ChamberACR

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Entry #7

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ChamberACR

Megaman X RPG Chapter 2 Update: Tier 3 Upgrades

Posted by ChamberACR Nov. 4, 2009 @ 8:34 PM EST

Tier 3 UPGRADES (subject to change):

DIGITAL LEARNING: Increase the amount of XP and SXP your team earns by 2/4/6%.
SPOILS OF WAR: Chance to find twice the amount of scrap after battle than normal.
COLLATERAL DAMAGE: --
COHESION: --
CHAIN REACTION: Longer combos increase damage done.

BATTLECRY: The entire team has their damage increased by 5/10/15%.
NANO SHIELDING: Restore 5/10/15% of your total HP when blocking.
STATIC DISCHARGE: Deals damage when attacked.
RECYCLIST: Items used in battle are turned into scrap.
TREASURE HUNTER: Enemies drop more exotic types of loot more often.

PRUDENT: Inventory sold at shops are 20/40% cheaper.
BLOODLUST: Recover HP after destroying an enemy.
WHITE BLOOD: Poison now heals HP instead of draining it.
TACTICIAN: Increase all stats by 1/2/3%.
BUSTER BOOSTER: Buster attacks cost 2% of your SP, but increase the overall damage by 5%.

SECOND WIND: If an attack defeats the player, SP is drained instead of HP, therefore preventing a KO.
SUBSTITUTE: If there's not enough SP to cast a tech, HP is taken instead.
KILLER INCENTIVE: Critical strikes increase all party members ready bar.
SHOTGUNNER: Improve damage caused by ALL-ATTACKS by 25/50%.
COMRADERY: Heals are increased by 8/16/24%.

As you can tell, I still have a few slots left to add more UPGRADES. If you have any suggestions for any good ones, let me know.

tier3.jpg

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The People Have Spoken

24 Comments

Nov. 4, 2009 | 9:23 PM SS4FlameAlchemist says:

You need to be able to switch armors like in Command Mission. They each had armors that they could use. Maybe use two of any of X's armors, possibly Dark Zero, absolute zero, Omega Zero, or even Nightmare Zero. And for Axl, He could have a stealth mode, and His white armor from X8. Just some ideas. Watch some Command Mission videos or something. The transformation system from that game would pretty much fit right in with this. Anyway, just rambling now.


Nov. 4, 2009 | 9:26 PM SS4FlameAlchemist says:

Darn. I wish I could think of some good upgrades about now. Maybe some stuff to apply to the Limit breakers. That's the only thing I can think of. But, that's kinda hard, because it would have effects and make the game too easy.

Here's one. Increase the effects of items. If you haven't already.


Nov. 5, 2009 | 2:38 AM Sonicrpg says:

AWESOME!
Hope teh next one comes soon


Nov. 5, 2009 | 3:14 PM mloloya1 says:

Safety Dance: The entire team has their defense temporarily increased by 2/4/6%.

I cannot believe you are actually taking the time to post updates....


Nov. 6, 2009 | 8:38 AM megamanxl says:

anger limit: every rank you get gives you a limit breaker,or increased attack of limit breaker.


Nov. 6, 2009 | 12:27 PM Sonicrpg says:

Upgrade name
Reboot.

Times can upgrade
5

Upgrade description
Chance to reboot as soon as your hit points hit 0: 50-60-70-80-90-100%


Nov. 6, 2009 | 6:30 PM Dereksilavong says:

oh one more thing sometimes my game freezes but not my computer like i can play other games but not this game you get me


Nov. 8, 2009 | 3:53 PM Gekson52 says:

Haggler:
Increase payout of items sold
Upgrades: 5
2% 4% 8% 16% 32%


Nov. 8, 2009 | 3:56 PM Gekson52 says:

Quitter: increase chance to flee battle
Upgrades:5
5% 10% 15% 20% 25%


Nov. 8, 2009 | 3:58 PM Gekson52 says:

Low limits: Increase limit breaker chance
Upgrades:1
50%


Nov. 8, 2009 | 4:00 PM Gekson52 says:

Cohesion: Increse rusting damage
Upgrades: 3
15% 30% 45%


Nov. 8, 2009 | 4:01 PM Gekson52 says:

Collareal Damage: leftover damage from buster is spread to the next target
Upgrades: 1


Nov. 8, 2009 | 11:40 PM amthc356 says:

so how will this affect upgrades transferred from ch.1? With some of the upgrades needing 1 point in ch1 but 2 in ch2 could leave you with negative upgrade points, and I don't think you want X and co getting blown up every chapter just to reset their upgrades... Also, will these require other upgrades to be MAXed before becoming useable?

There's already a tech called Second Wind (Airman chip), so having an upgrade also called Second Wind might cause confusion.

Upgrade suggestions:

Recyclist: Items used in battle have a 0/16/33% chance of not being used up, 100/84/67% chance of becoming scrap.

Chip Catalog: Gives 1 extra battlechip slot.

True Master: Doubles battlechip mastery bonus.

Judgement: Enemies lose 5/10/15% health at the beginning of battle.

Enemy Observer: Allows use of enemy attacks/techs/limit breaks in battle.

Useless Upgrade: Unlocks "Upgrade Freak" achievement. (ok, maybe this one isn't that good...)


Nov. 9, 2009 | 7:04 AM Pletter64 says:

Maybe this one:

Pokerface: lowers physical attk from (half)humens by ...


Nov. 10, 2009 | 6:49 PM Darknez15 says:

rage of the machine : When a ally falls deal 10% more damage but recieve 5% more damage.


Nov. 11, 2009 | 10:14 PM IsaacKawasa says:

Hmm..

Reflective plating - Chance of decreasing buster damage by x% and deal the difference in damage back at the enemy by x%

Limiter Release - Increase attack power, duration, effects, etc of Limit Break by x% at the cost of x/x hp and sp.

Peircer rounds - Buster attacks negate x% of an enemy's defence and a chance to damage the enemy behind to target

Chain Extension - Chain display stays on screen longer for x seconds (perfably start out low, like .4 seconds, .6 seconds, etc)

Team Effort - Readied attack combo's deal increased damage

Combo Breaker (if enemy's also have combo counters) - when attacking while the enemy combo display is showing, your attack power is increased by x% based on their combo number

Medic - When using a support skill, decrease cost by x/x and increase by x%. When using a healing item increase it's effect by x%

Returning Hero - when revived, increase the hp restored by x% and increase attack power, speed, and defence by x%

Not sure if this'll be of much help, but just a few thoughts on it. Hope one of them makes it into the game. Good luck dude = D


Nov. 14, 2009 | 8:33 AM EvrAngelist says:

how about achievements that give bonuses


Nov. 22, 2009 | 12:04 PM vote5man says:

how about a upgrade called lethal weapon once you die (2) choices if you get revived then you start with limit break or if theres one person in the party left they automatically get limit break you have between (2) choices of those things i said you can decide


Nov. 30, 2009 | 6:58 PM J0EK1NG says:

A couple suggestions of mine would be to make a regeneration of some kind that restores X amount of HP/SP every X # of turns, as well as a damage dispersion which has a similar effect as the grenade launchers, only for all forms of damage. Also, a % chance to cause status effects wouldn't be a bad idea.


Dec. 6, 2009 | 6:39 PM Jill40 says:

I'm not really sure if it would be a suggestion...maybe.

Perhaps 5 diffrent upgrade for leveling up fire, ice, electric, wind, and bio damage respectfully.

Maybe an upgrade that slightly inprove a powerchip performance by a percentage...

Or a unique upgrade based on the character to give that character a unique move if that character is equipped with their chip, like Copy chip or Wily chip.

I can't really think of a sutible name though...


Dec. 6, 2009 | 9:49 PM IRateUZero says:

Upgrade suggestion:

Jump
When attacked, have a 10/20/30% chance to jump high and avoid the attack. If this triggers, the jumper will land hard on the attacking enemy, doing 100/150/200% increased damage

Bullet Dive
Passively increases jump's activation chance by 5/10/15%. Also increases jump's damage by 30/60/90%

Opening
When this unit gets a critical hit, another party member will automatically attack the same enemy.

Adapting Armor
When hit with an elemental attack, resistance towards that element type will increase by 10%. This effect stacks, but only a total of 70% across all elements can be had. e.g. You get hit with 2 bio, 4 fire, and 1 wind. You now have +40% fire resist, +20% bio resist, and +10% wind resist. You can't get any more until you die or win the battle, at which point the resistances are reset.


Dec. 9, 2009 | 6:19 PM KatanaKid9001 says:

How about this one:
Tough Luck: increases all stats (ALL) but lowers luck.


Dec. 10, 2009 | 12:10 PM spartan1178256 says:

I really enjoy this game and i look foreward playing it to the final chapter. Excellent Job!


Dec. 14, 2009 | 6:57 PM J0EK1NG says:

I have a couple more ideas:
LAST BREATH--if the player is about to preform an attack (or has one ready) and is defeated, the move will be carried out, and if it heals him, he is revived.
TIMED HIT--if the player presses spacebar with correct timing, a melee attack's dmg is increased by 10/15/20/30% and a buster attack has 1/2/3 extra hits at 5/10/15/20% dmg each. [is affected by CHAIN REACTION]
ON THE OFFENSIVE--DMG caused by the player is increased by 5/10/20%, but dmg caused to him increases by 30/25/20%. [incompatible with ON THE DEFENSIVE below]
ON THE DEFENSIVE-- DMG caused to the player is decreased by 10/15/20%, but dmg caused by him decreases by 20/15/10%. [incompatible with ON THE OFFENSIVE above]

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