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  3. Are there any armors with a full ten slots?

User Info: Foxhound3857

Foxhound3857
6 months ago#1
RIght now I only have one with nine, with the following modifiers:

PE Light
HP Max
Attack Up
+4 Inventory
Auto-Heal
Resist Darkness
Resist Poison
Resist Confusion
Resist Stiffness

Was hoping for one more slot so I could slap on Auto-Cure as well, since the Resist factors don't give outright immunity. Are there any armors that have a full ten?
And you will all live to grow and thrive and lead happy lives...
...until old age take you back to the weeds.

User Info: Perin Valin

Perin Valin
6 months ago#2
Yes.

User Info: Foxhound3857

Foxhound3857
6 months ago#3
Perin Valin posted...
Yes.

Which one? I'm actually making two, one of which is a swap to reset PE regen. Both will eventually have all stats at 999.
And you will all live to grow and thrive and lead happy lives...
...until old age take you back to the weeds.

User Info: Perin Valin

Perin Valin
6 months ago#4
Ceramic Armor 2.

If you already have the Survival Armor 2 then that makes a good second.

Revival also resets PE regeneration.

Grinding for a whole second armor seems... very unnecessary. Battles shouldn't last long with stat values in the hundreds, let alone maxed. You probably won't need to abuse the armor swap glitch.

User Info: Foxhound3857

Foxhound3857
6 months ago#5
Perin Valin posted...
Ceramic Armor 2.

If you already have the Survival Armor 2 then that makes a good second.

Revival also resets PE regeneration.

Grinding for a whole second armor seems... very unnecessary. Battles shouldn't last long with stat values in the hundreds, let alone maxed. You probably won't need to abuse the armor swap glitch.


Meh I'm just doing it for completion so I have the absolute best possible equipment:

Two CR Armors
999 Defense
999 PE
999 Crit
HP Max
Attack Up
PE Light
+4 Inventory
Auto-Heal
Auto-Cure
Resist Darkness
Resist Poison
Resist Confusion
Resist Stiffness

M92F Handgun:
999 Offense
999 Range
999 Bullet
Triple Command
1st Strike
Critical Up
Retaliate
Burst
Tranquilizer
Heat
Frost
Acid
Cyanide

P90 Machinegun:
999 Offense
999 Range
999 Bullet
Triple Command
1st Strike
Critical Up
RoF x2
Random RoF 1.5

Still don't know what to do with the last two slots on P90.
And you will all live to grow and thrive and lead happy lives...
...until old age take you back to the weeds.
(edited 6 months ago)

User Info: Perin Valin

Perin Valin
6 months ago#6
I assumed it was more of a "perfect" collection concept than a gameplay issue, but I like to mention my own notions too, just in case it matters to someone else.

You can only collect a single CR Armor 2 (Chrysler items are essentially unique).

If your Handgun is a Maxed full effects weapon, and the Machinegun is meant to be a perfect DPS vs any opponent

Triple
x2
Random
Critical

are definitely the best, after that you just want something that has a benefit, with no consequence?

First is an obvious choice.
Acid is harmless, but nearly useless... I suppose it technically increases overall damage output, so, it is more perfect than the other "harmless" options.
Tranquilize could be beneficial until Cyanide becomes available.
Cyanide may help in the early grind, if Attack power is low enough that it has a benefit.

Counter Attack May be an interesting final effect to replace Tranquilize / Cyanide. You could basically automate battle with Counter and Auto-Med/Heal. At that point you don't need to avoid hits for BP gains anymore, so the negligible deficit of taking hits to activate it is moot, and the loss of control probably means nothing, because you're just spamming attack in an ideal situation anyway. Once you don't need Cyanide anymore you can move it to the M92F.

Triple
x2
Random
Critical
First
Tranquilize -> Cyanide -> Counter
Acid

... would be my suggestion.
(edited 6 months ago)

User Info: HegemonKhan

HegemonKhan
6 months ago#7
end game damage

if no negative effect: acid (more damage if works on monster/boss, though only minor more damage as its just poison effect on monsters/bosses, and it hits, but doesn't stack of course, with every bullet)

counter (once you got maxed equipment, by letting yourself get hit, you get a chance at another attack: chance at more damage, if you don't care about taking damage yourself)

if you really want to max out... you have multiple P90s, one with explosive, and one with freeze, (and one without explosion and freeze, of course), switching them, per monster/boss weakness

--------

the 10 slots from the wayne's M92F handgun (day 3) are a waste, and handguns are slower than machine guns

(also the DE50AE7 day 4 300 junk handgun has much higher base stats at the cost of 1 less slot: 9 slots instead of 10 slots from wayne's M92F handgun on day 3, but why get a handgun, when you can get a 300 junk machine gun?)

the 7 slots of the P90 machine gun (300 junk) is perfect

----------

before/without entering the chrysler building: available effects and best gear:

Weapons:

P90 (day 4: 300 junk machine gun): (1) None/Burst/Spread/Ext_Spread, (2) xN RoF, (3) Double (museum/day4 M8000 and M9-3 handguns), (4) Critical (from 300 junk rifles: MAG and AK-47), (5) First-Strike/Quickdraw (warehouse/day5 PPK handgun), (6) Acid (if no negative effects, otherwise: Tranquilizer, if no neg effects, else: none), and (7) Counter/Retaliate

P90: (1) None/Burst/Spread/Ext_Spread, (2) xN RoF, (3) Double, (4) Critical, (5) First-Strike/Quickdraw, (6) Acid (if no negative effects, otherwise: Counter/Retaliate), and (7) Freezing

P90: (1) None/Burst/Spread/Ext_Spread, (2) xN RoF, (3) Double, (4) Critical, (5) First-Strike/Quickdraw, (6) Acid (if no negative effects, otherwise: Counter/Retaliate), and (7) Explosive

Counter/Retaliate (day 4: 300 junk: AK-47 rifle and USP-TU handgun)

Acid: M203-3 grenade launcher from chinatown (day 5) and M79-2 grenade launcher from chinatown sewers (day 5)

Tranquilizer: hospital/day4 (M79 grenade launcher)

Explosive: M203 grenade launcher (central park / day 2) and m203-2 (warehouse / day 5)

Freezing: M203-4 grenade launcher (musuem / day 5) and m79-3 (chinatown subway / day 5)

Burst: M870 shotgun (chinatown sewer / day 5) and day 4: 300 junk shotgun (M10B)

Ext Spread (1.5 All): P90 (day 4: 300 junk machine gun) and other day 4: 300 junk machine guns or various guns from days 3-5

Spread (1.5 half): other day 4: 300 junk machine guns and other various guns from days 3-5

------

if you get the day 4: 300 junk rocket launcher (LAW80), it has 20 PLUS attack/damage points, that you can transfer to your ultimate gun

if you already got the junk weapons and their various effects, then if get more 300 junk, get the LAW80 for the 20 PLUS attack/damage points for transferring

-------

Armors:

N Suit (museum / day 5): less base stats (44-36-23) (but this just means a few more stats needed to be raised), but you do get 6 slots (however, you really don't need the 6 slots due to the limited available effects prior to the chrysler building, though, when you do go in chrysler building you got the 6 slots to add a couple more effects to, until you get the better/best armor/s further into the chrysler building)

B Jacket (musuem / day5): 4 slots only, but higher base stats (44-49-28) and Cr vest 2 (museum / day5): 4 slots only, but higher base stats (46-43-31)

Available Effects:

Auto-Heal: the 3 CM armors (days: 2, 3, and 5)

HP Up: chinatown sewers (day 5): Cr Protector

Anti-Poison: B vest 1 (hospital / day 4) and B jacket (museum / day 5)

Anti-Stiffness: B Protector (chinatown subway / day 5)

+1 inventory: sv vest 1 (central park / day 2) and sv protector (musuem / day 5)
(edited 6 months ago)

User Info: Foxhound3857

Foxhound3857
6 months ago#8
So the best weapons would actually be three P90's with:

Triple
RoF x2
RRoF
1st
Critical Up
Counter

One with Heat, one with Frost, and one with Acid?

I'd still want an M92F just because I want a pretty looking gun for swag factor, even if it is inferior. Still, even with the damage penalties from Heat/Frost resistance enemies, 999 attack power is still overkill.

But CR Armor 2 is really only available once period? I thought the loot in Chrysler Building resets on the next game cycle.

If that's the case, then I might not have enough Triple Commands available for tuning.
And you will all live to grow and thrive and lead happy lives...
...until old age take you back to the weeds.
(edited 6 months ago)

User Info: HegemonKhan

HegemonKhan
6 months ago#9
unfortunately, the Chrysler equipment and its effects, is "once only" (the chrysler does NOT reset with new ex games/rounds, it is permanently saved in the game code), so ya... you might be limited...

(the only thing that resets in the chrysler are the floors:monsters until you beat their boss floors, the chests/equipment does NOT reset!)

-------

Chrysler Building ONLY stuff (missable equipment/effects):

(all effects NOT seen below, can be found normally, outside of the chrysler building, meaning that they are unlimited in quantity)

-----

weapon effects:

cyanide (1 total): M203-6 grenade launcher (1/1)

command 3 (1 total): M96R handgun (1/1)

-------------

armor effects:

Attack Up (2 total): CR Armor 1 (1/2) and sp armor 2 (2/2)

Anti-Confusion (1 total): B Suit 2 (1/1)

Anti-Darkness (2 total): B Suit 1 (1/2) and B jacket 2 (2/2)

+4 inventory (2 total): sv armor 1 (1/2) and sv armor 2 (2/2)

(ignoring the +2 and +3 inventory equipment)

PE Light (1 total): cm armor 2 (1/1)

Auto-Cure (2 total): cm suit 1 (1/2) and cm armor 1 (2/2)

-----------

equipment (1 only for each of them, of course):

weapons:

(the junk weapons are the best, highest base stat weapons, more than the crysler weapons, so we don't care about the chrysler weapons themselves, aside from: club 4 and 5, and the firearm/projectile weapon effects in the section above)

melee:

Club 4
Club 5

armors:

best/main armor: Cr armor 2 (10 slots)
switch armor: Sv armor 2 (9 slots)

cr armor 2 (best armor): 10 slots, highest base stats

sv armor 2: 9 slots, but lower base stats than the other runner up armors shown below (though they got less slots), but lower base stats shouldn't matter, so this would be the #2 (2nd best) armor for you (for switching: to recharge PE meter)

cr armor 1 and cm armor 2 have higher base stats than the sv armor, but less slots, but since base stats don't matter, these would be #3 (3rd) best armors, which you don't care about, as you only need a 2nd armor
(edited 6 months ago)

User Info: HegemonKhan

HegemonKhan
6 months ago#10
end game equipment:

Club 4 (3 slots):

1. Rob (if possible: Critical/Quickdraw/Counter, but then why even use a Club instead of the P90, if you're not stealing items or if don't need to steal, in the first place? Aside from trying to win the game with each type of weapon, of course)
2. Critical/Quickdraw/Counter
3. Counter/Quickdraw/Critical

P90 (7 slots):

1. xN RoF
2. None/Burst/Spread/Ext-Spread
3. Triple
4. Critical
5. Quickdraw
6. Counter
7. Acid/Tranquilizer/Cyanide

P90 (7 slots):

1. xN RoF
2. None/Burst/Spread/Ext-Spread
3. Double
4. Critical
5. Quickdraw
6. Counter/Acid
7. Explosion

P90 (7 slots):

1. xN RoF
2. None/Burst/Spread/Ext-Spread
3. Double
4. Critical
5. Quickdraw
6. Counter/Acid
7. Freezing

Cr Armor 2 (10 slots):

1. PE Light
2. Attack Up
3. HP Up
4. Auto-Heal
5. Auto-Cure
6. Anti-Darkness
7. Anti-Stiffness
8. Anti-Poison
9. Anti-Confusion
10. +4 Inventory

Sv Armor 2 (9 slots):

1. Attack Up
2. HP Up
3. Auto-Heal
4. Auto-Cure
5. Anti-Darkness
6. Anti-Stiffness
7. Anti-Poison
8. +4 Inventory
9. none/unused

or (if you want higher base stats, though this shouldn't be a consideration, lol, though the +4 Inventory effect isn't really needed either, meh, these 2 armors are practically tied, lol):

Cr Armor 1 (7 slots):

1. Attack Up
2. HP Up
3. Auto-Heal
4. Auto-Cure
5. Anti-Darkness
6. Anti-Stiffness
7. Anti-Poison
(edited 6 months ago)
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