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MR2 HardMode v0.11 Changelist

Mar 19th, 2018
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  1. -=MR2 Hard Mode v0.11 Changelist=-
  2. (If it is not mentioned below, it is the same as the base game)
  3.  
  4. v0.1 Changes
  5. Ape (Unfinished), Colorpandora (Unfinished), Gaboo (Unfinished), Gali, Ghost, Hopper, Metalner, Monol, Niton, Phoenix, Kato (Temp), Pixie (Temp); E Rank, D Rank, C Rank, B Rank, A Rank (M4/Other cups not modified yet)
  6.  
  7. v0.11 Changes
  8. S Rank, all modified tournament opponents made slightly more difficult
  9.  
  10. Plans for v0.2
  11. All remaining tournament changes, Finish (Ape, Colorpandora, and Gaboo), Jell, Plant, Pixie, Mock, Suezo, Dragon, Maybe Durahan?
  12.  
  13. | Table of Contents |
  14. | [A1] General [A2] Ape [A3] CPandora [A4] Gaboo |
  15. | [A5] Gali [A6] Ghost [A7] Hopper [A8] Kato |
  16. | [A9] Metalner [B1] Monol [B2] Niton [B3] Pixie |
  17. | [B4] Phoenix [B5] Unsorted [B6] Tourney Changes |
  18. ---------------------------------
  19. -= GENERAL -= [A1]
  20. * The Swim Glitch is fixed. Defense gains from swim now properly are based on defense growth rather than life growth.
  21. - Credit to STARWIN for the Swim Glitch Fix
  22.  
  23. # Saves from regular MR2 are compatible. Changes to base stat growths ands guts rates will not be reflected in monsters you have in the freezer or already on the ranch. You must shrine or combine for a new one. However, I highly recommend starting a new game to experience the mod freshly.
  24.  
  25. # Changes to Force translate to approximately a +15 damage increase per point of Force at level 20. So a 34 -> 38 Force buff translates to a 510 -> 570 damage ceiling before accounting for defense, guts factor, and Your guts vs. Enemy's guts
  26.  
  27. # Guts rates are calculated by ((Guts Rate of Main x 3) + (Guts Rate of Sub x 2)) รท 5, then rounding. If any guts changes below seem odd, this is the reason.
  28.  
  29. # Total Tech Value is (Force + Hit + Withering + (1/2 Sharp)) - (Guts Cost). Though having a higher tech value than another tech does not necessarily mean the higher value one is better in every scenario.
  30.  
  31. - Known Issue: When using the shrine, it may prompt you to enter the "Monster Rancher 2" disk twice. Just mash X through it- it works.
  32.  
  33. The majority of changes below are buffs. Very few dedicated nerfs are occurring- and only to reshuffle power such as in the case of the Metalner. This is due to many monsters being outclassed. Additionally, many stat paradigms are affected by Swim now working properly. Many techs receive worse values in one area, but higher in another.
  34.  
  35. ---------------------------------
  36. -= APE =- [A2]
  37. Overview pending until actual changes determined. Apes have more alterations to come, I just wanted to get the Tasty Banana one out of the way early.
  38.  
  39. * General Changes
  40. The following Apes are impacted by changes to other monsters.
  41. + Ape/Gali: Guts Rate: 18 -> 17 (1.66/sec -> 1.76/sec)
  42.  
  43. * Tasty Banana is now called Magic Banana, and has been buffed. [Not the final iteration, most likely]
  44. + Recovery Force: 30 -> 40
  45. + Hit: -25 -> -9
  46. - Guts Cost: 40 -> 55
  47. + Total Tech Value: -35 -> -24 ([B]/E/-/- |>| [A]/D/-/-) [INT]
  48. [I'm glad Apes are first on the list, because it lets me get this explanation out of the way early. Recovery and lifesteal techniques in regular Monster Rancher 2 have a solid theme- the one wherein all of them except Plant's "Life Steal" are total garbage. They have abominable hit, and if you're on the ropes, why would you spend a ton of guts healing instead of hitting your opponent harder than you would have healed for? The idea is sort of there, but aside from the Plant, they don't work in execution. To this end, I am altering every single purely healing technique somewhat, while life steal moves are receiving much smaller changes since they innately suck less. Keeping your enemy on the ropes and squeaking out a win with a last second heal may be irritating to face, but new playstyles are better than worthless techs. Their tech value will generally still be rather negative, but that's for the best. I don't think this will make Tasty Banana "good", but I think it will be "not complete trash".]
  49.  
  50. More tech changes to come...
  51.  
  52. ---------------------------------
  53. -= COLORPANDORA =- [A3]
  54. If you've ever raised a Colorpandora, you may recall it as a painfully slow experience, which it is. However, out of all the monsters affected, Colorpandoras and Plants are the harshest struck by the Swim Bug fix. If they were unpleasant before, then in post they would be miserable as they are good at only life. So, to remedy what would become the most unpleasant monster possible to make powerful, Colorpandora's base growths are being shuffled and their less useful techs are being looked at. They're not far from being great, but they're struggling a bit post-fix.
  55.  
  56. * General Changes:
  57. + POW Growth: 1 -> 2
  58. - SPD Growth: 2 -> 1
  59. + DEF Growth: 0 -> 1; This has the following effects on Colorpandoras (There are no affected non-CP as no /CP exist):
  60. + CP/CP: 4/1/1/2/2/0 -> 4/2/1/2/1/1
  61. + CP/Pixie: 2/1/2/2/2/0 -> 2/2/2/2/2/1
  62. + CP/Jell: 3/1/2/2/2/1 -> 3/2/2/2/1/2
  63. + CP/???: Have been modified to match the gains of their corresponding derived Colorpandora.
  64. [My apologies to those who would've preferred +INT to +POW, but they couldn't get both and their techs are mostly Power-based. This leaves CPs with a decent growth total of 11, though it's scattered aside from high LIF. Centipedes aren't particularly fast, and Colorpandoras can survive trading some SPD for POW+DEF. These growths should be sufficient since the CP has a fairly long lifespan, but the sting of the Swim Fix will be felt.]
  65.  
  66. * Triple Shots is now an Intelligence-based technique and has been buffed.
  67. # Classification: Power Technique -> Intelligence Technique
  68. + Withering: 5 -> 8
  69. + Total Tech Value: 15 -> 18 (remains as C/C/E/B) [INT]
  70. [Triple Shots was flipped since Colorpandoras lack intelligence techs, and it chains into Delta Attack (which is an int tech)- but mostly because they lacked int tools. It received a little bit more withering to compensate for the fairly long animation as it does not pack the biggest punch, critical or not.]
  71.  
  72. More tech changes to come...
  73.  
  74. ---------------------------------
  75. -= GABOO =- [A4]
  76. Unfortunately for the clay dudes, Gaboos are receiving a harsh blow in the form of the Swim Bug fix. Gaboos are definitely pretty solid in general, but they do have a recurring weakness wherein many of their techs take rather long amounts of time. During this time their enemy generates guts and they do not, and their guts rate isn't amazing. Anyways, Gaboos are receiving a bit of stat compensation for the loss of their "4" in defense, and will be receiving tech changes in the next patch. (and some of their techs are being cleaned up to be more worth their animation times and to better reflect getting punched in the face with hardened clay.)
  77.  
  78. * General Changes
  79. + POW Growth: 3 -> 4
  80. + SKI Growth: 0 -> 1; This has the following effects on Gaboos (There are no affected non-Gaboos as no /Gaboo exist):
  81. + Gaboo/Gaboo: 4/3/0/0/3/0 -> 4/4/0/1/3/0
  82. + Gaboo/Jell: 3/2/1/1/2/1 -> 3/3/1/2/2/1
  83. + Gaboo/Tiger: 3/2/1/2/3/0 -> 3/3/1/2/3/0
  84. # Gaboo/Joker: 3/3/2/2/2/0; No change due to growth calculation
  85. + Gaboo/???: Have been modified to match the gains of their corresponding derived Gaboo.
  86. [With the Swim Glitch fixed, Gaboos unfortunately lose their monopoly on a Dragon-level growth total and being stellar in all aspect of defense. Since that almost certainly was not intentional in the first place, I'm not going to patch up their defense. However, a +1 growth to Skill is a deceptively large buff. The boost in gains from 0-1 is rather noticable. Going from 3 to 4 power is not that useful, but maxing POW sooner gives time for other stats. This places their stats similar to Hares, but trading speed and skill for more life. Since Spd/Ski are generally better than LIF, I think it's fine for them to match the Hare's growth total.]
  87.  
  88. Tech changes to come...
  89.  
  90. ---------------------------------
  91. -= GALI =- [A5]
  92. Galis are fairly good (both figuratively and game-wise). However, they suffer from having the guts rate of almost a Golem without the absurd moves. Rather than encroach on them, or do sweeping changes on their techniques, Galis can be brought up to the desired power-level with some minor changes. To this end, their guts regeneration is being made slightly faster, and are receiving very minor tech changes. Another weakness is a large number of tech chains with their short lifespan, but generations or having a specific plan right from the start can negate that issue.
  93.  
  94. * General Changes
  95. + The base Gali guts rate has been buffed from 17 to 15. Pure Galis are covered below, and all /Galis will be covered in that main monster's section instead:
  96. + Gali/Gali: 17 -> 15 (1.76/sec -> 2.0/sec)
  97. + Gali/Pixie: 13 -> 12 (2.31/sec -> 2.5/sec)
  98. + Gali/Golem: 17 -> 16 (1.76/sec -> 1.87/sec)
  99. + Gali/Zuum: 15 -> 14 (2.0/sec -> 2.14/sec)
  100. + Gali/Tiger: 14 -> 13 (2.14/sec -> 2.31/sec)
  101. + Gali/Hare: 16 -> 15 (1.87/sec -> 2.0/sec)
  102. + Gali/Suezo: 15 -> 14 (2.0/sec -> 2.14/sec)
  103. + Gali/Jell: 16 -> 15 (1.87/sec -> 2.0/sec)
  104. + Gali/Plant: 13 -> 12 (2.31/sec -> 2.5/sec)
  105. + Gali/Monol: 17 -> 16 (1.76/sec -> 1.87/sec); 1/2/3/2/1/3 -> 2/2/3/2/1/3 from the Monol LIF Growth buff.
  106. + Gali/Worm: 16 -> 15 (1.87/sec -> 2.0/sec)
  107. + Gali/Naga: 15 -> 13 (2.0/sec -> 2.31/sec)
  108. + Gali/???: Have been modified to match the gains of their corresponding derived Gali.
  109. [As mentioned in the overview, the biggest shortcoming of Galis in base MR2 is that their guts are just a bit too slow. Since their techs are already quite good, a faster guts rate is a natural change. While they are counterparts to Jokers, having the same base guts rate of 13 would be excessive.]
  110.  
  111. * Back Blow has been buffed.
  112. + Force: 19 -> 21
  113. + Total Tech Value: 22.5 -> 24.5 (D/A/D/E |>| C/A/D/E) [POW]
  114. [Back Blow was very slightly lackluster for the cost. While 2 force is not a massive increase, a damage boost is always useful.]
  115.  
  116. * Heavy Blow has been buffed.
  117. + Force: 26 -> 28
  118. + Total Tech Value: 26 -> 28 (remains as C/S/D/E) [POW]
  119. [Same reasoning as the Back Blow buff.]
  120.  
  121. * Giant Blow has been buffed.
  122. + Withering: 17 -> 21
  123. + Total Tech Value: 26 -> 30 (B/A/D/E |>| B/A/C/E) [POW]
  124. [Same reason. The force increase from Heavy Blow to Giant Blow is already fine, so a tiny bit of utility comes in its stead.]
  125.  
  126. * Cutting Mask has been buffed.
  127. + Force: 19 -> 23
  128. + Total Tech Value: 14.5 -> 18.5 (D/C/E/B -> C/C/E/B) [POW]
  129. [Cutting Mask takes a long time and doesn't really carry the oomph to warrant it. Hashing Mask takes even longer, but has more force and some nasty withering to accompany it.]
  130.  
  131. * Spirit Smash is now an Intelligence-based Technique.
  132. # Classification: Power Technique -> Intelligence Technique
  133. # Total Tech Value: 35.5 (B/D/A/E) [INT]
  134. [It's always been strange that Gali techs have had a hybrid duality, and then both have 5 Power Special Techs and 2 Int, of which the last two of the "Spirit" tech-chain are basically the same move with the Force and Withering swapped (Yes, I do get the Good vs. Bad Nature requirement thing). So, to give INT Galis an option besides Thunderbolt in slot 4, this change was made. Trivia: This technique translates as "God Final" in the Japanese version.]
  135.  
  136. ---------------------------------
  137. -= GHOST =- [A6]
  138. Most people will agree, that while Ghosts in MR2 are not horrible in the baseline game, they are below average. This is due to their abundance of low accuracy techs, over costed techs with long animations, and on-ranch aspects such as life stage and stat gains. Since I feel Ghosts should be a somewhat advanced monster to raise/pilot, Ghost techs have been altered to have slightly larger niches of being Intelligence-based Witherers or Power-based heavy hitters lacking withering, and very poor techs have been made somewhat worthwhile.
  139.  
  140. * General Changes
  141. + LIF Growth: 0 -> 1;
  142. + POW Growth: 0 -> 2; This has the following effects on Ghosts (There are no affected non-Ghosts as no /Ghost exist):
  143. + Ghost/Ghost: 0/0/3/3/3/0 -> 1/2/3/3/3/0
  144. + Ghost/???: 0/0/3/3/3/0 -> 1/2/3/3/3/0
  145. [In the base MR2, Ghosts have very substandard stat growths. This patches up their core stats sizably and makes it more reasonable for them to invest in Power techniques if they wish to do so. While this gives Ghosts a rather high growth total overall, they retain a poor combo of low life, dreadful defense, and a negative life stage pattern.]
  146.  
  147. * Charge is now called Ghost Rush (to differentiate from the 50 other "Charge"s in the game) and has been altered.
  148. - Hit: +3 -> -6
  149. + Force: 9 -> 21
  150. + Withering: 0 -> 5
  151. - Guts Cost: 10 -> 15
  152. + Total Tech Value: 2 -> 5 (E/B/-/- |>| C/D/E/-) [POW]
  153. [Charge has been re-purposed as a "mini" Heavy tech for Ghosts with Power. This can allow a Ghost's Power to be useful outside of just Uppercut/Combination.]
  154.  
  155. * Toy Hammer has been buffed.
  156. + Hit: -5 -> +1
  157. - Force: 12 -> 10
  158. + Withering: 0 -> 6
  159. + Total Tech Value: -4 -> 6 (D/D/-/- |>| D/B/E/-) [POW]
  160. [Toy Hammer is one of the victims of "Ghost accuracy". This has been shifted to a weak, but fairly cheap and accurate Power tech.]
  161.  
  162. * Uppercut has been altered.
  163. + Hit: +1 -> +2
  164. + Force: 30 -> 34
  165. - Withering: 25 -> 8
  166. + Guts Cost: 50 -> 30
  167. + Total Tech Value: 8.5 -> 15.5 (B/B/C/E |->| B/B/E/E) [POW]
  168. [Rather than having two Power based finishers, Uppercut is re-purposed and now gives the Power Ghost an option to strike more frequently with powerful attacks.]
  169.  
  170. * Combination is now called Tombstoner, to differentiate it and make it easier to edit, and has been altered.
  171. + Hit: +1 -> +10
  172. + Force: 35 -> 48
  173. - Withering: 30 -> 12
  174. + Sharpness: 5 -> 28
  175. - Guts Cost: 55 -> 60
  176. + Total Tech Value: 13.5 -> 24 (B/B/B/E |->| A/A/D/A) [POW]
  177. [Combination has been made the Power Ghost's dedicated finisher, becoming more expensive, but being more useful on average.]
  178.  
  179. * Energy Shot is now called Soul Beam as a reference to MR1, and to make it easier to edit amongst several Energy Shots.
  180. + Withering: 5 -> 8
  181. - Sharpness: 5 -> 0
  182. + Total Tech Value: 14.5 -> 15 (E/S/E/E |>| E/S/E/-) [INT]
  183. [A minor tech parameter shift to make Intelligence Ghosts better at withering.]
  184.  
  185. * Surprise has been buffed.
  186. + Hit: -10 -> -4
  187. + Force: 7 -> 8
  188. + Withering: 20 -> 29
  189. - Sharpness: 5 -> 0
  190. - Guts Cost: 17 -> 19
  191. + Total Tech Value: 2.5 -> 14 (E/D/C/E |>| E/C/C/-) [INT]
  192. [Surprise has been made more accurate, and a more dedicated withering tool.]
  193.  
  194. * Astonishment has been buffed.
  195. + Hit: -7 -> -1
  196. + Withering: 36 -> 42
  197. - Sharpness: 5 -> 0
  198. + Total Tech Value: 10.5 -> 20 (D/D/B/E |>| D/C/A/-) [INT]
  199. [Same reasoning as the "Surprise" buff.]
  200.  
  201. * Necromancy is now Skull Beam and has been buffed (to differentiate from Wracky's for editing, and as a MR1 reference).
  202. - Hit: +29 -> +22
  203. + Force: 8 -> 11
  204. + Withering: 10 -> 16
  205. + Guts Cost: 25 -> 24
  206. + Total Tech Value: 24.5 -> 27.5 (E/S/D/E |>| D/S/D/E) [INT]
  207. [Necromancy is a complete waste of guts in the base game compared to Energy Shot. Increasing the force and withering makes it somewhat worth using as a very accurate tech despite its long animation.]
  208.  
  209. * Dove Bomb has been buffed.
  210. + Hit: -17 -> -8
  211. + Withering: 10 -> 14
  212. + Guts Cost: 23 -> 21
  213. + Total Tech Value: -2.5 -> 12.5 (C/E/D/E |>| C/D/D/E) [INT]
  214. [Another Ghost tech which has had its tremendously poor accuracy patched up, and to further specialize Ghost into a semi-witherer.]
  215.  
  216. * Pigeon Bomb has been buffed.
  217. + Hit: -17 -> -10
  218. + Force: 34 -> 38
  219. + Withering: 10 -> 14
  220. + Total Tech Value: -0.5 -> 14.5 (B/E/D/E |>| B/D/D/E) [INT]
  221. [Pigeon Bomb has been buffed due to being fairly lackluster overall.]
  222.  
  223. * Magic Card is now called Mulligan and is a Power-based technique.
  224. # Classification: Intelligence Technique -> Power Technique
  225. + Hit: -5 -> -3
  226. + Force: 11 -> 16
  227. - Withering: 10 -> 0
  228. + Sharpness: 15 -> 30
  229. + Total Tech Value: 12 -> 16.5 (D/D/D/C |>| D/C/-/S) [POW]
  230. [Magic Card has been re-purposed- both to give Pow Ghosts an option in a slot other than close, and because Int Ghosts would rather use Magic Cards instead. It's keeping in the newer theme of Ghost's Power attacks being high on the damaging side for the cost, but much worse at withering. Note that Magic Cards is still an Intelligence attack. It's unusual for a Pow tech to chain into a Int tech, but Colorpandora's do that in the base game, and if I can deduce a good way to unlink them I will.]
  231.  
  232. * Magic Cards has been buffed.
  233. + Hit: -10 -> -2
  234. + Withering: 10 -> 18
  235. + Sharpness: 18 -> 22
  236. + Total Tech Value: 1 -> 19 (C/D/D/C |>| C/C/D/B) [INT]
  237. [Magic Cards has been buffed to not be a waste of guts.]
  238.  
  239. ---------------------------------
  240. -= HOPPER =- [A7]
  241. Hoppers have a lot of good points. But, like the Ghost, they're paying a hit tax on their techs because they're good at Skill. This is dumb; Golems don't have low force techs just because they gain power by existing. This is a nasty trend in MR2 that troubles many high skill monsters like Pixie, Ghost, Hopper, Suezo, and Metalner. While the worst in this regard was indeed the Ghost which was already addressed, Hoppers could use a little more impact behind their techniques. As Hopper techs are built around monopolizing the clock primarily in tandem with a swift guts rate, their force values will remain the same. Instead, their hit, withering, and sharpness are being looked at to bring Hoppers from "irritating but rather bad" to "irritating". Many Hopper techs are undergoing a "Metalner-esque" shift, and receiving +sharpness. Hoppers have fine stats and growths, which aren't changing.
  242.  
  243. * Hook has been buffed.
  244. + Hit: 0 -> +2
  245. + Sharpness: 5 -> 10
  246. + Total Tech Value: 2.5 -> 7 (D/C/-/E |>| D/B/-/D) [POW]
  247. [Do you use Hook after getting other techs? No, because half the Hopper's moveset is in slot 1 and Hook is bad. It will still be outclassed, but at least a better use of 12 guts.]
  248.  
  249. * Jump Blow has been buffed.
  250. + Withering: 5 -> 12
  251. + Sharpness: 15 -> 18
  252. + Total Tech Value: 6.5 -> 15 (D/B/E/C |>| D/B/D/C) [POW]
  253. [Jump Blow is a little on the "unimpactful side" force-wise. Rather than pump force, Jump Blow can instead set the opponent back a bit more on the guts side.]
  254.  
  255. * 2 Jump Blows has been buffed.
  256. + Hit: -3 -> -2
  257. + Withering: 5 -> 14
  258. + Sharpness: 23 -> 26
  259. + Guts Cost: 29 -> 28
  260. + Total Tech Value: 4.5 -> 18 (C/C/E/B |>| C/C/D/A) [POW]
  261. [This is mostly carryover from the Jump Blow buff.]
  262.  
  263. * 3 Jump Blows has been buffed (really creative tech names here, Tecmo).
  264. + Hit: -9 -> -6
  265. + Withering: 14 -> 18
  266. + Sharpness: 30 -> 33
  267. + Total Tech Value: 15 -> 23.5 (remains as B/D/D/S) [POW]
  268. [Same reasoning as other the prior Jump Blow changes.]
  269.  
  270. * 1-2 Jump Blow has been buffed.
  271. + Hit: -9 -> -4
  272. + Withering: 18 -> 21
  273. + Sharpness: 7 -> 11
  274. + Total Tech Value: 8.5 -> 18.5 (C/D/D/E |>| C/C/C/D) [POW]
  275. [Despite the name, this tech doesn't have a ton in common with 3 Jump Blows- though it could use a little help.]
  276.  
  277. * Hopper Combo has been buffed.
  278. + Hit: -15 -> -10
  279. + Withering: 21 -> 24
  280. + Sharpness: 8 -> 10
  281. + Total Tech Value: 15 -> 24 (A/E/C/E |>| A/D/C/D) [POW]
  282. [This tech is hits surprisingly hard for being on a Hopper, but it wasn't quite worth 44 guts.]
  283.  
  284. * Jab has been buffed.
  285. + Sharpness: 0 -> 8
  286. + Total Tech Value: 6 -> 10 (E/A/-/- |>| E/A/-/E) [POW]
  287. [Hoppers have problem regarding slot 2. Namely, Jab is their only tech in slot 2. However, it's a nice timer scam technique, and just could occasionally use a little more impact.]
  288.  
  289. * Flick has been buffed.
  290. + Sharpness: 5 -> 9
  291. + Total Tech Value: 12.5 -> 14.5 (remains as D/A/E/E) [POW]
  292. [Just a little somethin' somethin' for Flick.]
  293.  
  294. * Phantom Claw has been altered.
  295. + Force: 15 -> 23
  296. + Withering: 5 -> 12
  297. + Sharpness: 5 -> 12
  298. - Guts Cost: 25 -> 37
  299. + Total Tech Value: 12.5 -> 19 (D/S/E/E |>| C/S/D/D) [POW - Hopper/Kato exclusive]
  300. [Hey, I get to talk about Crossover technique changes. As an experimental shift, crossover techs are being modified to be have shifted power and usability. This is intended to bring some reason to actually desire a crossover tech rather than them being fodder for your movelist. The bonus that would've gone to hit was instead distributed to withering and sharpness. The modifier in this case was a 50% increase to attributes, rounded up (guts cost instead rounded down).]
  301.  
  302. * Rapid Flick has been buffed.
  303. - Hit: +17 -> +15
  304. + Withering: 7 -> 12
  305. + Sharpness: 7 -> 12
  306. + Guts Cost: 30 -> 28
  307. + Total Tech Value: 14.5 -> 22 (D/S/E/E |>| D/S/D/D) [POW]
  308. [Rapid Flick was mostly Flick but for an extra 13 guts. So, now it's not. Though, it still doesn't do much damage.]
  309.  
  310. * Flick Combo has been buffed.
  311. + Hit: +7 -> +10
  312. + Withering: 16 -> 19
  313. + Sharpness: 11 -> 20
  314. + Total Tech Value: 12.5 -> 23 (C/A/D/D |>| C/A/D/B) [POW]
  315. [I don't think people really use this tech, but it could use a hand anyways.]
  316.  
  317. * Lightning has been altered.
  318. + Hit: -10 -> -6
  319. - Force: 14 -> 9
  320. - Withering: 32 -> 19
  321. + Guts Cost: 30 -> 15
  322. + Total Tech Value: 11.5 -> 9.5 (D/D/B/E |>| E/D/D/E) [INT - Hopper/Pixie exclusive]
  323. [Similar to Phantom Claw, this tech has been scaled around- though this time to be smaller instead of bigger. Trivia: This move can be improperly inherited by other Hoppers. ]
  324.  
  325. * Flame has been altered.
  326. + Force: 35 -> 43
  327. + Hit: -16 -> -12
  328. + Withering: 25 -> 31
  329. - Guts Cost: 36 -> 44
  330. + Total Tech Value: 10.5 -> 20.5 (B/E/C/E |>| A/D/B/E) [INT - Hopper/Pixie & Hopper/Dragon exclusive]
  331. [Bad crossover technique turned into a possibly enticing crossover technique.]
  332.  
  333. ---------------------------------
  334. -= KATO =- [TEMP] [A8]
  335. This is a temporary change for Katos which I'll be reverting later when I get around to debugging the Oil Fire lockout normally. For the time being, I'm going to change Oil Fire to a basic tech and let Katos just start with it. Overview pending until actual changes determined.
  336.  
  337. * General Changes
  338. + Katos now start with Oil Fire (Temporary Implementation)
  339. # Some Katos have had their base growths fixed:
  340. # Kato/Suezo: 1/1/3/2/4/2 -> 1/1/4/2/3/1 (Miscalculation in base MR2 where growths were what Kato/Mocchi is supposed to be.)
  341. # Kato/Mocchi: 1/1/4/3/3/1 -> 1/1/3/2/4/2 (Miscalculation in base MR2 where growths were what Kato/Joker is supposed to be.)
  342. # Kato/Joker: 1/1/3/2/4/2 -> 1/1/4/3/3/1 (Same reason as Kato/Suezo.)
  343.  
  344. * Oil Fire has been temporarily altered.
  345. # Classification: Heavy Technique -> Basic Technique
  346. + Hit: -6 -> -4
  347. - Force 28 -> 22
  348. + Guts Cost: 17 -> 15
  349. - Total Tech Value: 14.5 -> 12.5 (remains as C/D/E/E |>| C/C/E/E) [INT]
  350. [I haven't set aside time to work through the OF bug yet. So until I get around to that, I'll give Katos a free pass and give them a third basic tech. This'll be reverted later. For now let's just say they couldn't set down the bottle long enough to exclude it from their base techs. To that end, it's been tuned to be more of a starter tech- for the time being. This affects combining as well, and it's treated as a Basic Tech there too, so it can't be used to get easy Heavy techs on other breeds.]
  351.  
  352. ---------------------------------
  353. -= METALNER =- [A9]
  354. Hooh, boy. Metalners. These guys are nutty, and by that, I mean they're the best monster in Monster Rancher 2. They have consistent withering, high sharpness, and the fastest guts rate in the game. That isn't to say they don't have downsides, because they do. Their base stats are almost as bad as Wrackies, guts correction is really not on their side, and they're bad at Power, Intelligence, and Speed. Since their guts rate is their defining feature, I'm not touching it- they still get 5 guts/sec. Instead, I'm reshuffling the power on their techniques, because it all seems to be concentrated in 3 or 4 techs while the rest are worthless. Metalners may be the only monster where a header says "nerfed". Since almost every other breed will be getting better, Metalners don't necessarily need a heavy hand smashing them right out of the gate.
  355.  
  356. If this is an unsuccessful tweak to bring them in line, there are many alternative plans in the works for Metalners- though I hope better foes, tech changes, and their harsh guts correction will bring them down from S+ viability.
  357.  
  358. * General Changes
  359. + Metalner/Metalner Base Stats: 50/20/10/160/30/170 -> 80/40/30/160/50/170 (440 BST -> 530 BST)
  360. [Their growths aren't changing, but Pure Metalners don't have the lifespan to warrant such abysmal base stats. Having such dreadful bases and growths makes combining them rather ineffective, and it's not a big enough boost to be that important. Metalner/Pixie and Metalner/Suezo have passable bases and are not being buffed.]
  361.  
  362. * Back Charge has been nerfed.
  363. + Hit: -8 -> -6
  364. - Force: 26 -> 23
  365. - Withering: 26 -> 23
  366. - Sharpness: 35 -> 30
  367. - Total Tech Value: 32.5 -> 26 (remains as C/D/C/S) [POW]
  368. [I think that's the first instance of the term "nerfed"? You may note it's not a gigantic downgrade, but it's not supposed to be. It's just supposed to make it less worth using every moment you're in slot 1; Lowers the critical damage ceiling from 585 to 517 before defenses. I honestly love this move's animation and SFX, but it's too good in its original state.]
  369.  
  370. * Right Slap has been altered.
  371. - Hit: +8 -> +1
  372. + Force: 10 -> 14
  373. + Withering: 5 -> 8
  374. # Total Tech Value: 13.5 (D/A/E/E |>| D/B/E/E) [POW]
  375. [So, Right Slap sucks. In the "even with 950 power you don't want the AI using it" kind of way. This is deceptive because it seems good for a basic tech, but it takes 5 seconds and is up against way better techs everywhere. Instead, it has had its hit shuffled into other attributes to make it less lousy on average.]
  376.  
  377. * Straight has been nerfed.
  378. - Withering: 10 -> 5
  379. - Sharpness: 15 -> 10
  380. - Total Tech Value: 24.5 -> 17 (D/A/D/C |>| D/A/E/D) [POW]
  381. [This tech is odd. It's really good but hard to nerf because most of its values aren't really that high. So the auxillary effects in withering/sharpness are being shifted away. This change should make it so that the Metalner cannot just mash Straight to wither slow monsters out the match completely.]
  382.  
  383. * High Kick has been buffed.
  384. + Force: 15 -> 18
  385. - Sharpness: 25 -> 20
  386. + Total Tech Value: 19.5 -> 20 (D/B/D/A |>| D/B/D/B) [POW]
  387. [Okay, so we're at one the techs that you don't use because why wouldn't you use their better techs instead? But again, Metalners have numbers in every category so changes may look smaller than they really are. It might look minor but it's a decent buff.]
  388.  
  389. * Double Kicks has been altered.
  390. + Force: 19 -> 27
  391. + Withering: 10 -> 14
  392. + Sharpness: 30 -> 35
  393. - Guts Cost: 25 -> 36
  394. + Total Tech Value: 19 -> 22.5 (D/C/D/S |>| C/C/D/S) [POW]
  395. [This tech is a bad version of Back Charge. Even post-nerf that would be the case. Instead it's being shifted into a higher cost move which is stronger relative to the cost bump. This makes it instead a more damage invested version of Back Charge, trading away a lower cost for raw punch (Or kick in this instance).]
  396.  
  397. * Elbow Strike has been buffed.
  398. - Hit: +16 -> +15
  399. + Force: 15 -> 21
  400. - Sharpness: 15 -> 10
  401. + Total Tech Value: 20.5 -> 23 (D/S/D/C |>| C/S/D/D) [POW]
  402. [This is the worst Metalner tech in the game. It's Straight, but really bad. The tech value is misleading because it's mostly +Hit which has diminishing returns, but it's a complete waste of 30 guts. Instead, it has been made more competitive and not a "probably shouldn't put that on my movelist" technique. This makes it quite good, but not amazing.]
  403.  
  404. * Double Palms has been buffed.
  405. + Hit: -13 -> -8
  406. + Withering: 10 -> 13
  407. + Total Tech Value: 4.5 -> 12.5 (remains as C/D/D/C) [POW]
  408. [Good at skill, techs with atrocious hit strikes again. It was pretty shoddy, especially when Back Charge and UFO Attack exist, so now it's a little less bad.]
  409.  
  410. * Palm Strike has been altered.
  411. + Hit: -8 -> -5
  412. + Withering: 25 -> 31
  413. - Sharpness: 15 -> 5
  414. - Guts Cost: 22 -> 24
  415. + Total Tech Value: 16.5 -> 18.5 (D/D/C/C |>| D/D/B/E) [POW]
  416. [Metalner + Withering Tech sounds like a good combination, but their entire kit already does a bit of withering, so it's redundant when you could be pumping damage too. In addition it has poor force and hit. So, it has been shuffled to be less of a move you get because you want something besides UFO attack in Slot 4.]
  417.  
  418. * Metalner Ray has been buffed.
  419. + Hit: -6 -> 0
  420. + Total Tech Value: 21.5 -> 27.5 (B/D/A/C |>| B/C/A/C) [INT]
  421. [This is mostly a novelty move, but it could stand to be more reliable. I'm ok with it being strong considering the investment, and that 50 guts is a bit costly even for a Metalner.]
  422.  
  423. * Burning Palm has been buffed.
  424. + Hit: -11 -> -9
  425. + Total Tech Value: 16.5 -> 18.5 (remains as A/D/C/C) [POW]
  426. [Burning Palm was generally not where a Metalner wanted 50 guts going. It might still not be, but a little more reliability never hurts an outclassed technique. I don't plan to change it beyond hit at the moment, as Metalner + High Force is a dangerous proposition- and speaking of:]
  427.  
  428. * UFO Attack has been nerfed (surprise).
  429. + Hit: -22 -> -16
  430. - Force: 50 -> 42
  431. - Withering: 17 -> 11
  432. - Total Tech Value: 22.5 -> 14.5 (S/E/D/C |>| A/E/D/C) [POW]
  433. [This is the Metalner tech people talk about if Back Charge/Straight isn't in the sights, and for decent reason. 50 Force for 30 guts, which a Metalner generates in six seconds. I feel that's there a slight misconception about this tech since most AI opponents have lackluster speed, and that's the -22 hit modifier. This is extremely low. Combined with guts correction, the odds of actually landing this against a decently statted foe is a massive gamble. That said, it is a bit too good, and can stand to be reigned in a little bit on both extremes to be closer to CP's Giant Wheel. This lowers the non-crit damage ceiling by 120, but it will still be devastating to be slammed by. It's a heavy tech, after all.]
  434.  
  435. ---------------------------------
  436. -= MONOL =- [B1]
  437. There's no getting around it- in base Monster Rancher 2, Monols are bad, and not just figuratively. They're almost without question the worst monster even if you're experienced at the game. This is for a variety of reasons: a short lifespan, long tech chains, poor stat growths, and slow guts. Rather than completely redo them, I plan to play to what Monols are supposed to be good at: Being resilient and having good techs. Being the third side of the Gali/Joker/Monol triangle, they are the ones which should take the most effort to K.O. To this end, they are receiving much greater LIF growths and very minor tech tweaks, but will still suffer from their original shortcomings. Since their original techs are actually pretty good, I'm just looking at the ones which are completely redundant or outclassed in comparison to their other tools. They can get more love later if they still blow with these changes.
  438.  
  439. * General Changes:
  440. + LIF Growth: 1 -> 4; Pure Monols are covered below, and all /Monol will be covered in that main monster's section instead:
  441. + Monol/Monol: 1/2/2/1/0/4 -> 4/2/2/1/0/4
  442. + Monol/Pixie: 1/2/3/2/1/2 -> 2/2/3/2/1/2
  443. + Monol/Golem: 1/3/2/1/0/4 -> 3/3/2/1/0/4
  444. + Monol/Zuum: 1/2/2/2/1/3 -> 3/2/2/2/1/3
  445. + Monol/Tiger: 1/2/2/2/1/2 -> 3/2/2/2/1/2
  446. + Monol/Hare: 1/3/1/1/2/2 -> 3/3/1/1/2/2
  447. + Monol/Gali: 1/2/3/1/0/3 -> 3/2/3/1/0/3; Guts Rate: 18 -> 17 (1.66/sec -> 1.76/sec) from Gali's guts rate buff.
  448. + Monol/Suezo: 1/2/3/2/0/3 -> 3/2/3/2/0/3
  449. + Monol/Jell: 1/2/2/2/0/4 -> 3/2/2/2/0/4
  450. + Monol/Plant: 2/1/2/1/0/2 -> 4/1/2/1/0/2
  451. + Monol/Worm: 2/2/2/1/0/3 -> 4/2/2/1/0/3
  452. + Monol/Naga: 1/2/1/2/0/3 -> 3/2/1/2/0/3
  453. + Monol/???: Have been modified to match the gains of their corresponding derived Monol.
  454. [Giving Monols more life to play with makes them better at being a wall, which is strange that it was not already the case in MR2. Considering all the other crap they put up with, Monols have no reason to have one of the lowest growth totals too. This affects the LIF gains from Pull and Swim as well, so it adds up quickly over a Monol's lifespan. Alongside the Swim Glitch fix, Monols will gain Life and Defense at a vastly faster rate. It is a gigantic buff, but I'm inclined to say it's a deserved one. This also puts them at the same growth total as Galis at 13.]
  455.  
  456. * Triple Rays is now called Stonehenge and has been buffed.
  457. + Withering: 45 -> 50
  458. + Total Tech Value: 40 -> 45 (B/C/A/D |>| B/C/S/D) [INT]
  459. [This move is actually a bit under the radar in MR2, being a contender for best withering tech in the game. I am going to to lightly touch it since it's very expensive and primarily based around withering for a Monol, which isn't exactly the strong suit for an 18 guts rate breed. Though only its premiere use is being boosted, which is dunking the opposition's guts. I'd call it an instance of not being the strongest technique in the kit despite having the highest overall numbers. It does break the linear progression of +5 Force/+5 Hit per Ray tech, which I did appreciate, but Sharpness and Hit weren't linear either. I renamed it just because I like dumb wordplay, and the original name is rather repetitive.]
  460.  
  461. * Flattening has been buffed.
  462. + Withering: 0 -> 5
  463. + Total Tech Value: 9 -> 14 (D/A/-/- |>| D/A/E/-) [POW]
  464. [The Monol's "Flattening" tech chain is deceptive. On the surface, they're not bad for the price. When you factor in the animation time, you're just wasting guts. There's no point in a match where you would want to use the Flattening tech chain over something else, including the other basic tech, Charge. Five withering isn't a lot, but it offsets a small part of the weakness, and starting techs shouldn't be too stellar anyhow.]
  465.  
  466. * Three Knocks is now called Knockalypse and has been altered.
  467. + Force: 42 -> 45
  468. - Withering: 21 -> 20
  469. + Sharpness: 5 -> 10
  470. + Total Tech Value: 30.5 -> 35 (A/S/C/E |>| A/S/C/D) [POW]
  471. [There's really no reason to get this tech in regular MR2. It's Double Knocks but pays 5 more guts for 7 withering- which is offset by the Monol's guts rate to get the extra five guts. Instead, it's making an identical leap in attributes that Knock-> Double Knocks makes, but trading in the extra +5 hit for some sharpness.]
  472.  
  473. * Flattening-L has been buffed.
  474. + Force: 19 -> 23
  475. - Guts Cost: 15 -> 16
  476. + Total Tech Value: 14 -> 17 (D/A/E/- |>| C/A/E/-) [POW]
  477. [Flattening-L is the least bad of the Flattening line, but it's still outclassed. Interestingly it manages to take less time than regular Flattening.]
  478.  
  479. * Flattening-X has been buffed.
  480. + Force: 24 -> 30
  481. + Withering: 5 -> 14
  482. - Guts Cost: 20 -> 22
  483. + Total Tech Value: 13.5 -> 26.5 (C/B/E/E |>| B/B/D/E) [POW]
  484. [This move takes a healthy 8 seconds to complete, which is the Monol's longest animation time. That's nice for running the clock at the end, but bad the rest of the time.]
  485.  
  486. (I have plans to alter Strange Light, but I'm running numbers on how that should be done still, so it will probably be in the next version.)
  487.  
  488. * Two Beams has been buffed.
  489. + Hit: -6 -> -4
  490. + Total Tech Value: 19.5 -> 21.5 (remains as B/D/D/C |>| B/C/D/C) [INT]
  491. [This tech is, well, okay-ish. It's outclassed and not really worth 5 more guts than regular Beam. It loses hit and gains a little withering and negligible force/sharpness. Unless you're fighting another really slow guts rate dude, the withering is mostly irrelevant since the animation is longer. Hence, it gets a little tweak for reliability.]
  492.  
  493. * Triple Beams is now called Odyssey and has been buffed.
  494. + Hit: -6 -> -5
  495. + Sharpness: 25 -> 30
  496. + Total Tech Value: 26.5 -> 30 (B/D/C/A |>| B/D/C/S) [INT]
  497. [When you're working with a Monol's guts rate, techniques worth 40 guts need to pay out. Similar to Double Beams, this adds minor reliability to what the tech wants to happen.]
  498.  
  499. ---------------------------------
  500. -= NITON =- [B2]
  501. Nitons are underrated. They get a bad look because the ones you fight in MR2 (Pirrateu and Mahoroty) are total jobbers who couldn't beat any other opponent in their respective rank. They're actually fairly similar to Metalners with consistent withering and sharpness, but with less extremes. That said, even if they're not trash like the game implies, they could stand to be a bit more effective. Their gains are a little lackluster, and some of their techs lack usefulness, so they're getting a few buffs. It won't be a huge increase, but it should make it more concerning that the Niton's opponent could actually get knocked out. Since defense is the worst stat in the game, and it's the only stat they're good at, I'm willing to give them a little more offensive power than usual on the growth side- though it's a hybrid boost and not as powerful as just increasing one offensive stat.
  502.  
  503. * General Changes:
  504. + Niton/Niton Base Stats: 90/40/30/70/50/160 - > 110/50/40/70/60/160 (440 BST -> 500 BST)
  505. + POW Growth: 1 -> 2
  506. + INT Growth: 1 -> 2
  507. + Niton/Niton: 2/1/1/1/1/4 -> 2/2/2/1/1/4
  508. + Niton/Golem: 2/2/1/1/1/4 -> 2/3/2/1/1/4
  509. + Niton/Durahan: 2/2/1/1/1/4 -> 2/2/2/1/1/4
  510. + Niton/Kato: 2/1/2/1/2/3 -> 2/1/3/1/2/3
  511. + Niton/Bajarl: 2/2/1/2/1/3 -> 2/2/2/2/1/3
  512. + Niton/Metalner: 2/1/1/2/1/4 -> 2/2/1/2/1/4
  513. + Niton/Jell: 2/1/2/2/1/4 -> 2/2/2/2/1/4
  514. + Niton/Mock: 2/1/2/1/1/3 -> 2/2/3/1/1/3
  515. + Niton/???: Have been modified to match the gains of their corresponding derived Niton.
  516. [This should make Niton's feeble tentacles pack a little more force. The Swim fix also is heavily in Niton's favor. They're also getting a few tech tweaks, but they'll be on the smaller side of changes. Nitons originally had the worst growth total of all 450 breeds, but now they're tied with Gaboos- though they still struggle on speed/skill. The difference between growth 1 and growth 2 is decent, and adds up to about a 20% increase in stat gains during prime, shifting slightly up or down based on stage.]
  517.  
  518. * Stab has been buffed.
  519. + Hit: -1 -> +1
  520. + Force: 12 -> 14
  521. + Sharpness: 0 -> 5
  522. + Total Tech Value: -1 -> 6.5 (D/C/-/- |>| D/B/-/E) [POW]
  523. [As stated, the tech changes are going to be fairly minor. Nitons are on the brink of being very good, but their outclassed techs could use a little love in most areas.]
  524.  
  525. * Numbing Stab has been buffed.
  526. + Hit: -1 -> +1
  527. + Force: 15 -> 17
  528. + Withering: 0 -> 6
  529. + Total Tech Value: 1.5 -> 11.5 (D/C/-/E |>| D/B/E/E) [POW]
  530. [Same reasoning as Stab changes.]
  531.  
  532. * Electric Stab has been buffed.
  533. + Hit: -6 -> -3
  534. + Force: 22 -> 24
  535. + Withering: 6 -> 9
  536. + Sharpness: 10 -> 15
  537. + Total Tech Value: 6 -> 16.5 (C/D/E/D |>| (C/C/E/C) [POW]
  538. [Same reasoning as Stab changes. Since it's a balance technique, it's pretty middling in every area.]
  539.  
  540. * Sound Wave X has been buffed.
  541. - Hit: +15 -> +12
  542. + Force: 19 -> 22
  543. + Withering: 18 -> 22
  544. + Total Tech Value: 24.5 -> 28.5 (D/S/D/C |>| C/A/C/C) [INT]
  545. [While this tech does little damage for the price, it's consistent. However, the animation is quite long and this hinders the tech somewhat. This is being offset slightly by more withering. The reshuffling of Hit/Force is to make the changes from Sound Wave -> Sound Wave L carry over more consistently, and because 3 force is usually more useful than 3 hit.]
  546.  
  547. * Numbing Whip has been buffed.
  548. + Hit: -7 -> -3
  549. + Total Tech Value: 10.5 -> 14.5 (D/D/E/A |>| D/C/E/A) [POW]
  550. [A little reliability never hurts. Speaking of, Nitons have pretty negative hit modifiers on average.]
  551.  
  552. * Electric Whip has been buffed.
  553. + Hit: -10 -> -5
  554. + Total Tech Value: 12.5 -> 17.5 (remains as C/D/D/A) [POW]
  555. [Same reason as Numbing Whip buff.]
  556.  
  557. * Million Whips has been buffed.
  558. + Hit: -10 -> -7
  559. + Total Tech Value: 18.5 -> 21.5 (remains as B/D/D/S) [POW]
  560. [Deja Vu.]
  561.  
  562. * Shock is now called Electrify, and has been buffed.
  563. + Hit: -10 -> -7
  564. + Force: 18 -> 22
  565. + Total Tech Value: 8 -> 15 (D/D/D/D |>| C/D/D/D) [INT]
  566. [Shock was a bit weak for the cost, so it's been patched up a little in the important areas. The name was changed to make distinct the Niton's "Shock" among other "Shock" techs.]
  567.  
  568. * Severe Shock has been buffed.
  569. + Hit: -12 -> -8
  570. + Force: 28 -> 33
  571. + Sharpness: 10 -> 15
  572. - Guts Cost: 26 -> 28
  573. + Total Tech Value: 10 -> 19.5 (C/D/D/D |>| B/D/D/C) [INT]
  574. [This is a buff alongside a minor cost increase. Shock and Severe Shock were low impact heavy techs, and are being made a bit heftier.]
  575.  
  576. * Maximal Shock is now called Electrocute, and has been altered.
  577. + Hit: -12 -> -9
  578. + Force: 38 -> 44
  579. + Withering: 19 -> 23
  580. + Sharpness: 10 -> 15
  581. - Guts Cost: 35 -> 40
  582. + Total Tech Value: 15 -> 23 (B/D/D/D |>| A/D/C/C) [INT]
  583. [This makes Maximal Shock similar to an INT Niton's version of Violent Shell (albeit with worse hit/withering for less guts).]
  584.  
  585. * Niton Ink has been altered.
  586. + Force: 2 -> 7
  587. - Sharpness: 10 -> 5
  588. # Total Tech Value: 21 -> 23.5 (E/B/B/D |>| E/B/B/E) [INT]
  589. [Why is there 10 sharpness for a tech that does a maximum of 30 damage? Anyways, Niton Ink is trading sharpness for some force, which should make it worth using on occasion.]
  590.  
  591. * Shell Attack has been buffed.
  592. + Withering: 5 -> 15
  593. + Total Tech Value: 5 -> 15 (B/C/E/D |>| B/C/D/D) [POW]
  594. [While Violent Shell is very effective, the prerequisites could use a little help.]
  595.  
  596. * Spiked Shell has been buffed.
  597. + Withering: 5 -> 20
  598. + Total Tech Value: 5 -> 23 (B/C/E/B |>| B/C/C/B) [POW]
  599. [Same reasoning as Shell Attack buff. As an aside, have you ever actually seen Violent Shell? It's a really good tech, but quite hard to get.]
  600.  
  601. ---------------------------------
  602. -= PIXIE =- [TEMP] [B3]
  603. I'm going to do a minor workaround for the time being regarding Pixie/Hare. Actual Pixie changes should come in the next version. Overview pending until actual changes determined.
  604.  
  605. * General Changes
  606. + Pixie/Hare now starts with 1-2 Punch (Temporary Implementation)
  607. [Much like Oil Fire, I haven't gotten around to making 1-2 Punch naturally learnable yet, and the tech is kinda shoddy anyways- so Lepus can consider it on the house for now.]
  608.  
  609. ---------------------------------
  610. -= PHOENIX =- [B4]
  611. Since Phoenixes are already, for the most part, fine and mostly balanced (If actually a bit underwhelming) in base Monster Rancher 2, what is there to talk about for them? Well, the issue with Phoenix is that of a thematic one- namely that, despite getting preferential treatment when it comes to base stats and stat distribution, Phoenixes don't really have a theme going. The current strategy is "Use Fire Wave/Lava Stream at the start and hope that KO's the opponent, if not spam Fire Twister or wait to use Fire Wave again." Additionally, Golems lack a Intelligence-based counterpart, which seems like an obvious gap in the monster lineup. So while this may not be a wholly necessary change, I'm going to embrace the concept of a "Legendary" Monster and give them attributes to match. To this end, their guts rate is being slowed- which is a nerf, but their techs are becoming brutal to endure. Not just for Fire Stream and Fire Wave, but every tech is becoming harsh to take. If this rework doesn't work out, I can just revert Phoenixes back to how they were before- but I think it's overall a buff.
  612.  
  613. * General Changes:
  614. + LIF Growth: 2 -> 3
  615. - SPD Growth: 2 -> 1
  616. - The base Phoenix guts rate has been lowered from 14 to 18. Phoenixes are covered below, and all /Phoenix will be covered in that main monster's section instead:
  617. - Phoenix/Phoenix: 2/0/4/2/2/2 -> 3/0/4/2/1/2; Guts Rate: 14 -> 18 (2.14/sec -> 1.66/sec)
  618. - Phoenix/???: 2/0/4/2/2/2 -> 3/0/4/2/1/2; Guts Rate: 14 -> 18 (2.14/sec -> 1.66/sec)
  619. [As mentioned in the overview, this is not a buff. It's a pretty harsh nerf; slowing their guts rate by 22.4%. However, a blow like this comes with compensation in the form of technique buffs. MR2 is saturated with high speed monsters, but not enough monsters with freight-train attacks. Though, I do apologize to Garuda, as this is bad news for him. However, keep in mind through the rest of the tech changes that Guts-Based hit correction will now give the Phoenix higher hit% and damage against anything with faster guts.]
  620. (Aside: These guys have stupid base stats, but I don't want to nerf any monster's bases.)
  621.  
  622. * Beak has been buffed.
  623. + Force: 19 -> 22
  624. + Sharpness: 0 -> 8
  625. + Total Tech Value: 6 -> 11.5 (D/C/-/- |>| C/C/-/E) [POW]
  626. [I know people don't really use Phoenix's Power-based moves, but they're not that bad. Now it's even less bad.]
  627.  
  628. * Talons has been buffed.
  629. + Withering: 0 -> 10
  630. + Total Tech Value: 9 -> 19 (D/A/-/- |>| D/A/D/-) [POW]
  631. [Boosting up another Phoenix Power tech, with an added bonus of not being a total waste when a regular Phoenix uses it on accident.]
  632.  
  633. * Rapid Beaks has been buffed.
  634. + Force: 25 -> 31
  635. + Sharpness: 5 -> 16
  636. - Guts Cost: 23 -> 26
  637. + Total Tech Value: 19.5 -> 28 (C/A/E/E |>| B/A/E/C) [POW]
  638. [I was willing to make Rapid Beaks a little over the top since it's the only high-end Power-based tool a Phoenix has. Hence, now it's pretty dangerous.]
  639. (Aside: Curiously, this tech is last in the Phoenixes' tech data, after Fire Wave. I assume it was made last as well.)
  640.  
  641. * Flame Shot has been altered.
  642. - Hit: -3 -> -8
  643. + Force: 15 -> 19
  644. + Withering: 19 -> 28
  645. + Total Tech Value: 14.5 -> 22.5 (D/C/D/E |>| D/D/C/E) [INT]
  646. [Flame Shot is less accurate, but much more dangerous.]
  647.  
  648. * Flame Cannon has been altered.
  649. - Hit: -4 -> -9
  650. + Force: 18 -> 27
  651. + Guts Cost: 30 -> 28
  652. + Total Tech Value: 26.5 -> 32.5 (D/C/A/E |>| C/D/A/E) [INT]
  653. [I don't blame you if you didn't know this was a tech that existed. It requires a Bad Natured Phoenix which takes some effort. Speaking of effort, Flame Cannon places the enemy on the backfoot for quite a while unless they have extremely fast guts regeneration.]
  654.  
  655. * Fire Twister has been buffed.
  656. + Hit: -4 -> -2
  657. + Force: 22 -> 24
  658. + Sharpness: 16 -> 22
  659. + Total Tech Value: 14 -> 21 (C/C/E/C |>| C/C/E/B) [INT]
  660. [Fire Twister was kind of underwhelming in the base game, but the DPS on it doesn't need to ramp too much since the crit percentage gets pretty high. Instead it's becoming more reliable to give an out in dire situations as many other Phoenix techs are losing Hit, somewhat similar to Charge or Palm Strike.]
  661.  
  662. * Fire Tornado has been buffed.
  663. + Hit: -10 -> -8
  664. + Force: 31 -> 34
  665. + Withering: 9 -> 16
  666. + Sharpness: 22 -> 30
  667. - Guts Cost: 26 -> 29
  668. + Total Tech Value: 15 -> 28 (B/D/E/B |>| B/D/D/S) [INT]
  669. [Fire Tornado has mostly had values moved around to make it worth the price. Nothing can shake off a crit from this tech- as it should be.]
  670.  
  671. * Heat Beam has been altered.
  672. - Hit: -13 -> -16
  673. + Force: 46 -> 57
  674. + Withering: 8 -> 17
  675. - Guts Cost: 29 -> 38
  676. + Total Tech Value: 14.5 -> 22.5 (A/D/E/E |>| S/E/D/E) [INT]
  677. [This tech is now most similar to "Roll Assault" on Golems. Sometimes a last ditch effort is all a Firebird needs. The Phoenix is docking itself 23 seconds of guts, however.]
  678.  
  679. * Fire Stream has been altered.
  680. - Hit: +3 -> +2
  681. - Force: 39 -> 37
  682. - Withering: 16 -> 13
  683. + Guts Cost: 45 -> 35
  684. + Total Tech Value: 18 -> 22 (remains as B/B/D/D) [INT]
  685. [This may look strange, and I agree. This may not come up much, but Fire Stream is part of a tech chain. The guts cost, hit, and withering have been cut by approximately ~16-33%, and the force gets by with just a scratch. 37 Force is still plenty if you want to mash it right out of the gate, but it gives it an option as an intermediary tech rather than the premiere strategy. I consider it a buff.]
  686.  
  687. * Fire Wave has been buffed.
  688. - Hit: -1 -> -4
  689. + Force: 50 -> 54
  690. + Withering: 18 -> 31
  691. + Total Tech Value: 24.5 -> 38.5 (S/C/D/C |>| S/C/B/C) [INT]
  692. [As intended, this places Fire Wave as one of the most powerful techniques in the game alongside techs like Golem's "Fist Missile." Not much to say here- if the opposition gets hit, they're hard pressed to come back.]
  693.  
  694. ---------------------------------
  695. [B5]
  696. Currently Unsorted Changes for monsters without their own section yet:
  697. The following monsters have also received recalculated guts rates due to Gali's guts rate buff.
  698. + Pixie/Gali: 11 -> 10
  699. + Dragon/Gali: 18 -> 17
  700. + Golem/Gali: 18 -> 17 [Amenhotep/Pressure stat gains made correct instead of being swapped.]
  701. + Zuum/Gali: 15 -> 14
  702. + Tiger/Gali: 12 -> 11
  703. + Hare/Gali: 16 -> 15
  704. + Kato/Gali: 17 -> 16
  705. + Suezo/Gali: 14 -> 13
  706. + Jell/Gali: 15 -> 14
  707. + Plant/Gali: 12 -> 11
  708. + Worm/Gali: 16 -> 15
  709. # Naga/Gali: No change due to a very specific guts rate combo.
  710.  
  711. The following monsters have also received recalculated stat growths due to Monol's LIF buff.
  712. + Pixie/Monol: 0/1/3/2/2/2 -> 2/1/3/2/2/2
  713. + Dragon/Monol: 2/3/3/2/1/3 -> 3/3/3/2/1/3
  714. + Henger/Monol: 1/3/2/2/2/2 -> 2/3/2/2/2/2
  715. + Golem/Monol: 2/3/2/0/0/4 -> 3/3/2/0/0/4
  716. + Zuum/Monol: 2/2/1/2/1/3 -> 3/2/1/2/1/3
  717. + Tiger/Monol: 1/1/3/3/2/2 -> 2/1/3/3/2/2
  718. + Hare/Monol: 2/3/1/2/2/2 -> 3/3/1/2/2/2
  719. + Gali/Monol: 1/2/3/2/1/3 -> 2/2/3/2/1/3
  720. + Suezo/Monol: 1/2/3/2/1/2 -> 2/2/3/2/1/2
  721. + Jell/Monol: 2/1/3/2/1/2 -> 3/1/3/2/1/2
  722. + Plant/Monol: 3/1/2/2/1/2 -> 4/1/2/2/1/2
  723. + Worm/Monol: 3/2/2/2/0/2 -> 4/2/2/2/0/2
  724. + Naga/Monol: 2/3/1/2/1/3 -> 3/3/1/2/1/3
  725.  
  726. The following Durahans are impacted by changes to other monsters.
  727. - Durahan/Phoenix: 2/2/3/2/1/3 -> 2/2/3/2/0/3; Guts Rate: 14 -> 16 (2.14/sec -> 1.87/sec)
  728. [Sorry, Garuda- but Phoenix changes hit you too.]
  729.  
  730. ---------------------------------
  731. [B6]
  732. -= CLASS E =-
  733. E Rank is the least affected rank in this patch. It's intended to remain as an area where the player can still earn some cash if they're struggling, without being too punishing. That said, the monsters will likely require you to train a little rather than bring a monster right off the disc and standing a good chance. Rank E may retroactively become harder in the future as some of the participating breeds are slated for changes in future patches. Just for fun, each rank (E-S) will have an "EX" opponent, which is just a harder version of that original foe. I'll either choose the most irritating foe in the base game for that in each rank, or a random one if none of them stick out. There's also a running theme in the base game, where a lot of the AI opponents have lackluster Skill and Speed- which I'm cleaning up as those stats are the most important ones. For gimmick opponents, or just in some special cases, I'm going to let the AI "cheat" and have an illegal moveset, to make them actually pose some threat rather than "stand in slot 1 and let them lightly tap you."
  734.  
  735. Let's just say, some of the opponents figured out how to get their monster to forget techniques?
  736.  
  737. E Rank is now composed of the following monsters:
  738. Mock/Joker
  739. Hare/Tiger
  740. Zuum/Jell
  741. Ape/Ape
  742. Gaboo/Gaboo
  743. Arrowhead/Mock
  744.  
  745. Spoilers for altered opponents:
  746.  
  747. * Lontar - Now a Mock/Joker "Zosral" with the stats 196/101/200/152/108/88 (677 BST -> BST) [Techs: Headbutt / Leaf Gun / Twig Gun]
  748. [There are no Mock opponents in base MR2. Actually, there are a lot of breeds with that problem in MR2.]
  749.  
  750. * Leone - Now an Arrowhead/Mock "Buzzsaw" with the stats: 157/188/48/152/66/252 (691 BST -> BST) [Techs: Punch / Claw Assault]
  751. [Hey, it's Hailfall but for E rank.]
  752.  
  753. * Nats - Now a Hare/Tiger "Mondo" with the stats 88/255/52/212/164/53 (525 BST -> BST) [Only has 1-2 Punch]
  754. [I'm sort of okay with the AI cheating a little on their movesets.]
  755.  
  756. * Harikicks- Now a Zuum/Jell "Malphiel" with the stats 156/157/154/152/161/133 (777 BST -> BST) [No tech changes]
  757. [Harikicks, but better!]
  758.  
  759. * Junomoule - Now an Ape/Ape "Jangmou" with the stats 149/127/208/211/122/157 (871 BST -> BST) [Techs: Slap / Sneeze / Blast]
  760. [An Ape who never learned to Thwack, but instead to Sneeze.]
  761.  
  762. * Oakleyman - Buffed to "Oakleyman EX". Stats buffed to 212/208/13/154/154/66 (663 BST -> BST) [No tech changes]
  763. [Back with a vengeance.]
  764.  
  765. ---------------------------------
  766. -= CLASS D =-
  767. D Rank is where things step up a bit compared to the base game. While E is still no trouble, D sees the opponents start pulling out specific strategies and stat totals that monsters fresh off disks just can't compete with (not even you, Phoenix). While still not particularly difficult, Rank D can pose some threat to young monsters with no central strategy. None of the monsters in D really stand out as particularly strong in the base game, so I just chose one on a whim for this rank's EX.
  768.  
  769. D Rank is now composed of the following monsters:
  770. Henger/Zuum
  771. Golem/Arrowhead
  772. Suezo/Gali
  773. Mew/Pixie
  774. Hopper/Hopper
  775. Plant/Golem
  776. Monol/Tiger
  777. Naga/Worm
  778.  
  779. Spoilers for altered opponents:
  780.  
  781. * Winston - Now a Henger/Zuum "Gamma-316" with the stats 159/262/79/255/316/127
  782. [Techs: Punch / Kick / Laser Cutter / Yoyo / Hammer Fall]
  783.  
  784. * Capella - Now a Suezo/Gali "Antares" with the stats 248/154/264/327/105/52
  785. [Techs: Tail Assault, Spit, Telekinesis, Telepathy, Eye Beam]
  786.  
  787. * Sakura Art - Now a Golem/Arrowhead "Shumahoth" with the stats 264/358/55/128/92/259
  788. [Techs: Kick / Slap / Punch / Palm Strike / Heavy Slap]
  789.  
  790. * Sleetbomb - Now a Monol/Tiger "Yawarakai" with the stats 178/251/278/266/173/185
  791. [Techs: Charge / Flattening / Scratch / Sound Wave / Beam]
  792. [High stats for D, but too rounded to be that threatening.]
  793.  
  794. * Harrimaoh - Buffed to "Harrimaoh EX". Stats buffed to 134/324/103/272/274/109
  795. [Techs: Hook / Jump Blow / 2 Jump Blows / 3 Jump Blows / Jab]
  796. [Harrimaoh is EX, so I let him cheat on his moveset a little, and get 3 Jump Blows even though it's a special tech.]
  797.  
  798. * Palmer - Now a Plant/Golem "Dedan" with the stats 344/315/77/213/62/173
  799. [Techs: Slap / Root Attack / Root Combo / Jab / Jab Combo / Plant Combo]
  800. [Dedan will probably get harder in version v0.2 since I'm probably going to tweak the force on Plant techs a little bit.]
  801.  
  802. * Hailfall - Now a Naga/Worm "Eurikadus" with the stats 162/274/43/378/176/162 [Techs: Thwack / Stab / Belly Punch / Tail Assault]
  803.  
  804. * Milliam - Now a Mew/Pixie "Marianne" with the stats 194/102/303/284/305/32 [Techs: Stab / Miaow / Song of Mew / Recital]
  805. [Marianne is an utter novelty monster. I let her cheat on her moveset extremely hard because it's an INT Mew, and they're not working with much. Not so much an opponent as an idea. Your monster should never really lose unless it's too weak for D rank, or you get lucksacked really hard.]
  806.  
  807. ---------------------------------
  808. -= CLASS C =-
  809. C Rank is one of the "odd man out" ranks, like E and A- since experienced players and speedrunners usually just skip it in favor of B rank. Which is understandable, since there's never any particular NEED to actually fight in C Rank whereas B is where the cash is. That said, I'm not just going to leave it alone. So, in fitting with its rarely visited nature, I'll use a few rarely raised monsters in this rank and some specialist stat allocations to at least leave the rank a bit memorable the one or two times it is fought near the beginning. Similar to D, there's not really any standout monsters in C (Unless you count Ofrey for being extremely bad), so I chose the EX on a whim.
  810.  
  811. C Rank is now composed of the following monsters:
  812. Niton/Kato
  813. Colorpandora/Colorpandora
  814. Kato/Tiger
  815. Pixie/Wracky
  816. Joker/Bajarl
  817. Worm/Naga
  818. Tiger/Suezo
  819. Jell/Jell
  820. Baku/Dragon
  821. Centaur/Durahan
  822.  
  823. Spoilers for altered opponents:
  824.  
  825. * Ofrey - Now a Worm/Naga "Jorgumand" with the stats 369/425/112/234/229/233
  826. [Techs: Bite / Somersault / Sting / Tail Lash / Pierce-Throw / Pinch-Throw / Tusk Slash]
  827.  
  828. * Gunburn - Now a Jell/Jell "Nepturus" with the stats 299/314/126/327/168/362
  829. [Techs: Stab / Pierce / Suffocation / Whip / Two Whips / Jell Press / Jell Cube / Three Cubes / Jell Top / Spiked Top / Fly Swatter / Fly Smasher]
  830.  
  831. * Susvain - Now a Niton/Kato "Shalezane" with the stats 246/157/418/275/124/569 [Techs: Sound Wave / Sound Wave-L / Electrify / Severe Shock / Niton Ink]
  832. [This is basically Pirrateau a rank earlier with shuffled stats, but Pirrateau sucks in B so it's fine. He found the move deleter and dropped those chump slot 1 tech.]
  833.  
  834. * Zamber - Now a Joker/Bajarl "Marx" with the stats 233/372/418/366/211/104 [Techs: Death Punch / Death Smash / Death Cutter / Death Energy]
  835.  
  836. * Nicolle - Now a Tiger/Suezo "Azaka" with the stats 246/172/334/481/309/134 [Techs: Bite / Lightning / Thunder / Ice Bomb / Blizzard]
  837.  
  838. * Pivorus - Buffed to "Pivorus EX". Stats buffed to 498/216/258/354/255/3
  839. [Techs: Face Attack / Tail Swing / Giant Whip / Vital Ritual / Cracker / Megacracker / Triple Shots / Shotgun / Megashotgun]
  840. [I have plans to make Vital Ritual suck less later, but for now I'll go ahead and put it on Pivorus here.]
  841.  
  842. * Hyoue - Now a Kato/Tiger "Desperado" with the stats 234/19/562/276/486/53 [Techs: Twister Claw / Tornado Claw]
  843. [I think there's maybe 2 or 3 people on the planet who might get this. All unneccesary techs have been eliminated.]
  844.  
  845. * Recknen - Now a Baku/Dragon "Magmerit" with the stats 443/377/102/176/184/338
  846. [Techs: Dust Cloud / Bite / Two Bites / Charge / Gust Breath]
  847. [Unrelated: Have you heard the high-pitched screech Bakus make during Diving Press? It's unpleasant, in my opinion.]
  848.  
  849. * Rockgeiger - Now a Centaur/Durahan "Ivan" with the stats 306/292/167/374/233/225
  850. [Techs: Smash / Smash Combo / Triple Stabs / Stab Throw / Turn Thrust / RearLeg Kick / Javelin / Death Thrust]
  851.  
  852. * Waranmo - Now a Pixie/Wracky "Kokono" with the stats 163/176/339/356/484/72
  853. [Techs: Pat / Slap / Bang / Bolt / Lightning / Flame / Gigaflame]
  854. [Waranmo cheats in MR2 by having a special tech. Turns out, his replacement does too. Though, to be honest, Bang isn't really that great a move- like most Pixie techs.]
  855.  
  856. ---------------------------------
  857. -= CLASS B =-
  858. B Rank is another one of those "mandatory" ranks. Though in the original game, this rank varies a lot- as it has many weak contenders in Pirrataeu, Dewless, Tiravail, and Aspin. Then on other side, stuff like Epsilon and Liquel which can do you in pretty quickly (but seriously- why is Tiravail here, it wouldn't be good in the original C rank). This is when Special Techs open up, and the competition is going to be aware of this as well. Only a few cheaters like EX Enemies and Marianne had them before, but here they'll be around. B Rank might only be a little harder than Epsilon & Co., but that applies to every enemy in the rank. Naturally, the EX will be the monster responsible for the most KOs in the original game.
  859.  
  860. B Rank is now composed of the following monsters:
  861. Jill/Tiger
  862. Gali/Plant
  863. Undine/Undine
  864. Dragon/Metalner
  865. Arrowhead/Suezo
  866. Hare/Gali
  867. Ghost/Ghost
  868. Beaclon/Henger
  869. Naga/Jell
  870. Durahan/Mock
  871.  
  872. * Aspin - now a Ghost/Ghost "Ezzy" with the stats 317/428/473/464/456/22 [Techs: All Ghost Techs]
  873.  
  874. * Epsilon - now a Beaclon/Henger "Dirge" with the stats 443/634/141/318/222/353
  875. [Techs: Punch / Heavy Punch / Maximal Punch / Horn Strike / Horn Attack / Beaclon Combo / Dive Assault / Horn Combo / Horn Smash / Rolling Bomb / Fist Missile]
  876.  
  877. * Ghoulshine - now an Undine/Undine "Lenneth" with the stats 290/168/532/471/555/108
  878. [Techs: Ice Sword / Splash / Cold Fog / Arrow / Aqua Wave / Ice Coffin / Ice Arrow / Water Gun / Icicle Arrow / Cold Geyser / Water Cannon]
  879.  
  880. * Sanjuras - now a Gali/Plant "Faelanx" with the stats 365/358/421/356/318/307
  881. [Techs: Back Blow / Fire Wall / Blaze Wall / Napalm / Heavy Blow / Whirlwind / Spirit Blow / Straight / Red Wisp / Spirit Punch / Thunderbolt / Giant Blow / Spirit Smash]
  882.  
  883. * Dewless - now a Dragon/Metalner "Novaheart" with the stats 462/468/213/503/234/309
  884. [Techs: Tail Whip / Tail Attack / Bite / Dragon Punch / Wing Attack / Wing Combo / Claw Combo / Trample / Glide Charge / Slamming Down / Flying Combo]
  885.  
  886. * Tiravail - now an Arrowhead/Suezo "Zasz" with the stats 372/408/168/360/218/673
  887. [Techs: Punch / Claw Pinch / Somersault / Long Punch / Tail Swing / Claw Assault / Acrobatics / Hidden Sting]
  888.  
  889. * Baluum - now a Jill/Tiger "Pierre" with the stats "644/368/377/254/328/153
  890. [Techs: Double Slaps / Ice Spikes / 1-2 Straight / Slap Combo / Ice Wave / Cold Breath / Snowstorm]
  891.  
  892. * Pirrateau - now a Durahan/Mock "Curtis" with the stats 418/37/632/477/266/400
  893. [Techs: Air Shot / Lightning / Blast Shot / Gust Slash]
  894. [Another gimmick monster. But hey, every rank could use one. Also, I gave him Grit just because I find it amusing. I skipped Sword Throw since Curtis's Skill isn't that high.]
  895.  
  896. * Liquel - Buffed to "Liquel EX". Stats buffed to 326/555/114/427/416/271
  897. Techs: Straight / Hard Straight / Kung Fu Fist / Kung Fu Blow / Bang / Back Blow / Rolling Blow / Smash / Spin Kick / 1-2 Punch / Kung Fu Kick]
  898. [Liquel's Guts rate is also hastened from 16 to 15 due to the changes to Gali earlier in the changelist. Interestingly, Liquel doesn't have Gas in the base game either. Also, Bang!]
  899.  
  900. * Robeneal - now a Naga/Jell "Vasuki" with the stats 334/473/175/562/269/314
  901. [Techs: Thwack / Stab / Belly Punch /Tail Assault / Roll Assault / Drill Attack]
  902.  
  903. ---------------------------------
  904. -= CLASS A =-
  905. Technically the player never has to visit A Rank. Though in practice, cash cows usually bounce between farming B and A, so it's not nearly as desolate as C or E Rank. Interestingly, it also only has 8 opponents, rather than the 10 of C and B Rank (S Rank shares this 8 member trait, though technically the Major 4 opponents are S rank too). The only real chumps here initially are Caplan (Who gives Duckens a bad look even though they're great) and Goatrek- who is now worse than Dirge in B Rank and is in general the Tiravail of A Rank. I decided I would go ahead and make the weak duck the EX to show that Duckens don't suck. A Rank will be substantially harder now, but it was honestly really easy before so that's probably ok.
  906.  
  907. A Rank is now composed of the following monsters:
  908. Golem/Metalner
  909. Plant/Pixie
  910. Ducken/Ducken
  911. Ape/Gali
  912. Metalner/Suezo
  913. Wracky/Wracky
  914. Monol/Worm
  915. Joker/Tiger
  916.  
  917. * Arculon - now a Wracky/Wracky "Janteloven" with the stats 377/656/166/554/679/32
  918. [Techs: Weapon / Weapon Combo / Twister Kick / Punch / Heavy Punch / Wracky Combo / Spin Slash / Twister Slash / Beat Dance / Cursed Dance]
  919. [I considered making Arculon the EX, but there was an Arrowhead in B Rank as well so it seemed a bit soon for another. So now it's power Wracky.]
  920.  
  921. * Catalina - now a Plant/Pixie "Okakiyo" with the stats 778/157/573/516/428/277
  922. [Techs: Life Steal / Jab / Toxic Pollen / Toxic Nectar / Seed Gun / Seed Gatling]
  923.  
  924. * Caplan - Buffed to "Caplan EX". Stats buffed to 389/414/567/571/688/161
  925. [Techs: Ducken Dance / Surprise / Bound / Eye Beam / Beam Shower / Maximal Beam / Bound Charge / Bound Stamp / Missile / Two Missiles / Frantic Beam]
  926.  
  927. * Kitty - now an Ape/Gali "Aurum" with the stats 502/558/502/483/251/476
  928. [Techs: Slap / Sneeze / Thwack / Blast / Boomerang / Grab-Throw / Roll Assault / Bomb / Magic Banana]
  929. [Fell for the "balanced stats" meme.]
  930.  
  931. * Goatrek - now a Metalner/Suezo "Lee" with the stats 418/612/63/759/316/560
  932. [Techs: Left Slap / Back Charge / Right Slap / Straight / High Kick / Double Kicks / Dash Straight / Elbow Strike / Double Palms / Palm Strike / Burning Palm / UFO Attack]
  933.  
  934. * Siva - now a Golem/Metalner "Hissatsu" with the stats 542/615/101/774/212/464
  935. [Techs: Heavy Punch / Slap / Uppercut / Punch / Brow Hit / Palm Strike / Double Palms / Heavy Slap / Charge / Brow Smash / Fist Shot]
  936. [I'm counting this as the gimmick monster for this rank. Forget POW, it's all about the SKILL for Golems.]
  937.  
  938. * Sharkin - now a Joker/Tiger "Azrael" with the stats 318/568/718/660/357/173 [Techs: All Joker Techs]
  939.  
  940. * Lamsweet - now a Monol/Worm "Ourodooros" with the stats 577/516/152/571/366/659
  941. [Techs: Charge / Spike Stabs / Needle Stabs / Flattening / Spike Bite / Knock / Two Knocks / Knockalypse / Flattening-L / Flattening-X / Tentacles]
  942. [A cocooned Monol, with a guts rate to match.]
  943.  
  944. ---------------------------------
  945. -= CLASS S =-
  946. S Rank isn't bad in the base game, but the heat could stand to be higher. Foes like Goliath, Mahoroty, and Aqualine don't really pose much threat (I find my thoughts drifting towards Tiravail once more). I give the distinction of the EX to Ordorf, because, I mean, the only other one who might deserve it is Thanatos. I'm not shy about giving monsters really high stats like the base Monster Rancher 2 was. S Rank will be quite difficult now- but not unsurmountable, hopefully.
  947.  
  948. S Rank is now composed of the following monsters:
  949. Hopper/Pixie
  950. Gaboo/Joker
  951. Phoenix/???
  952. Tiger/Worm
  953. Bajarl/Joker
  954. Pixie/Gali
  955. Henger/Metalner
  956. Niton/Bajarl
  957.  
  958. * Aqualine - now a Hopper/Pixie "Burgundy" with the stats 462/517/801/973/620/304
  959. [Techs: Jump Blow / 2 Jump Blows / 3 Jump Blows / 1-2 Jump Blow / Hopper Combo / Jab / Flick / Lightning / Flame]
  960. [Surely I can fit one last gimmick monster in here somewhere. Though at stats this high, big gimmicks sorta stop working.]
  961.  
  962. * Ordorf - buffed to "Ordorf EX". Stats buffed to 914/823/201/614/752/279
  963. [Techs: Slap / Diving Press / Samurai Kick / Chop Combo / Chop / Shockwave / Back Blow / Electric Blow / Ninja Kick / Straight / Long Punch / Jumping Chop]
  964. [The EX absolutely nobody but myself wanted to face.]
  965.  
  966. * Goliath - now a Phoenix/??? "Japhet" with the stats 588/422/782/789/418/567
  967. [Techs: Beak / Talons / Rapid Beaks / Flame Shot / Flame Cannon / Fire Twister / Fire Tornado / Fire Stream / Fire Wave]
  968.  
  969. * Zagref - now a Tiger/Worm "Houtenjin" with the stats 628/856/313/833/577/451
  970. [Techs: Bite / Scratch / One-Two / Combination / Charge / Stab / Roll Assault]
  971. [Houtenjin will probably be pretty weak in v.011, since Tiger's power techs are "pretty bad". When I do a passover on the Tiger, he'll probably get stronger as a result.]
  972.  
  973. * Thanatos - now a Bajarl/Joker "Apollo" with the stats with the stats 677/716/278/879/503/544
  974. [Techs: Hook / Right Jab / Straight / Uppercut / 1-2 Uppercut / 1-2 Smash / Magic Punch / Mystic Combo / Mystic Punch]
  975.  
  976. * Daphiel - now a Pixie/Gali "Providence" with the stats 480/96/964/858/843/312
  977. [Techs: Bang / Big Bang / Bolt / Thunder / Life Steal / Kiss / Flame / Gigaflame / Ray]
  978. [She's holy, and she blatantly cheats on her tech list.]
  979.  
  980. * Prometheus - now a Henger/Metalner "Nelson" with the stats 404/614/501/762/986/318
  981. [Techs: Kick / Heavy Chop / Yoyo / Two Yoyos / Laser Sword / Napalm Cannon / Burst Cannon / Hammer Fall / Sound Wave / Fist Missile / Drill Shot]
  982. [I wonder how many people actually played all the way through MRBC2? Anyways, Nelson is fast. In fact, the fastest monster in the game. Modified to -90 nature.]
  983.  
  984. * Mahoroty - now a Niton/Bajarl "Ul-Shazir" with the stats 614/669/302/678/504/882
  985. [Techs: Whip / Stab / Numbing Stab / Electric Stab / Whip / Numbing Whip / Millions Whips / Niton Ink / Shell Attack / Spiked Shell / Violent Shell]
  986. [Mahoroty, 'not garbage' edition.]
  987.  
  988. [S Rank is now basically on par with the old Major 4. Which I think is fine since the original Major 4 was mostly pushovers aside from Loveless and Carmine.]
  989.  
  990. ---------------------------------
  991. -= MAJOR 4 =- [UNFINISHED]
  992. Pending...
  993. ---------------------------------
  994.  
  995. Breeds Used:
  996. Ape - 2 (E Rank, A Rank)
  997. Arrowhead - 2 (E Rank, B Rank)
  998. Baku - 1 (C Rank)
  999. Bajarl - 1 (S Rank)
  1000. Beaclon - 1 (B Rank)
  1001. Centaur - 1 (C Rank)
  1002. CPandora - 1 (C Rank)
  1003. Dragon - 1 (B Rank)
  1004. Ducken - 1 (A Rank)
  1005. Durahan - 1 (B Rank)
  1006. Hare - 2 (E Rank, B Rank)
  1007. Henger - 2 (D Rank, S Rank)
  1008. Hopper - 2 (D Rank, S Rank)
  1009. Gaboo - 2 (E Rank, S Rank)
  1010. Gali - 1 (B Rank)
  1011. Ghost - 1 (B Rank)
  1012. Golem - 2 (D Rank, A Rank)
  1013. Jell - 1 (C Rank)
  1014. Jill - 1 (B Rank)
  1015. Joker - 2 (C Rank, A Rank)
  1016. Kato - 1 (C Rank)
  1017. Metalner - 1 (A Rank)
  1018. Mocchi - 0
  1019. Mock - 1 (E Rank)
  1020. Monol - 2 (D Rank, A Rank)
  1021. Naga - 2 (D Rank, B Rank)
  1022. Niton - 2 (C Rank, S Rank)
  1023. Pixie - 2 (C Rank, S Rank)
  1024. Phoenix - 1 (S Rank)
  1025. Plant - 2 (D Rank, A Rank)
  1026. Suezo - 1 (D Rank)
  1027. Tiger - 2 (C Rank, S Rank)
  1028. Undine - 1 (B Rank)
  1029. Worm - 1 (C Rank)
  1030. Zuum - 1 (E Rank)
  1031. Wracky - 1 (A Rank)
  1032. Zilla - 0
  1033. Currently 2 unused breeds in the E-S Circuit.
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