to avoid losing unnecessary HP should the player not wish or be unable to cure the status effect.
Paralysis The target is completely disabled for a fixed number of seconds. Most targets will fall to the ground and twitch/spasm. While they are like this, they are unable to respond to any attacks thrown at them.

The most common way to paralyze a target include the use of Pepper Spray or casting Apobiosis. The duration is based off a combination of the enemy's own value and rate, depending on what method the player uses base appears to be based off Apobiosis Lv.1, which has a rate of 100(%). From there:
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Example: An enemy that is normally affected by paralysis for 10 seconds will be on the ground for 15 when hit by Apobiosis, Lv.3
Going with a rate of 30 frames per second, Parasite Eve II uses a few timers for certain in-game events. These timers are only active when Aya can be controlled on the screen. Anything else (Game paused, menu opened, spell being picked, vibration on/off, etc.) will halt any and all active timers.
FLOOR( FLOOR( FLOOR( Base Damage x Bonus x Attenuation x Critical x Berserker ) x Skull Crystal x Energyshot x Weakness|Resistance ) x Difficulty )
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The bonus damage range is 0% - 19%, in increments of 1%, meaning that final damage is one of 20 possible values: 1.00, 1.01, 1.02, 1.03, ... 1.10 ... 1.19.
When cast, Aya's base damages increases. Depending on if it is active, the values can be: 1.0, 1.3, 1.4, 1.5 or 1.6

Enemies have different levels of tolerance to certain ammo. For instance, GOLEMs take 200% damage from R. Slugs while the 1st No.9 Encounter takes 75% from Grenades.
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Bass - Bat - Black Beetle - Worms (Caterpillar, Maggot) - Amoeba (Green Amoeba, Red Amoeba) - Moth
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