i have learned that GB4 is potentially quite an easy game to mod, so in all hope someone's gonna make a mod that fixes all the bad translations and make everything actually legible to the "unawakened"
Flinch and Knockdown recovery used to be extremely important in GB3, but seem much less important in GB4. Not sure if I would call them trash, because at least to me makes a significant difference in Extreme and Newtype difficulties. While it doesn't protect from OHK or crazy rapid fire like Kapools, it pretty much lets you mash through mobs even when the mobs aren't staggered perfectly and will attempt to hit back. Edit: Also "Flinch Gauge: Defense" implies to me, it's not just hit based but damage based. Because if it was scaled according to simple hits, "Flinch Gauge: Capacity" would already cover that. So I think "Flinch Gauge: Defense" implies that either damage of attacks drains the gauge, or attacks have specific flinch values, and "Flinch Gauge: defense" reduces this drain on the gauge. Of course, without seeing the gauge and seeing how it works, it's all based on feeling, so yeah... maybe it's trash, maybe it's good, use it to make yourself feel better or not.
This ENTIRE time, I've thought "when parts lost" was the player, meaning if I lost a part. It made no sense as why I would want that. Now it all makes sense... As usual, thx for the videoes!
I stacked flinch gauge, recovery, and defense and don't get staggered/juggled in NewType difficulty as much as not having them. I agree though that there should be some GUI object that actually shows the gauge.
Whoever localises the game, you need someone who plays games and understands game mechanic terms to give your translation a look over. Attack Power: Parts Lost= Part Break Efficiency Cooldown Reduction: Parts Lost= Inflict Part Break: Cooldown Reduction Reaction Speed: Performance: Attack Speed Up Item Drop: Quality/ Rate: Drop Rate Up, Drop Rarity Up
I feel you on weapons... I dread the times I need to synthesize for weapons... Generally for body parts and shields, I can kinda just pick all the duplicates and call it a day... For the new builds, pick out the traits I want, for old parts just let all of the fodder auto upgrade the traits... Done... Mindless, fast, and ez and no regrets... Weapons are such a chore... Other than checking for duplicates... I have to be mindful of having two of each... (Except 2 handers)... Then I have to look at what the actual skills being transferred are... Since there are type specific upgrades... And then what feels worse is when great fodder is good for multiple weapons I want to upgrade... It takes way too much brain power to synthesize weapons... And theres so much wasted skills that could/should go into other weapons while upgrading a specific one... Like I could always just grind for more fodder... But weapon synthesis just has too much feels bad moments... Losing lv30 upgrades for an axe weapon... Cuz Im upgrading a different weapon type... And thats just cuz I dont want to be bothered anymore sifting through what traits each weapons have... Feels so damn bad...😢
@@bruticus1496 This is why I agree with folks saying there shouldn't have been right & left specific skills for the weapons. Adds too much unnecessary bloat which comparatively at least I feel was something the series specific abilities/special skills like Movable Frame, E-Carbon, VPS, etc. kind of helped to break up in GB3. Also miss the weapon specific skills too even if they did integrate some into the move sets.
I've been testing Item Drop Quality quite a lot, and have concluded that it absolutely stacks with break bonus. Extremely worthwhile skill to slot on every available piece, imo.
@@Nomadic_Gaming That's why you give it a spot each on at least your Chest, Arms, Legs, and possibly Head. the Backpack, as is traditional for Mobile Suits, is for mobility.
When you get capsules, you can get + ~40%. Up to 5 times. It's great. The majority of my drops are 3star or higher (I have about 18% on gear, 81% on capsule)
@@Nomadic_Gaming i will admit though, i much prefer the rate/quality combo skill. Sure, it's at a far lower boost than either skill individually, but it's great for slot economy in my personal opinion. Saves more room for other boosts like the Awakening-related skills, or the one that increases your Close to Death range.
Just started a week ago and I’m so glad I found your channel! These breakdowns are helping me stray away from what looks cool playstyle and I’m beginning to actually understand these stats 🤣
@26:11 ALSO!!!!! There are Ex and OP skills that will out right ignore Shield Guarding (Blocking) Such as Destiny Gundam's "Palma Fiocina" Which I always run because it allows me to ignore their guard and break through. Doing so will allow you to dishout the damage any way you can.
Hoo-boy, that's a lotta part abilities! I'll have to put this on to listen to when I sit down to play this tonight. Thank you so much for all the hard work!
Thank you for all your GB4 videos. It has been very helpful. Just a suggestion: you may want to increase your speech volume for your future videos. Cheers!
Thank you so much for these videos so far! Every episode of this makes my blood boil hotter about the translation and general unhelpfulness of the game UI 😅
Appreciate all the videos to help everyone understand the game. I'm sure there's still more to figure out. If you run out of ideas, or maybe want a break, something that shows how to make a basic build for melee and ranged would useful. Essentially combining information from this video and your EX/OP category video into a sort of "putting it all together" type tutorial.
I've been enjoying a heavyarms build that lets me spam OP missiles and follow up with stabs. There's weaknesses to what I'm doing for sure but I'm having fun with it.
HP per second goes off of your max HP. If you have it maxed on every part you can put it on, that puts you at just about 7% of your max HP per second. If your max HP is well, the max it can be, that is THOUSANDS of HP you are healing every second. Deadpool the Gundam basically. Amazingly good. Important to note that it will not save you from being one shot by bosses that can do that much damage. Awaken Gauge Increase: Hit Number works exactly like the HP on hit, but for your awaken gauge. Thruster Gauge Recovery Speed is huge when using Twinblades and their spin attacks. They will eat your thruster gauge fast. Getting that back fast means you moving fast again. No brainer for twinblade users. Flinch Gauge may be invisible, but it is the thing that keeps you from being stunlocked till the end of time. The more you have and faster you can get it back when not being hit, the better off you are. Boosting its defense means less of it goes away when you take hits.
Thanks so much for making this. It helps a lot. I found some new ones for guns. I think you can get these kind on newtype difficulty and there are probably more. I dont know how these work. - Recirculate: Reduced Long-Range Gauge Consumption - Reuse: Recover Long-Range Gauge on Long-Range Weapon Pickup These 2 do not have levels on them.
Thank you for this video. I’ve been dreading min maxing my builds since there isn’t any resources to help with it. Your video helps out a lot. Wish I found it earlier just so I could at least have an idea of which ability goes on which part. The localization is a nightmare, but with experience I understand most of them. And weapon abilities is just a headache.
Regarding "Step" vs "Ground Dodge" vs "Air Dodge" and also "(Ground/Air) Dodge". In GB3, "Step" was when tapping the boost button. This still exists in GB4 and it's a separate Action from hold-to-boost or using dodge. It's unclear to me if it's a translation issue, or just truly a duplication of a skill, but we have "Invulnerability Time: Step" and it includes both forms of dodge, and "Invulnerability Time: (Ground/Air) Dodge" also literally covering both forms of dodge. I tend to lean towards the GB3 definition of Step vs Dodge, but I haven't tested it, and I might be entirely wrong.
5:00 Near Death: Remaining HP% "It's a gimmick you honestly don't need..." I disagree. With three parts holding this ability maxed, your "near death" threshold becomes 102%. Meaning, it's simply always active. What this does, is open up your build to higher DPS, by adding "Attack Power: At Low Health" to the three or four weapons you have equipped, for an additional 10% per. And I'll tell you honestly, a permanent 30% to 40% boost to damage is nothing to sneeze at. Even though it takes up a slot on 7 parts. as for HP per seconds 7:00 , I also disagree about that. With it on 7 parts, you will get 7% per second. With capped HP, that's 75,600 HP recovered every second. The enemy needs to deal that much damage per second just to BREAK EVEN with the regen. There are very few things in the game that can actually hurt you at all at that point. Could literally stand in place, go answer the door, take the dog out, deal with an annoying phone call and take a dump while you're in a mission and you'd be completely fine. HP per hit is fantastic. But you hardly need it at all with this maxed out. I only have a few parts with HP per hit, just to top myself off in case one of the few attacks that DO hurt, hits me. The item drop abilities, well, that's a matter of preference. But my own view on it, is that this game is about getting parts. It's ALL about getting parts. This helps at doing that faster. So ultimately, it's valuable. "But the story?" What about the story? You don't need any ability at all on your parts to get through that. "But high end content?" Yeah, you'll be able to max out the important stats even with the three item abilities on every part. And ultimately, they will help you reduce the number of times you'll need to handle high end content. "But I just play to build mechs!" Great! Now you'll have an easier time at getting the parts you'll need to pimp it out/synthesize. If there was PvP in this game, then I'd say "there are situations where you might prefer not running these", but as it currently stands, I can't think of a reason not to. And if saving time grinding for items by having improved drop chance isn't good, then increasing DPS isn't good either. Because all that does is save time in missions. And at that point, there isn't a single ability in the game that would be useful by comparison, so abilities would all be useless by that logic. XD "Awaken Gauge Hit Number" is great. With a decent skill loadout and reduced cooldown, this ability alone will let you maintain your awakened state active indefinitely. It works pretty much the same way as "HP recovered per hit", only it affects the awaken gauge instead, to a much less noticeable degree. This along with "Awaken Over Time" is what I run to build up that meter faster. I turn on Awakening during the very first wave of the very first area, then it just stays active through the rest of the mission. Even if that mission is Survival. If you want to use the Burst Skill often, then you might want to add in "Performance" there too. Or replace "Over Time" with "Performance". I imagine that's probably better then what I currently have. Awaken on enemy defeated... suffers from the same flaws that all the other "from enemy defeated" do. Namely, you have to wait till you have defeated an enemy to see anything off those. And if you're in a position where you need that boost, then you won't easily be able to access it. "Man, this guy sure has a lot of HP! Shame I'll only hit harder AFTER I beat him." And for the record, this isn't an attack on you or anything, I'm just bringing in my own perspective on things. Anyone is free to agree/disagree.
Fucking amazing, now I have reference material... My guy, do you know the levels of search I had to go through to find nothing almost. And then you showed up... Thank you
Flinch Gauge abilities are rather niche because they only help in very specific scenarios which are: Survival Mode, Big Boss Battles (Perfect Grade/Mobile Armor) and PvP (if you think this game can go that far.) Otherwise, you can just ditch those abilities and go for more conventional ones. If you know how Perfect Grade/Mobile Armors are, you can ditch Flinch Gauge abilities as attacking them in the air from behind them renders them 80%+ of the time unable to hit you until they use an AoE explosion or an AoE beam nuke to make you play smart. Survival Mode, this might help pure close-range build players as the farther you progress, the smarter and tougher the enemy AIs become and you're all alone in this Mode. If you want all the S-Ranks and you're a pure close-range fighter, Flinch Gauge Recovery/Flinch Gauge Capacity can help you a bit if every enemy is a ranged weapon spammer as you can flinch less often while trying to KO the annoying MS that you want dead first (screw those bazookas and rockets those knockbacks are annoying.) PvP (players only), I'd only say this applies if you're paranoid enough that you'll be juggled by hitstuns from very persistent, fast moving and hard-hitting combo-users like Sabers, Melee and a few Shot builds dedicated to fast Burst DPS from EX/Awakening Burst. Though if it comes to the worst, you'll possibly wind up being defeated before it matters if you can't keep up with the opposition.
One thing I realized in your previous video about abilities after you explained injection skills, was that you can always identify if the skill is an injection skill, if it displays a dash after the number on your ex palette.
Agree to disagree with hp per second. You can get it to 7 hp per second if you have it on every part it can be on. Not to mention, extra capsules can push that even higher. It can allow you to shrug off attacks when your legs or arms get blown off and you're unable to attack.
You just need to reach the HP cap of 1080000 and a HP Regen per second. Even as low as 1% gives you 10k per sec and the HP recovery per hit is OP you can recover your full 1M health easily. You'll never gonna need other defensive ability.
Thanks for the useful vid, but I recommend turning down the gain on your mic for the next one, I was still able to hear some of the words you were saying if I cranked my volume to max.
Could I suggest something for future videos? You speak a lot of information, very detailed, Loved every bit of it. But that background music was constantly hammering at my brain as I absorbed the info. I suggest you lower the background music, or remove it and replace it with something more lo-fi. Would improve the delivery.
Will you be making a google doc for people to use that way when they are playing the can just look over at a screen while building to see the details of the skill Im currently writing down the skills you say are needed to not needed, just thought I ask.
Recoer ho on attack hit is probably the most valuable trait you can get in this game imagine getting hit by an opponent with nearly half ho bar gone and just getting it back with either melee or long range. Also works for boss battles
Thanks for the great video, I was completely confused by :Part Lost skills, though I was wondering do kills in Hyper Trance activate the EX gauge boost with EX kills ability?
ok so, first off, thanks for the help, some of these abilities were weird even in GB3 and I wasn't sure if I was using them correctly (R.I.P. to the unique abilities) but I have a question... do you think that once we have an idea of the build and what abilities we want and where, should we just use all the parts we can to max out the abilities? Because if it's for building an MS for looks, I think we would be fine since most of them are in the shop anyway... but I ask 'cause I was about to do it... then hesitated lol 😂
Will you do a followup video on reuse / recirculation abilities? Lots look bad. But recirculate from the gun and recirculate on shield could be worthwhile? Depending if they do what they say. . .
Massive thanks for the video 👍Though wish the game gave better explanation on what each ability do without the community jumping though hoops the figure these out
I went full all in on farming but I'm literally trying to get max parts from everything my cartridges are even all drop rate quality and I can honestly say you get alot more 5 stars and a lot less 1 stars and alot more everything but if you're not farming to max out everything you're probably as well off ignoring them. In short if you want every part in the game in bulk it's nice but not needed if you're just gonna make one mobile suit and call it a day
Thank you for all your videos. You're the 🐐. I have only 2 questions. 1) Do GN micro missiles count as guided missils? 2) What if any ability traits will boost either/or/all funnel damage, funnel deployment time, and funnel atk speed?
Thank you so much for this indepth guide, it helps to get an idea into what i should invest later on.But if i understand correctly the game forces you to equip always two melee and two range weapons to be able to get as much bonus as possible. Or what would be the optimum if i want to play lets say as pure RX-78-2(visually) how could it be achieved? With only Shield and 1 Saber
question- Do you think 2-handed melee weapons are worst than 2 single handed weapons? 2 single handed weapons would be able to have twice the amount of abilities right? Or if i put abilities on a 2 handed weapon that i equiped from the right hand, do they double stack since if i go over to the left hand they are also there?
So they’re not affected by hand specific traits, but generally their break and damage is MASSIVE compare to singles. That said, I CANNOT argue against two weapons giving a second Passive page. With the right combos you’re throwing away some massive utility gains.
@@theothermc just wondering if you have tried to put something like Attack Power:greatsword 6% and see if it actually gets 12% increase in atk since the trait is shown under both left and right melee weapons, even though it actually just one weapon? If it is, that might balance out a 2-handed weapon having as many abilities as 2 1-handed weapons
4:54 this seems to be wrong. I have my Attack Power: Low HP at 40% and Near Death Remaining HP% at 136% and get no difference in damage than if I took off an ability cart with 10% Attack Power: Low HP. Flinch Guard might be triggering but Attack Power: Low HP might actually be expecting you to be at actually low HP.
Usually games make "Near Death" gimmick effects stronger than normal effects because you have to trade so much of your health bar to activate them. MIght be a good build for those who want it, but it is a riskier play style
@@kamisan89 Either it does on the stat screen but not ingame or uploader didn't test it thoroughly enough but I have my Near Death Remaining HP% past 100% but Attack Power: Low HP does not trigger, I do the same damage. So it may be a useless stat if you've built your gunpla to be immortal a la GB3 with finding a near +300% HP capacity ability cart and stacking up on hp recover on hit with multihitting weapons.
@@kamisan89 I've tested it. At 201% near death, the red screen warning happens when your HP is around 50%, so I'm guessing it just raises the original threshold by 200% instead of making it 201% of your health. So yeah, it doesn't work with repair on hit.
I have an idea for a new help video. Could you make a video on shop unlocks. Mainly gunpla kit unlocks. I’ve beaten the main story, every quest, and cleared survival mode all with an S rank (on Normal difficulty. I’m working on harder ones now) but I still haven’t unlocked every gunpla at the shop. I think anyways. For example, I can’t seem to find any of the story villains gunplas at all. Or the 2 Carnation gunpla near the end of the game. I’ve seen people on bounty mode with some Carnation parts and wanna know how to unlock them for myself. If they have it, surely I can get it from the shop too right? Unless they are just… random part drops from certain missions or modes. Does difficulty matter? Do I have to beat the game on higher difficulties?
the carnations are hidden derive synthesis only parts. You need Mobile Doll May parts, some Providence Gundam parts. For the Lilin Carnation you fuse that with I forgot either Fumina or another May. Some kits are derive synthesis exclusives but I don't know how many.
Hi, you might need to look into derivation synthesis if you aren't able to get all of the parts you're looking for. Lin and Lilin Carnation can both be obtained that way. Super Fumina > Mobile Doll May > Lin Carnation > Lilin Carnation.
@@beatziegraham6928 I haven't really used the system much but when you pull up the menu it gives you a list of parts you can make out of other parts (for example I could make a Xi gundam head piece by sacrifcing a Hi nu and aile strike head piece for example) but I wasn't aware you could make unique pieces that way. As for stats I'm not sure what gets transferred, but I think the idea is that you can make parts you don't have out of parts that you do have
For weapon abilities, what do you think of how imbalanced dual wielding vs melee/greatswords? when you are dual wielding sabers you can stack both left and right atk power abilities on both weapons and stack 2 wild dance EX. Meanwhile with melee, you only have the atk power for melee and atk power inherent EX. Maybe its something for people with level 30 abilities to test: the dmg potential of dual wielding vs melee/great swords.
Does Attack Power: Left/Right Close Range weapon work with two handed weapons to stack or is it specific to one handed weapons? Any help is appreciated.
currently testing the sinanju rifle and its rifle main shot bazooka under shot trying to see if i gotta mod for general stats for both shots or if rifle dmg effects both or if its rifle main bazooka under because my brain cant stop thinking somehow they split it also some stats effect a wep more the lr wep is less at max lr left right more lr wep type specific or l r specific more etc the virtue bazooka for charge time example btw had me laughing hard because im making a build w those rn and went for that the charge shot is chunky so very chunky awaken skills on dmg hit etc can give you bar while awaken is active meaning go awaken 24/7 and go ham just go off defense for enemies targeting you plus a flag skill for agro is ideal for a group setting especially w a melee build thats just perma awakened getting hp and def from going ham in the fray lets them be chunky lets you buddies worry more about going off at range all around good stuf
So you can have multiple mastery of abilities now? Like max hp on hit on head and arms? I feel like in GB3 that was not possible. It just added to a grand total.
@@RaıserMK2 ill mess w it today w while i mess w the sinanju rifle cuz my brain is seeing it have bazooka as hold shot and thinking rifle dmg doesnt effect it vs the primary shot and finally got a pair of them i wanna mod out
How exactly do you know, for example when something is a rifle. Does the game go on by the wording in the title, or is there an icon somewhere that you can be certain of.
You feed it parts with the same ability on it. The higher the level the ability is, the more exp the ability will get when you feed it, unless it's higher level than what you have, in which case just replaces it automatically.
Im wondering now if on ranged weapons, Attack power: parts lost, would be good on machine gun builds since they are better long range weapons for breaking parts
“Let’s begin with head” is a powerful line
o.o
"[...]reducing the amount of times you need to hit a dude to knock off his parts."
I'm terrified of going against builds like that (´;ω;`)
i have learned that GB4 is potentially quite an easy game to mod, so in all hope someone's gonna make a mod that fixes all the bad translations and make everything actually legible to the "unawakened"
easily more installs than the "allow paint on waifu parts" mod lol
@@frigginresulrumthat one might not even be possible, apparently Fumina and May's part textures are fully colored instead of grayscale
Grit and determination
You are putting in some insane work man! Thanks for these explanation videos!
Flinch and Knockdown recovery used to be extremely important in GB3, but seem much less important in GB4. Not sure if I would call them trash, because at least to me makes a significant difference in Extreme and Newtype difficulties. While it doesn't protect from OHK or crazy rapid fire like Kapools, it pretty much lets you mash through mobs even when the mobs aren't staggered perfectly and will attempt to hit back.
Edit: Also "Flinch Gauge: Defense" implies to me, it's not just hit based but damage based. Because if it was scaled according to simple hits, "Flinch Gauge: Capacity" would already cover that. So I think "Flinch Gauge: Defense" implies that either damage of attacks drains the gauge, or attacks have specific flinch values, and "Flinch Gauge: defense" reduces this drain on the gauge.
Of course, without seeing the gauge and seeing how it works, it's all based on feeling, so yeah... maybe it's trash, maybe it's good, use it to make yourself feel better or not.
This ENTIRE time, I've thought "when parts lost" was the player, meaning if I lost a part. It made no sense as why I would want that. Now it all makes sense... As usual, thx for the videoes!
Thanks for taking the time to test all of this stuff for us.
This was exactly the video I was really searching hard for yesterday.
Then I apologize for not making public till today
I stacked flinch gauge, recovery, and defense and don't get staggered/juggled in NewType difficulty as much as not having them. I agree though that there should be some GUI object that actually shows the gauge.
Whoever localises the game, you need someone who plays games and understands game mechanic terms to give your translation a look over.
Attack Power: Parts Lost= Part Break Efficiency
Cooldown Reduction: Parts Lost= Inflict Part Break: Cooldown Reduction
Reaction Speed: Performance: Attack Speed Up
Item Drop: Quality/ Rate: Drop Rate Up, Drop Rarity Up
Hey dats me
I LOVE YOU NOW!!!!!
@@aramisramos2137 whoah
prob the same way they translated the breaker mobile skills
small indie company
I feel you on weapons... I dread the times I need to synthesize for weapons...
Generally for body parts and shields, I can kinda just pick all the duplicates and call it a day... For the new builds, pick out the traits I want, for old parts just let all of the fodder auto upgrade the traits... Done... Mindless, fast, and ez and no regrets...
Weapons are such a chore... Other than checking for duplicates... I have to be mindful of having two of each... (Except 2 handers)...
Then I have to look at what the actual skills being transferred are... Since there are type specific upgrades... And then what feels worse is when great fodder is good for multiple weapons I want to upgrade...
It takes way too much brain power to synthesize weapons... And theres so much wasted skills that could/should go into other weapons while upgrading a specific one...
Like I could always just grind for more fodder... But weapon synthesis just has too much feels bad moments...
Losing lv30 upgrades for an axe weapon... Cuz Im upgrading a different weapon type...
And thats just cuz I dont want to be bothered anymore sifting through what traits each weapons have... Feels so damn bad...😢
Even worse when upgrading 2 of the same weapon for each arm and the part has 2 for the side being upgraded and 1-3 for the other arm
@@bruticus1496 This is why I agree with folks saying there shouldn't have been right & left specific skills for the weapons. Adds too much unnecessary bloat which comparatively at least I feel was something the series specific abilities/special skills like Movable Frame, E-Carbon, VPS, etc. kind of helped to break up in GB3. Also miss the weapon specific skills too even if they did integrate some into the move sets.
I've been testing Item Drop Quality quite a lot, and have concluded that it absolutely stacks with break bonus. Extremely worthwhile skill to slot on every available piece, imo.
sadly backpack has so many many good skills its hard to wanna put it there to maximize movement and dodging etc
@@Nomadic_Gaming That's why you give it a spot each on at least your Chest, Arms, Legs, and possibly Head. the Backpack, as is traditional for Mobile Suits, is for mobility.
@@TrombeX2 yeah i have it on all parts for my main build for farming for sure asides back rn although i may add it in
When you get capsules, you can get + ~40%. Up to 5 times. It's great. The majority of my drops are 3star or higher (I have about 18% on gear, 81% on capsule)
@@Nomadic_Gaming i will admit though, i much prefer the rate/quality combo skill. Sure, it's at a far lower boost than either skill individually, but it's great for slot economy in my personal opinion. Saves more room for other boosts like the Awakening-related skills, or the one that increases your Close to Death range.
Just started a week ago and I’m so glad I found your channel! These breakdowns are helping me stray away from what looks cool playstyle and I’m beginning to actually understand these stats 🤣
Welcome and feel free to Poke around. I don’t think there’s much about the game I havnt figured out
@26:11 ALSO!!!!! There are Ex and OP skills that will out right ignore Shield Guarding (Blocking) Such as Destiny Gundam's "Palma Fiocina" Which I always run because it allows me to ignore their guard and break through. Doing so will allow you to dishout the damage any way you can.
Finally🤩 great video. Thank you so much for the hard work🙏🏽
Hoo-boy, that's a lotta part abilities!
I'll have to put this on to listen to when I sit down to play this tonight. Thank you so much for all the hard work!
Sorry for requesting this, and thank you for sharing your knowledge.
Thank you for all your GB4 videos. It has been very helpful. Just a suggestion: you may want to increase your speech volume for your future videos. Cheers!
Thank you for your efforts. Very much appreciated.
Great video cannot wait for the spread sheets
Crashman got that covered
@@theothermc I’m new to this but who is crashman and where can I look them up?
bonus points for calling mobile suits 'creatures'
Instant like, thank you for this!
Thank you so much for these videos so far!
Every episode of this makes my blood boil hotter about the translation and general unhelpfulness of the game UI 😅
Appreciate all the videos to help everyone understand the game. I'm sure there's still more to figure out. If you run out of ideas, or maybe want a break, something that shows how to make a basic build for melee and ranged would useful. Essentially combining information from this video and your EX/OP category video into a sort of "putting it all together" type tutorial.
Thruster Gauge is used when you hold down Twin blade's spin attack... so maybe
I've been enjoying a heavyarms build that lets me spam OP missiles and follow up with stabs. There's weaknesses to what I'm doing for sure but I'm having fun with it.
Incredible work. Now I have to write down a stick note for reference!
Amazing video, thank you for all the info collected! Maybe as a follow up you could go over your favourite trait setup / overall builds?
HP per second goes off of your max HP. If you have it maxed on every part you can put it on, that puts you at just about 7% of your max HP per second. If your max HP is well, the max it can be, that is THOUSANDS of HP you are healing every second. Deadpool the Gundam basically. Amazingly good. Important to note that it will not save you from being one shot by bosses that can do that much damage.
Awaken Gauge Increase: Hit Number works exactly like the HP on hit, but for your awaken gauge.
Thruster Gauge Recovery Speed is huge when using Twinblades and their spin attacks. They will eat your thruster gauge fast. Getting that back fast means you moving fast again. No brainer for twinblade users.
Flinch Gauge may be invisible, but it is the thing that keeps you from being stunlocked till the end of time. The more you have and faster you can get it back when not being hit, the better off you are. Boosting its defense means less of it goes away when you take hits.
Ong, this needs to be on Every Gb4 players YT recommendation. The most useful vid ever
Thank you for this video, I really needed this.
Could you make a gdocs file or something so we can have a quick reference in the future?
Thanks so much for making this. It helps a lot. I found some new ones for guns. I think you can get these kind on newtype difficulty and there are probably more. I dont know how these work.
- Recirculate: Reduced Long-Range Gauge Consumption
- Reuse: Recover Long-Range Gauge on Long-Range Weapon Pickup
These 2 do not have levels on them.
Those from from the recirculation Rx78 gundam
Thank you for this video. I’ve been dreading min maxing my builds since there isn’t any resources to help with it. Your video helps out a lot. Wish I found it earlier just so I could at least have an idea of which ability goes on which part. The localization is a nightmare, but with experience I understand most of them. And weapon abilities is just a headache.
A veritable Rosetta's stone of our time
Regarding "Step" vs "Ground Dodge" vs "Air Dodge" and also "(Ground/Air) Dodge". In GB3, "Step" was when tapping the boost button. This still exists in GB4 and it's a separate Action from hold-to-boost or using dodge. It's unclear to me if it's a translation issue, or just truly a duplication of a skill, but we have "Invulnerability Time: Step" and it includes both forms of dodge, and "Invulnerability Time: (Ground/Air) Dodge" also literally covering both forms of dodge. I tend to lean towards the GB3 definition of Step vs Dodge, but I haven't tested it, and I might be entirely wrong.
Please see exhibit B in “me vs shoddy localization” ibb.co/rM6K603
Good guide, Boss. Thankya kindly.
Thank you for your hard work, I wish you video many views
5:00 Near Death: Remaining HP% "It's a gimmick you honestly don't need..."
I disagree. With three parts holding this ability maxed, your "near death" threshold becomes 102%. Meaning, it's simply always active.
What this does, is open up your build to higher DPS, by adding "Attack Power: At Low Health" to the three or four weapons you have equipped, for an additional 10% per.
And I'll tell you honestly, a permanent 30% to 40% boost to damage is nothing to sneeze at. Even though it takes up a slot on 7 parts.
as for HP per seconds 7:00 , I also disagree about that. With it on 7 parts, you will get 7% per second. With capped HP, that's 75,600 HP recovered every second. The enemy needs to deal that much damage per second just to BREAK EVEN with the regen. There are very few things in the game that can actually hurt you at all at that point. Could literally stand in place, go answer the door, take the dog out, deal with an annoying phone call and take a dump while you're in a mission and you'd be completely fine.
HP per hit is fantastic. But you hardly need it at all with this maxed out. I only have a few parts with HP per hit, just to top myself off in case one of the few attacks that DO hurt, hits me.
The item drop abilities, well, that's a matter of preference. But my own view on it, is that this game is about getting parts. It's ALL about getting parts. This helps at doing that faster. So ultimately, it's valuable.
"But the story?" What about the story? You don't need any ability at all on your parts to get through that.
"But high end content?" Yeah, you'll be able to max out the important stats even with the three item abilities on every part. And ultimately, they will help you reduce the number of times you'll need to handle high end content.
"But I just play to build mechs!" Great! Now you'll have an easier time at getting the parts you'll need to pimp it out/synthesize.
If there was PvP in this game, then I'd say "there are situations where you might prefer not running these", but as it currently stands, I can't think of a reason not to.
And if saving time grinding for items by having improved drop chance isn't good, then increasing DPS isn't good either. Because all that does is save time in missions. And at that point, there isn't a single ability in the game that would be useful by comparison, so abilities would all be useless by that logic. XD
"Awaken Gauge Hit Number" is great. With a decent skill loadout and reduced cooldown, this ability alone will let you maintain your awakened state active indefinitely. It works pretty much the same way as "HP recovered per hit", only it affects the awaken gauge instead, to a much less noticeable degree. This along with "Awaken Over Time" is what I run to build up that meter faster. I turn on Awakening during the very first wave of the very first area, then it just stays active through the rest of the mission. Even if that mission is Survival. If you want to use the Burst Skill often, then you might want to add in "Performance" there too. Or replace "Over Time" with "Performance". I imagine that's probably better then what I currently have. Awaken on enemy defeated... suffers from the same flaws that all the other "from enemy defeated" do. Namely, you have to wait till you have defeated an enemy to see anything off those. And if you're in a position where you need that boost, then you won't easily be able to access it. "Man, this guy sure has a lot of HP! Shame I'll only hit harder AFTER I beat him."
And for the record, this isn't an attack on you or anything, I'm just bringing in my own perspective on things. Anyone is free to agree/disagree.
God bless you. Thank you for all you do.
Fucking amazing, now I have reference material... My guy, do you know the levels of search I had to go through to find nothing almost. And then you showed up... Thank you
Flinch Gauge abilities are rather niche because they only help in very specific scenarios which are: Survival Mode, Big Boss Battles (Perfect Grade/Mobile Armor) and PvP (if you think this game can go that far.) Otherwise, you can just ditch those abilities and go for more conventional ones.
If you know how Perfect Grade/Mobile Armors are, you can ditch Flinch Gauge abilities as attacking them in the air from behind them renders them 80%+ of the time unable to hit you until they use an AoE explosion or an AoE beam nuke to make you play smart.
Survival Mode, this might help pure close-range build players as the farther you progress, the smarter and tougher the enemy AIs become and you're all alone in this Mode. If you want all the S-Ranks and you're a pure close-range fighter, Flinch Gauge Recovery/Flinch Gauge Capacity can help you a bit if every enemy is a ranged weapon spammer as you can flinch less often while trying to KO the annoying MS that you want dead first (screw those bazookas and rockets those knockbacks are annoying.)
PvP (players only), I'd only say this applies if you're paranoid enough that you'll be juggled by hitstuns from very persistent, fast moving and hard-hitting combo-users like Sabers, Melee and a few Shot builds dedicated to fast Burst DPS from EX/Awakening Burst. Though if it comes to the worst, you'll possibly wind up being defeated before it matters if you can't keep up with the opposition.
One thing I realized in your previous video about abilities after you explained injection skills, was that you can always identify if the skill is an injection skill, if it displays a dash after the number on your ex palette.
Agree to disagree with hp per second. You can get it to 7 hp per second if you have it on every part it can be on. Not to mention, extra capsules can push that even higher. It can allow you to shrug off attacks when your legs or arms get blown off and you're unable to attack.
I am going to transcribe all of your descriptions into the spreadsheet I made yesterday on god you are my lord and savior
You just need to reach the HP cap of 1080000 and a HP Regen per second. Even as low as 1% gives you 10k per sec and the HP recovery per hit is OP you can recover your full 1M health easily. You'll never gonna need other defensive ability.
Thanks for the useful vid, but I recommend turning down the gain on your mic for the next one, I was still able to hear some of the words you were saying if I cranked my volume to max.
Could I suggest something for future videos? You speak a lot of information, very detailed, Loved every bit of it. But that background music was constantly hammering at my brain as I absorbed the info.
I suggest you lower the background music, or remove it and replace it with something more lo-fi. Would improve the delivery.
The guard gauge and guards def ups combined with auto guard is so good
10:09 the thruster gauge consumption is something i only really use on an airborn missile build. I do not really use thrusters much
Will you be making a google doc for people to use that way when they are playing the can just look over at a screen while building to see the details of the skill Im currently writing down the skills you say are needed to not needed, just thought I ask.
I second this... a doc would definitely be handy
Question! Do Two-Handed melee weapons benefit from having both Left and Right hand power ups?
Recoer ho on attack hit is probably the most valuable trait you can get in this game imagine getting hit by an opponent with nearly half ho bar gone and just getting it back with either melee or long range. Also works for boss battles
11:38 i actually thought flinch damage meant make enemy flinch more when atking
I know for sure that Recover HP on Attack Hit is a life saver. Probably everyone uses it.
Thanks for the great video, I was completely confused by :Part Lost skills, though I was wondering do kills in Hyper Trance activate the EX gauge boost with EX kills ability?
Need to make a note any melee/attack power is NOT another way to increase skill dmg, it only affects ur basic melee swings and shooting
Thank you dude !
ok so, first off, thanks for the help, some of these abilities were weird even in GB3 and I wasn't sure if I was using them correctly (R.I.P. to the unique abilities) but I have a question... do you think that once we have an idea of the build and what abilities we want and where, should we just use all the parts we can to max out the abilities? Because if it's for building an MS for looks, I think we would be fine since most of them are in the shop anyway... but I ask 'cause I was about to do it... then hesitated lol 😂
Will you do a followup video on reuse / recirculation abilities?
Lots look bad. But recirculate from the gun and recirculate on shield could be worthwhile? Depending if they do what they say. . .
Very helpful. Thankyou
Massive thanks for the video 👍Though wish the game gave better explanation on what each ability do without the community jumping though hoops the figure these out
awesome info as always. how do you increase the level of your passives?
bandai really fucked this game up on so many levels. its so sad. thank you for doing this.
Bro, you're doing too much, plz keep doing it
I went full all in on farming but I'm literally trying to get max parts from everything my cartridges are even all drop rate quality and I can honestly say you get alot more 5 stars and a lot less 1 stars and alot more everything but if you're not farming to max out everything you're probably as well off ignoring them.
In short if you want every part in the game in bulk it's nice but not needed if you're just gonna make one mobile suit and call it a day
Thank you.
Thank you for this
Thank you for all your videos. You're the 🐐. I have only 2 questions. 1) Do GN micro missiles count as guided missils? 2) What if any ability traits will boost either/or/all funnel damage, funnel deployment time, and funnel atk speed?
Micro Missiles for sure count as Guided
Funnel damage or duration are your guys. As well as Long Range EX
@@theothermc thank you for the swift reply.
Thank you so much for this indepth guide, it helps to get an idea into what i should invest later on.But if i understand correctly the game forces you to equip always two melee and two range weapons to be able to get as much bonus as possible. Or what would be the optimum if i want to play lets say as pure RX-78-2(visually) how could it be achieved? With only Shield and 1 Saber
question- Do you think 2-handed melee weapons are worst than 2 single handed weapons? 2 single handed weapons would be able to have twice the amount of abilities right? Or if i put abilities on a 2 handed weapon that i equiped from the right hand, do they double stack since if i go over to the left hand they are also there?
So they’re not affected by hand specific traits, but generally their break and damage is MASSIVE compare to singles. That said, I CANNOT argue against two weapons giving a second Passive page. With the right combos you’re throwing away some massive utility gains.
@@theothermc just wondering if you have tried to put something like Attack Power:greatsword 6% and see if it actually gets 12% increase in atk since the trait is shown under both left and right melee weapons, even though it actually just one weapon? If it is, that might balance out a 2-handed weapon having as many abilities as 2 1-handed weapons
@@davinatkins1258 I don’t think so but man lemme go check because that would be stellar
4:54 this seems to be wrong. I have my Attack Power: Low HP at 40% and Near Death Remaining HP% at 136% and get no difference in damage than if I took off an ability cart with 10% Attack Power: Low HP. Flinch Guard might be triggering but Attack Power: Low HP might actually be expecting you to be at actually low HP.
Does anyone know if you're using a Greatsword or any other two-hander, if Right and Left stack their bonuses?
Huh and i thought the parts lost meant when you lost parts....
Usually games make "Near Death" gimmick effects stronger than normal effects because you have to trade so much of your health bar to activate them. MIght be a good build for those who want it, but it is a riskier play style
If the near death trait stacks... theoretically, you could be near death at 100% HP
@@kamisan89 Either it does on the stat screen but not ingame or uploader didn't test it thoroughly enough but I have my Near Death Remaining HP% past 100% but Attack Power: Low HP does not trigger, I do the same damage. So it may be a useless stat if you've built your gunpla to be immortal a la GB3 with finding a near +300% HP capacity ability cart and stacking up on hp recover on hit with multihitting weapons.
@@kamisan89 I've tested it. At 201% near death, the red screen warning happens when your HP is around 50%, so I'm guessing it just raises the original threshold by 200% instead of making it 201% of your health. So yeah, it doesn't work with repair on hit.
This needs to be pinned in the subreddit
I think they only have like 2-3 pin slots. But you’ll have to ask
32:50 do you know if defeating enemies while in Hyper Trance EX will get this bonus?
I have an idea for a new help video. Could you make a video on shop unlocks. Mainly gunpla kit unlocks. I’ve beaten the main story, every quest, and cleared survival mode all with an S rank (on Normal difficulty. I’m working on harder ones now) but I still haven’t unlocked every gunpla at the shop. I think anyways. For example, I can’t seem to find any of the story villains gunplas at all. Or the 2 Carnation gunpla near the end of the game. I’ve seen people on bounty mode with some Carnation parts and wanna know how to unlock them for myself. If they have it, surely I can get it from the shop too right? Unless they are just… random part drops from certain missions or modes. Does difficulty matter? Do I have to beat the game on higher difficulties?
the carnations are hidden derive synthesis only parts. You need Mobile Doll May parts, some Providence Gundam parts. For the Lilin Carnation you fuse that with I forgot either Fumina or another May.
Some kits are derive synthesis exclusives but I don't know how many.
Hi, you might need to look into derivation synthesis if you aren't able to get all of the parts you're looking for. Lin and Lilin Carnation can both be obtained that way. Super Fumina > Mobile Doll May > Lin Carnation > Lilin Carnation.
@@hrgaming4plebs570 thanks! But, what is derive synthesis? I’ve seen it in the tabs of parts but I’ve never used it. Is it like part fusion?
@@beatziegraham6928 I haven't really used the system much but when you pull up the menu it gives you a list of parts you can make out of other parts (for example I could make a Xi gundam head piece by sacrifcing a Hi nu and aile strike head piece for example) but I wasn't aware you could make unique pieces that way. As for stats I'm not sure what gets transferred, but I think the idea is that you can make parts you don't have out of parts that you do have
@@SkimoStories that sounds cool! I’ll have to try it out later.
For weapon abilities, what do you think of how imbalanced dual wielding vs melee/greatswords? when you are dual wielding sabers you can stack both left and right atk power abilities on both weapons and stack 2 wild dance EX. Meanwhile with melee, you only have the atk power for melee and atk power inherent EX. Maybe its something for people with level 30 abilities to test: the dmg potential of dual wielding vs melee/great swords.
I like the part where I still have no idea what Attack Power: Close Range EX/OP boost.
So you like getting knocked out of animations? Flinch is less important than it was in 3, but it's still something you need to be aware of
I got some weird abilities called "recirculate" like reduced EX gauge consumption for 5%.
Let’s Yap! Recirculation, Reuse, and Recycling your Gunpla into Snacks! || Gundam Breaker 4
th-cam.com/video/m0rP1dW3JzY/w-d-xo.html
I might have missed it, but what is Inherent EX? Do I just get a damage bonus if the EX is actually attached to one of my parts?
I think the charge effect works on funnels. I've noticed my funnels fire more and faster.
great video , but I don't know where you got the idea of not being able to see the guard gauge when it's the blue bar when attacking enemies lol.
The flinch gauge is the one I bitch about being invisible
@@theothermc ya ik but you said you can't see the guard gauge when hovering over it lol
Question about the "Recirculation" ability. Are they always on or need something to triggers them?
(Boy do I have a new vid for you)
Does Attack Power: Left/Right Close Range weapon work with two handed weapons to stack or is it specific to one handed weapons? Any help is appreciated.
currently testing the sinanju rifle and its rifle main shot bazooka under shot
trying to see if i gotta mod for general stats for both shots or if rifle dmg effects both or if its rifle main bazooka under because my brain cant stop thinking somehow they split it also some stats effect a wep more the lr wep is less at max lr left right more lr wep type specific or l r specific more etc
the virtue bazooka for charge time example btw had me laughing hard because im making a build w those rn and went for that
the charge shot is chunky so very chunky
awaken skills on dmg hit etc can give you bar while awaken is active
meaning go awaken 24/7 and go ham just go off
defense for enemies targeting you plus a flag skill for agro is ideal for a group setting
especially w a melee build thats just perma awakened getting hp and def from going ham in the fray
lets them be chunky lets you buddies worry more about going off at range
all around good stuf
They really need to just merge the left/right weapon traits
So you can have multiple mastery of abilities now? Like max hp on hit on head and arms? I feel like in GB3 that was not possible. It just added to a grand total.
They need to put new part abilities in like: OP missle skill strength
Back pack! :)
Ive been woundering would the rolling buster shot on the twin buster rifle proto zero be injection?
Ive been looking around and cant figure it out
I'd like to ask. if we are using two handed weapons such as the great sword. does the Attack power: Left and right stack?
good question i imagine because its neither youd just need the specific great sword type or melee dmg/ close range general skills
we need this to be answered
@@RaıserMK2 its a ez test
might apply to hits w the left/ button tho lol
@@RaıserMK2 ill mess w it today w while i mess w the sinanju rifle cuz my brain is seeing it have bazooka as hold shot and thinking rifle dmg doesnt effect it vs the primary shot and finally got a pair of them i wanna mod out
I think so
Does attack power : left/right close range affects melee types?
How exactly do you know, for example when something is a rifle. Does the game go on by the wording in the title, or is there an icon somewhere that you can be certain of.
The icon of the weapon denotes its category. Rifle, Long Rifle, Bazooka, Machine Gun, Gatling.
@@theothermc I see now, boy have your videos made me want to play the game even more now.
@@zealotscout Apologies if they’re a bit too ramble-y
@@theothermc Not at all, very insightful stuff. I've already applied much of the lessons learned to my gunpla in game 👍👍👍👍👍.
How did you get these perfect stacks of level 30 items in order??
Grit and determination
Question where do I get level 30 parts or how do I level up my current level 24 part?
You feed it parts with the same ability on it. The higher the level the ability is, the more exp the ability will get when you feed it, unless it's higher level than what you have, in which case just replaces it automatically.
You skipped over barrage op, what's it do?
Does Bazooka count for Atomic Bazooka? Noticed there’s a different name for it.
Im wondering now if on ranged weapons, Attack power: parts lost, would be good on machine gun builds since they are better long range weapons for breaking parts
Not a terrible idea!