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    Deathblow Learning Guide by fidormula

    Version: Sigma | Updated: 04/14/08 | Search Guide | Bookmark Guide

    ________________________________________________________________________________
    
    
    If you are reading this guide because you are having trouble with learning TSTX
    or STTX, press XTTS, until you learn both of them. This is likely the only
    piece of information in this guide that you'll find useful at your current
    position in the game.
    
    ________________________________________________________________________________
    
    
    1st edition: January 3, 2007, Alpha
    2nd edition: January 3, 2008,  Zeta
    3rd edition:  April 10, 2008, Sigma (added Japanese buttons, updated damages)
    
    Xenogears Deathblow Learning Guide
    
    John Monroe
    fidormula@gmail.com
    
    I have licensed this under a Creative Commons Attribution-Noncommercial-Share
    Alike 2.5 License. Visit this site to find out what that's all about:
    http://creativecommons.org/licenses/by-nc-sa/2.5/
    
    
                                                                    This Version:
    Table of Contents                                              Added   Updated
    
    -0- Acknowledgements & Disclaimers                                        X
    -1- Introduction
    -2- Basics                                                                
      -2.1- Japanese Version and 2.0 Patch                           X
    -3- Optimized Learning Combinations
      -3.1- Four Through 6 AP Deathblows                                      
      -3.2- Seven AP Deathblows                                               
      -3.3- Six and 7 AP Combined                                             
    -4- Learning Tips and Strategies
      -4.1- Six AP
      -4.2- Seven AP
    -5- Appendix 1 - Move Combinations Chart                                  
    -6- Appendix 2 - Move Experience and Level Requirements Chart
    -7- Appendix 3 - Damages Calculations                                     X
    -8- Appendix 4 - Gear Deathblow Learning Correlations            
    
    
    ________________________________________________________________________________
    
    -0- Acknowledgements and Disclaimers:
    
    Terence contributed the basis for Appendix 4, and apparently started a thread
    before RocksuneJustice v2's 1/5/2006 topic, on the same subject.
    
    Zach Keene deserves credit for determining the number of button pushes required
    for each move, for the experience coefficients and for the amount of move
    experience Emeralda starts with.
    
    PedanticOmbudsman provided the framework for correlating button pushes to
    animations and for pointing out some interesting flaws in the learning system,
    to which this guide makes an effective remedy.
    
    phiefer3 has corrected several of my mistakes and provided me with some
    excellent charts. I am greatful for his continual assistance.
    
    Last, but not least, various thanks to Duke Darkwood for his general guidance
    on the board.
    
    I merely used all of this information to figure out how to learn all of the
    Deathblows as quickly and efficiently as possible.
    
    If you have any questions, suggestions or corrections concerning anything in
    this guide or Xenogears, contact me at my e-mail address. If you deserve credit,
    believe you deserve credit or simply want your name on my guide, write me and
    I'll be happy to oblige.
    
    Minor *SPOILERS* follow. I wrote this guide so that it could be used by people
    who are playing through for their first time, so events, places and items are
    mentioned without detailed explanation.
    
    May the Wave be within you,
    John Monroe
    
    
    ________________________________________________________________________________
    
    -1- Introduction:
    
    Xenogears' programming is flawed in that some Deathblows don't require the
    actual moves contained in them. It is impossible to learn either TSTX or STTX
    solely by performing them (which, in reality, makes things easier). T1 S2 T3 X
    and S1 T2 T3 X instead require move experience from T1 T2 S1 and X to learn
    them. (Stranger is the fact that Emeralda comes with 80 useless S2 experience.)
    So, the last three tetra-elemental Deathblows require the same moves: T1, T2, S1
    and X. As I was testing things out, I confirmed this by learning Billy's Dear
    Friend (TSTX) before Sky Walker (TSX). TTX doesn't require T2, either. This
    guide rectifies these problems by focusing on the move experience required to
    learn ALL Deathblows. I'm not sure why this flaw exists, or if it exists on any
    version of the game other than the U.S. one.
    
    However, even if there weren't any flaws in the learning system, repeatedly
    performing the Deathblow that you'd like to learn isn't always what's best for
    learning later Deathblows. If you learned all of the initial Deathblows with
    Fei, who is the slowest learner, one at a time only by performing the
    Deathblows, it would take 300 rounds and you would have too many Xs. The
    strategy that I've come up with only requires 238 rounds and balances the 
    number of buttons pushed with the requirements of the 7 AP Deathblows.
    
    Section 2 contains everything you ever wanted to know about how Xenogears' 
    character battle system works and a little bit on Gear Deathblows.
    
    Section 3 contains several simplified lists of moves that will teach you
    all of the Deathblows.
    
    Section 4 contains my strategy for performing the moves in section 3 as
    quickly and efficiently as possible.
    
    
    ________________________________________________________________________________
    
    -2- Basics:
    
    1. Each character has seven unique moves: four for T, two for S and one for X. 
    
    2. All of the move combinations can be figured out from the chart below, which
    was contributed by phiefer3 in correspondence and is much simpler than my own.
    There is only one X, so it has been omitted from the chart.
    
    ===========================
     Previous        T        S
    ===========================
           --       T1       S1
           T1       T2       S2
           T2       T3       S1
           T3       T4       S2
           T4       T1       S1
           S1       T2       S2
           S2       T3       S1
            X       T1       S1
    ===========================
    
    For example, if the last button you pushed was T3, your next attack will be
    either T4, S2 or X.
    
    3. Each move has its own experience level. Move experience points are hidden
    in the game. Any reference to a character's move experience which I don't
    specifically address with text will be placed in parentheses and listed in the
    logical order (T1, T2, T3, T4, S1, S2, X). For example, the move experience
    required for all of Fei's deathblows is (440, 340, 100, 50, 310, 90, 430). The
    amount of move experience required for each Deathblow is listed in Appendix 2.
    
    4. Except for Emeralda, who begins with (230, 180, 90, 40, 150, 80, 195),
    everyone starts with 0 move experience, even if they have Deathblows.
    
    5. Move experience is not acquired for X when it triggers a Deathblow. This is
    why Appendix 1, Non-Deathblow Move Combinations, is so relevant to this guide.
    For instance, Deathblows are reversible in that XTTS contains the same moves as
    TTSX, but it won't result in a Deathblow if TTSX has been learned.
    
    6. Move experience points are acquired at different rates for different
    characters per the following multipliers:
    
         Fei - 1
        Elly - 3
       Citan - 2
        Bart - 3
       Billy - 4
        Rico - 3
    Emeralda - 1
    
    Equipping a Wizardry Ring adds two to each person's multiplier (non-cumulative).
    Fortunately, you earn one at basically the same time which 7 AP Deathblows 
    become available, so be sure to use it.
    
    7. Each of a Deathblow's required moves account for equal percentages of that
    Deathblow's percentage on the status screen. For example Fuukei requires 5
    moves, so each move is worth 20% of the number reflected on the Deathblow
    Status screen, even though T1 requires 240 experience and T4 requires 50.
    
    8. Experience is always gained for a move performed, as long as you don't get a
    Game Over. In fact, if a move misses, it still gains experience. Calling a
    Gear, running from battle, or (amazingly) having 0 HP when a battle ends, don't
    affect move experience gained for moves performed during battle.
    
    9. Chu-Chu and Maria don't have Deathblows. (A commonly overlooked fact about
    Maria is that she is able to do the greatest amount of damage of any character
    without a gear, because she cheats and uses her Gear. The Robo Kick, with an
    Ether Doubler, is capable of doing 9999 damage to a Dragon when Maria is
    around level 70. Sorry, end tangent.)
    
    10. Gear Deathblows are unlocked in one of three ways: learning character
    Deathblows, equipping Deathblower Parts, and achieving certain levels. For a
    comprehensive list, see Appendix 4.
    
    
    -2.1- Japanese Version and 2.0 Patch
    
    I wrote this guide specifically for the U.S. release of the game, but the
    method remains essentially the same across the versions. The only difference is
    in terms of the button configurations. The U.S version has triangle at 1 AP,
    square at 2 AP, X at 3 AP an O as cancel. That's S, T, O and X, respective to
    the functions, in the Japanese version or the 2.0 Patch, which is based upon
    the Japanese version. I can't make it simpler than this chart:
    
    US=JP
     T=S (weak)
     S=T (strong)
     X=O (fierce)
     O=X (cancel)
    
    I'd rather not go about doubling the sizes of all of my appendices, so please
    note that this guide only uses the U.S. button assignments.
    
    ________________________________________________________________________________
    
    -3- Optimized Combination Chart:
    
    If you are at level 22 or above, then you have 6 AP, so you're all set to learn
    everything in section 3.1. If you've gotten through the first visit to
    Shevat and are at level 50, you have 7 AP and can start learning the moves in
    3.2. If you've passed Shevat and have a character who doesn't have anything
    learned, I recommend you move on to section 3.3 to learn all of their
    Deathblows as quickly as possible.
    
    I only list what you need to get done in this section. If you want to know how
    to best get it done, read section 4. Section 3 contains the most efficient
    move combinations, and the number of each combination that needs to be done to
    learn all of the Deathblows. The number of 7 AP Deathblows possessed varies by
    character, so the move combinations I recommend vary as well.
    
    The order in which you do these combinations doesn't matter.
    
    
    -3.1- Four Through 6 AP Deathblows
    
    I've considered many sets and all of them came out to require about the same
    number of turns. The move experience required to learn all of these
    Deathblows is (190, 140, 50, 0, 110, 40, 175), except for Emeralda, who
    knows all but XX. She is the only character who joins with 7 AP,
    move experience, and all but one of the level 6 deathblows, which she
    mysteriously has the Move Points for, so you'll learn it on your first battle.
    
    ======================================
             TTSTT      XX   TSTTT   TOTAL
    ======================================
       Fei     110      88      40     238
      Elly      37      30      13      80
     Citan      55      44      20     119 
      Bart      37      30      13      80
      Rico      37      30      13      80
     Billy      28      22      10      60
    ======================================
    
    
    -3.2- Seven AP Deathblows
    
    Higher/lower values are due to equipping of a Wizardry Ring.
    
    
    -Fei:
    
    Fei takes the most input of all characters because he has the most deathblows
    to learn and he learns as slowly as possible.
    
       XTTS 100/34
       SSST  50/17
        XTX  77/26
    TTTTTTT  37/13
    
    That's 264 rounds or 90 with a Wizardry Ring. Equipping it is worth the
    176 rounds you'll save.
    
    
    -Everyone else: 
    
    This simple chart tells you how many times you need to do XTTS or TTTTTTT.
    Yep, that's all.
    
    ========================================
                  XTTS    TTTTTTT      TOTAL
    ========================================
    Elly         50/30        9/6      59/36
    Citan        75/38       13/7      88/45
    Bart         50/30        9/6      59/36
    Rico         42/26        5/3      47/29
    Billy        32/22        4/3      36/25
    Emeralda    110/37       10/4     120/41
    ========================================
    
    
    -3.3- Six and 7 AP Combined
    
    If you manage to get to this far without learning a single Deathblow, I
    applaude you.
    
    
    -Fei:
    
    I don't recommend waiting this long to get all of Fei's Deathblows. If you
    really want a challenge, here's the list.
    
     XTTTT  50/17
      XTTS 260/87
      XTST  20/ 7
       XSS  20/ 7
       XTX  40/14
     TSSTT  30/10
    TSTTTT  20/ 7
    
    That's 440 or 149. In light of 238 + 90, 149 doesn't sound bad.
    
    -Everyone else:
    
    Same deal.
    
    Emeralda starts with all of her 6AP Deathblows.
    
    ==============================================================
                  XTTS      TSTST        XTX    TTTTTTT      TOTAL
    ==============================================================
    Elly         87/52        7/4        6/4      17/10     117/70
    Citan       130/65       10/5        9/5      25/13     174/88
    Bart         87/52        7/4        6/4      17/10     117/70
    Rico         70/42        7/4       10/6      17/10     104/62
    Billy        53/35        5/4        7/5      13/ 9      78/53
    ==============================================================
    
    
    ________________________________________________________________________________
    
    -4- Learning Tips and Strategies
    
    The strategy is, in short, to fight against enemies which characters cannot
    realistically defeat, in order to  to fit as many moves into a battle as
    possible, which minimizes the number of battles required, which limits the
    amount of time spent running in circles. However, it is important to know the
    number of moves to perform because you won't be able to look at your Skills
    Status screen during battle and it will take a long time for Fei to
    bare-handedly kill a Spear Trooper or a May Fly at 0-6 damage per round.
    Keep track of your moves however you like.
    
    In terms of efficiency, it makes sense to have your AP as high as possible. The
    characters get 6 AP at level 22 and upon that, learning all of Fei's Deathblows
    should only take a few, long, well-prepared-for battles against Gear sized
    enemies. After learning all of Fei's lower Deathblows, I recommend getting
    through Shevat as quickly as possible (escape like mad...) to get the last AP.
    
    Also, I don't learn everybody's Deathblows. Bart and Rico are pretty useless
    beyond the times that you are forced to use them and Elly, Billy and Emeralda
    are ether monsters, so Deathblows aren't the best way to get damage out of them.
    That leaves Doc. If you want to have an extremely easy time playing this game,
    especially while fighting character bosses, learn all of Citan's Deathblows
    in addition to all of Fei's.
    
    Several elements will always be incorporated into the strategy, when they are
    available:
    
    - the encountering of Gear-sized monsters which do not attack characters
    - the equipping of Speed Rings and a Wizardry Ring on the learning character
    - the equipping of two Magnetic Coats and one Old Circuit on the anchor Gear
    - the slaying of extra party members
    - the casting of haste-type spells, such as Goddess Call
    
    
    -4.1- Six AP
    
    There are two specific times that I recommend for learning all of Fei's 6 AP
    Deathblows: in the Stalactite Cave after opening the sand barrier or in the
    Aveh Desert once you have control of the Yggdrasil. I think that the Desert
    is the more logical choice, but the encounter rate of tough gear enemies is
    much higher in the Stalactite Cave. Bart may also learn his Deathblows in
    these areas. Citan should definitely learn his in the Desert. Elly, Rico and
    Billy should learn theirs in the Goliath Factory, if you want to learn them.
    
    
    -Stalactite Cave
    
       Advantages: Brag to your friends about defeating Calamity in the fastest time
                     possible
                   High encounter rate of high-defense enemies
                   Fei will own all of the upcoming bosses and pretty much
                     everything else from this point on
                   It's kind of fun to watch Brigandier make Fei-sized jumps
    
    Disadvantages: Characters will be below level 22 (I had the Barrier open at 2:24
                     and Fei was at level 10)
                   The May Fly targets characters
    
    After you open the sand barrier, you'll notice a new enemy called the May Fly
    that doesn't appear in the rest of the cave. Start off by leveling Fei to 22
    with Bart in his gear and Fei not, and have him perform TSTT and XS, while Bart
    Kills the enemies, which all provide decent experience around here. Once you
    have Fei at level 22, refuel Bart's gear. Be sure to upgrade both gears in
    every way and put two Extra Armor +1s and Fei's Old Circuit on Bart. Now,
    try to encounter a May Fly, with Fei still outside of his gear.
    
    May Fly's attack pattern is a defense lowering spray followed by an attack.
    Casting Wild Smile should cause it to miss. Wild Smile is important because
    the May Fly's defense effect is cumulative and after a few its hits do
    >450 damage. I don't feel that I should have to say this, but don't attack
    with Bart. In fact, let him die and call Weltall to finish the battle.
    DO NOT LET THE MAY FLY ATTACK FEI! IT DOES INSTANT DEATH TO CHARACTERS!
    
    In my trial, I had all of Fei's 6 AP Deathblows learned at 4:20 game time.
    I chose to do it this way to prove that it can be done. The other way is better
    though. In fact, if you have elected to complete Fei's repertoire in the
    Stalactite Cave, I further suggest that you complete Citan's and maybe Bart's
    using Weltall as your anchor in the following area. As for Calamity, he should
    be quick to fall to Level 2 Deathblows.
    
    
    -Aveh Desert
    
       Advantages: Do two characters at once!
                   Speed Rings are available!
                   Better Gear Upgrades are available
                   Fei should be very close to level 22
                   Speed Stars are available, but are expensive and short-lived
                   Fei will own everyone at the tournament and pretty much everyone
                     else from this point on
    
    Disadvantages: Low encounter rate of high-defense enemies.
    
    Use Brigandier as your anchor and learn Citan's deathblows too. Spear Troopers
    and Troopers are the high-defense enemies in the area, but it's alright for Fei
    and Doc make short work of some Neo Tin Robos before encountering the better
    enemies. Buy two Magnetic Coats for Bart and give him an Old Circuit.
    (Put these on Fei when you're done learning and leave them on him for the rest
    of the game. He will scarcely get hit with them equipped.) Fill Fei and Doc
    up with Speed Rings because they won't be getting attacked. Once you are done
    with Citan, switch him and all of his stuff with Bart and his. Actually, there
    isn't any good reason to learn Bart's Deathblows but go right ahead if you want.
    Honestly, Fei and Citan are the only characters that make good use of their
    Deathblows under my control, so if you want to stop with them, you aren't wrong
    to. Once you are done with Bart, if you learned his Deathblows, switch back to
    using him as the anchor and have him use Heaven Cent on Citan until he dies so
    you don't have to waste time defending. Brigandier is slower than Heimdal, so
    he gets in the way less, too.
    
    
    -Goliath Factory
    
    Normally, I don't bother learning any of Rico's or Elly's Deathblows, but if you
    want to, they are perfect together:  they are slow on foot and they learn at the
    same rate. I'm not trying to discourage you from using them, well, Rico maybe;
    Elly is more useful doing other things. If you want to learn their Deathblows,
    the Goliath Factory is fine, otherwise they both can wait until you have access
    to their last AP, at which point you still won't have much of a reason to learn
    their Deathblows.
    
    Within the Goliath Factory, the only enemy that you should be concerned with
    encountering is the Neo Musha. Harquebus, Hatamoto and Shinobi Gears attack
    characters, which is bad news. Kill them off quickly, or simply escape. The
    Neo Mushas attack in bands of three and seem to appear at a higher rate around
    the very entrance of the factory, so run ins a circle there. Rico may be able
    to withstand some Gear attacks if he uses Steel Body, has the Knight Armor,
    the Knight Helm and a Gallant Belt, but put three Speed Rings on him and
    look for the right enemies.
    
    
    -Aquvy, but not really
    
    Aquvy's Gear-sized monsters all attack characters so it's not a friendly place
    to learn Deathblows, so take Billy up to the Goliath Factory. Billy is a great
    character to have around, but not because of his Deathblows. He starts with an
    impressive selection of "white" magic, including a haste-type spell known as
    Goddess Call. If you really want to get some damage out of Billy, put an Ether
    Doubler on him and use his S attacks exclusively. Of course, that won't help
    you learn his Deathblows. After the cleaning up the transport ship, I recommend
    collecting 76,000 G (while at sea) and buying two Ether Doublers in Nisan.
    While you're on the Ignas continent, take Billy to learn some moves. Remove his
    Ether Doubler so that he doesn't do too much damage. He's a quick learner,
    especially if you use Goddess Call, but there isn't much of a reason to learn
    his moves because he's so good at other things.
    
    
    -4.2- Seven AP
    
    The heroes get 7 AP after having their limiters removed in Shevat AND after
    reaching level 50. I had 6 AP when I left because I was at level 46. I also
    had quite a few of my Deathblows already learned. If this happens to you, which
    it should, you'll likely be better off with not attempting to learn the
    remainder in the same battle. That said, I recommend you use the same set up as
    above, except it's pretty likely that you'll be able to defeat early Gears in
    character form, so you'll have time to look at your Skills screen. Of course,
    if you have a character who is without Deathblows, feel free to attempt to learn
    all of his or her Deathblows in a single battle. I recommend sticking with the
    Goliath Factory on Disk 1. Also, at your current levels, you may be able to
    withstand attacks from gears, especially with better armor and Spells
    (Goddess Eyes), which opens up the variety of Gears that make acceptable
    learning targets.
    
    **If you have a character who is able to withstand (without needing frequent
    healing) attacks from Harquebuses or Hatamotos, this creates an ideal setup
    for learning Deathblows. These Gears are often encountered with mechanics, so
    the battles could go on forever. Be sure to kill extra mechanics so that they
    don't bog down your battle.**
    
    Above all else, equip the Wizardry Ring. Take Billy and use someone slow as an
    anchor. It is also possible to lower a Gear's agility by equipping Chargers,
    GRNS, Power Magics and some other parts. If you are killing enemies off quicker
    than you'd like, cast Yang Power or Koga or equip a weaker weapon if you can.
    
    Again, I also recommend only learning Fei's and Citan's and skipping everyone
    else's, but that's just my opinion.
    
    
    ________________________________________________________________________________
    
    -5- Appendix 1 - Move Combinations Chart:
    
    Thanks to phiefer3 for correcting me generally, and presenting this in a less
    redundant format than my previous chart had. He also hand-checked them.
    
    
    TTTTTTT = T1,T2,T3,T4,T1,T2,T3
    TTTTTS =  T1,T2,T3,T4,T1,S2
    TTTTST =  T1,T2,T3,T4,S1,T2
    TTTSTT =  T1,T2,T3,S2,T3,T4
    
    TTSTTT = T1,T2,S1,T2,T3,T4
    TSTTTT = T1,S2,T3,T4,T1,T2
    STTTTT = S1,T2,T3,T4,T1,T2
    TTTTX =  T1,T2,T3,T4,X
    
    TTTXT = T1,T2,T3,X, T1
    TTXTT = T1,T2,X, T1,T2
    TXTTT = T1,X, T1,T2,T3
    XTTTT = X, T1,T2,T3,T4
    
    TTTSS = T1,T2,T3,S2,S1
    TTSTS = T1,T2,S1,T2,S1
    TSTTS = T1,S2,T3,T4,S1
    STTTS = S1,T2,T3,T4,S1
    
    TTSST = T1,T2,S1,S2,T3
    TSTST = T1,S2,T3,S2,T3
    STTST = S1,T2,T3,S2,T3
    TSSTT = T1,S2,S1,T2,T3
    
    STSTT = S1,T2,S1,T2,T3
    SSTTT = S1,S2,T3,T4,T1
    TTSX =  T1,T2,S1,X
    TSTX =  T1,S2,T3,X
    
    STTX = S1,T2,T3,X
    TSXT = T1,S2,X, T1
    STXT = S1,T2,X, T1
    SXTT = S1,X, T1,T2
    
    TTXS = T1,T2,X, S1
    TXTS = T1,X, T1,S2
    XTTS = X, T1,T2,S1
    TXST = T1,X, S1,T2
    
    XTST = X, T1,S2,T3
    XSTT = X, S1,T2,T3
    TSSS = T1,S2,S1,S2
    STSS = S1,T2,S1,S2
    
    SSTS = S1,S2,T3,S2
    SSST = S1,S2,S1,T2
    TXX =  T1,X, X
    XTX =  X, T1,X
    
    XXT = X, X, T1
    SSX = S1,S2, X
    SXS = S1,X, S1
    XSS = X, S1,S2
    
    
    ________________________________________________________________________________
    
    -6- Appendix 2 - Move Experience and Level Requirements Chart
    
    ===========================================================================
                     T1      T2      T3      T4      S1      S2       X   Level
    ===========================================================================
    1        TX      30                                              10       5
    2       TTX      40                                              11      10
    3        SX                                      20              30      16
    4      TTTX     130     100      50                              75      22
    5       TSX     190                                      40     100      30
    6       STX             140                     110             125      38
    7        XX                                                     175      46
    ===========================================================================
    Max             190     140      50       0     110      40     175
    ===========================================================================
    8     TTTTX     240     190     100      50                     205      50
    9      TTSX     290     240                     160             235      50
    10     TSTX     340     290                     210             265      50
    ===========================================================================
    Max             340     290     100      50     210       0     265
    ===========================================================================
    11     STTX     390     340                     260             295      50
    ===========================================================================
    Max             390     340     100      50     260       0     295
    ===========================================================================
    12      SSX                                     310      90     325      70
    13      XTX     440                                             430      80
    ===========================================================================
    Max             440     340     100      50     310      90     430
    ===========================================================================
    
    Thanks to Duke Darkwood for correcting the levels for TX and TTX from 6 and 12.
    
    
    ________________________________________________________________________________
    
    -7- Appendix 3 - Damage Calculations
    
    Terence contributed his notes on the present subject, which include damage
    values for each move and Deathblow. Pheifer3 has helped me greatly simplify
    this equation to the extent that he might as well have done it without me,
    and he also provided an approximation for Neo Tin Robo's defense.
    
    D=[(CA-.75*ED) * sum(M)]+(B*CA)
    
    D=Damage
    CA=Character Attack Stat
    ED=Enemy Defense Stat
    M=Move Coefficient
    B=Deathblow Bonus
    
    
    Move Coefficients (M)
    T1:     1.0
    T2:     1.0
    T3:     1.2
    T4:     1.4
    S1:     2.0
    S2:     2.4
    X :     4.0
    
    Deathblow Bonuses (B)
    TX:     1.2
    TTX:    2.0
    SX:     2.8
    TTTX:   3.6
    TSX:    4.4
    STX     5.2
    XX:     6.0
    TTTTX: 11.2
    TTSX:  11.6
    TSTX:  12.0
    STTX:  12.4
    SSX:   20.0
    XTX:   46.0
    
    So, for example, Yamikei contains XTX, for a sum(M) of 9, and because it
    results in a Deathblow, it has a B of 46. To further our example, let's say
    that Fei has a CA of 150, and he's fighting a Neo Tin Robo with an ED (needs
    Cialis) of 32, so D=((150-.75*32)*9)+(150*46)=1134+6900=8034.
    
    
    ________________________________________________________________________________
    
    -8- Appendix 4 - Gear Deathblow Learning Correlations
    
    Conventional Deathblows:
    TT - Learn TX
    TS - Learn TTX
    ST - Learn SX
    SS - Learn TSX
    XT - Learn STX
    XS - Learn TTTX
    Character XX unlocks nothing.
    
    Item-induced Deathblows:
    TX - Equip Deathblower 1 Part  
    SX - Equip Deathblower 2 Part
    XX - Equip Deathblower 3 Part
    
    Hyper Mode Deathblows:
     T - Achieve 7 AP
     S - Achieve level 60
     X - Achieve level 70

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