With today’s maintenance, the Advance Quest update has arrived. Gonna just start the post with a summary of the changes:
- You can now raise advance risk by paying additional caps (from +0 to +50 costs 50 caps)
- Risk bought this way persists for a week, the same as risk gained the old fashioned way.
- You can also apply this to Very Hard Advance Quests, which I’ll discuss below
- Enemies can now be leveled up to 80 (this occurs at +30 risk)
- Drop rates for Large Pyroxenes is boosted at maximum risk
- This is what they say, anyway. So far I’m finding it hard to believe.
- Additional E-trials and bosses can occur, such as Nyau, Apprentice, Persona and Dark Falz Angel.
- There may be others, at this point it’s too early to say
I’ll edit additional details in as they come to light.
Well not really, she’s a clone of the previous Apprentice made by Dark Falz: Double. She made her first appearance in story mode, much like Persona did, however unlike Persona she didn’t wait something like a year to appear outside of it.
I’ve only fought her once so far, all I can say about her is she seems to hit like a wet noodle most of the time however she seems to be considerably more violent than her story mode self. Small hits they may be, but they come often. She also has a hell of a lot more HP, but I was not playing the most DPS-oriented build. Additionally, she can also summon Predicahdas to assist her.
Like most other boss characters and unlike all gingers, Apprentice has a soul (ORIGINAL JOKE ALERT). Her soul gives +40 s-atk,r-atk and t-atk and also boosts the transfer rate of Modulator by a measly 10%. While small on its own, it will help with up-slotting modulator onto something. If I’m correct in how the formula works, instead of being 86% when pushing from 3 to 4 slots, it would be 93%. This is assuming you’re using a 30% booster, which I feel you should if dealing with Modulator because I’m poor. For 4-5 it’d be 84% instead of 78%.
As said in the summary, you can also raise the risk of Very Hard Advance Quests. This is particularly relevant to those wishing to level alts, as the exp gained from boosted rare enemies is formidable. That said, it does require that you can reliably kill max-boosted enemies at that level, which is why this is only really suitable for alt characters as they’re likely going to be the only ones that can be twinked to cope with it. As such, this method isn’t really suitable for new players.
The small pyroxenes you generate here can also be used on the new Live-series weapons at that!
This update added a new series of exchange weapons, the “Live” series. They’re straight-up recolours of the “Bio” series weapons from Extreme Quests. Each one requires a selection of 15 large pyroxenes of 3 different kinds (for a total of 45 large pyroxenes).
They require a rather daunting 450 dexterity in order to equip them, which may demand points in Mags or Skill trees for some race/class combos at 75/75. This makes them pretty strictly end-game weapons.
The exchanges for each weapon class are as follows:
- Sword: Vayu, Agni, Prithvi
- Wired Lance: Indra, Himalaya, Brahma
- Partisan: Ishana, Nirrti, Yama
- Twin Daggers: Yaruna, Sarasvati, Apsaras
- Double Saber: Vayu, Agni, Prithvi
- Knuckles: Indra, Himalaya, Brahma
- Gunslash: Vayu, Agni, Prithvi
- Katana: Ishana, Nirrti, Yama
- Bullet Bow: Yaruna, Sarasvati, Apsaras
- Dual Blades: Yaruna, Sarasvati, Apsaras
- Jet Boots: Yaruna, Sarasvati, Apsaras
- Assault Rifle: Vayu, Agni, Prithvi
- Launcher: Indra, Himalaya, Brahma
- Twin Machineguns: Ishana, Nirrti, Yama
- Rod: Vayu, Agni, Prithvi
- Talis: Indra, Himalaya, Brahma
- Wand: Ishana, Nirrti, Yama
As can be seen, there are some which require the same stones. The weapons come with 20% element and 4 affixes (Stat IV, Arm IV, Ability III, Status Effect IV).
Their potential at level 3 appears to boost damage for each consecutive Just-Attack by 5% to a maximum of 10%. To take a single weapon as an example of attack power, the Live Katana has 499 S-atk at +0 which puts it on the same level as Orochi Agito and Evil Rakuka but inferior to Yamigarasu in terms of stats. However, the Live-series are all-class weapons, so it’s something to consider before writing them off entirely.
You can also obtain a Dark Falz 12* weapon by showing Zieg 3 Live-series weapons. Which ones he wants to see depends on the weapon you want to get!
Here’s the list of weapons and their required Live weapons:
- Ely Sion – Sword, Wired Lance, Partisan
- Lavis Blade – Twin Daggers, Double Saber, Knuckle
- Yasminkov 7000V – Assault Rifle, Launcher, Bullet Bow
- Blitz Fender – Twin Machinegun, Assault Rifle, Gunslash
- Psycho Wand – Rod, Talis, Gunslash
- Magical Piece – Wand, Talis, Jet Boots
- Edel Arrow – Katana, Bulletbow, Sword
- Niren Orochi – Dual Blades, Jet Boots, Twin Daggers
This leaves out a good number of Falz 12*s however, which is kind of a weird decision I feel. I get that they might not have wanted to give classes more weapons than others but this would be the case regardless anyway by virtue of classes having differing amounts of weapons they can use in the first place. In any case, if the Falzes have been stingey to you for the past two and half years then you can work towards getting one now. It will not be a quick trip, necessarily, but this is probably for the best.
At this time it isn’t know what affixes or elements the weapons have when you receive them.
Going by forum posts and twitter, it seems Hatou Rindou has been nerfed somewhat. The exact how has yet to be established, but it appears that it doesn’t land as many hits as it used to. As far as I know there’s no official word from Sega at this point, so it isn’t known if this is a bug or a stealth-nerf.
I’m pleasantly surprised. As I tweeted, I would not have been surprised at all if Sega had just updated 3 of the Advance Quests and then rolled out the rest whenever they felt like. The company is reputable for drip-feeding content like this, I mean it’s precisely what they did when they released SHAQs in the first place. So I’m glad I was wrong, it was good of them to upgrade the entire mode like this.
The downside is they’re still not worth running solo, even if you’re capable of handling them at maximum risk. The capsule reward rate simply varies far too highly, making profitability dubious and risking making a loss in caps overall.
Also solo PSE bursts are still the saddest things in the game.
Live-series weapons have 20% element, which means you’ll need 3 of them to max them. As each requires 15 of 3 different types of pyroxene and each large pyroxene is about 100 regular pyroxenes this means you’ll need roughly 4500 of each stone or 13500 total. That number seems familiar somehow…
So far, running the missions solo I’ve managed to make something like 70 regular pyroxenes throughout 4 quests. I have yet to earn a single large-pyroxene, which feels roughly a similar drop-rate to how they were before. I’m feeling mildly cynical that maximum-risk actually boosts the drop rate at all, if it does then it’s such a small boost that it might as well not even be there. Regardless, this appears to demonstrate that Super Hard Advance Quests are still not worth running overall which is a pity. Once again the effort-reward ratio feels off judging by experience so far, especially given that you can still obtain Apprentice Soul on Very Hard as well as the materials you can use to buy the Live-series weapons without the risk of making a loss in caps. My opinion on this may change over time, especially if I can get some decent group runs going.
The worst part arguably is that as the weapons need specific combinations of stones, you’d better hope your entire group want weapons which happen to use the same or else people will be wasting their time. The issue is due to the fact that you can’t exchange Advanced Quest pyroxenes into any other kind.
All in all, not the most enjoyable of updates. It is nice that we have a higher tier of all-class weapons at least.
As always, please let me know if there are any inaccuracies in the facts stated within this post.