u/DonBilleton

Sorry for no post yesterday, I was a bit busy. Let's get going with day 3!

So, what the hell are craftable weapons?

Very simple, they're weapons you can craft. In all seriousness, Jojo's bizarre dungeon adds a new alchemy tab, filled with special recipes, using both new items and just recipes with old ones.

These special weapons can't be found in the store, as loot or in chests, and instead can only be made by alchemy with the recipe provided.

There are 6 special weapons, each mostly based around a weapon they made in the anime. I do have to say these aren't necessarily iconic weapons, just kind of recognizable ones.

Luck and Pluck!: On hit there's a 1/7 chance of hitting enemy's around the enemy you're hitting for 30% damage. Additionally, if your health is 7 or 77 deal +777% damage.

Anubis and Silver chariot Dual wield: Hits twice per attack.

The world's fists: It has a range of 3 tiles. If you hit an enemy teleport behind the target if possible. It also has a special interaction when you hit Dio on floor 30.

Pink Dark Boy: Every hit apply one of the effects of the wand of corruption.

Sex pistols: Every 6th hit deal 20% damage to all enemies on screen.

Perfect stone mask: Every 10 hits change mode. It's based on Kars changing animal abilities and stuff. It has 3 different modes. Bird where you hit the enemies around the one you attacked like a shocking enchantment, Squirrel where you hit fast but have less accuracy and octopus where you inflict a random negative effect on hit

u/DonBilleton — 8 days ago

Welcome back. Today we're talking about the seventh class of Jojo's bizarre dungeon: Johnny Joestar. I'll talk about his main mechanic, subclasses and armour abilities. If you have any questions about the abilities or anything else however, feel free to ask!

MAIN MECHANIC

His main mechanic is receiving a stand disk (The equivalent of artifacts) in the form of Tusk. Whenever you activate tusk it'll fire a nail bullet directly to an enemy. This bullet can only be fired to enemies, and cannot go through enemies or terrain (walls). Whenever you fire, a quick time event will activate where you must stop a bar that's swinging back and forth through a target. The closer to the center you stop the higher the damage it does, with a max of 50-67 damage at +10.

There are 4 possible types of shots depending on how close to the center they stop. From farthest to closest there's:

Red: The shot misses and does 0 damage.

Orange: The shot lands but does poor damage. Around 15-20% of the max damage.

Yellow: The shot lands with substantial damage. Around 35-40% of the max damage.

Green: Better called "Golden spins" in abilities (No idea why they're green). These land perfectly centered, hitting for full damage.

The item description for Tusk gives you a damage range, which refers to the damage of a Golden spin. The percentages I give are purely from experience and observation so take them with a grain of salt.

Every time you activate him the quick time event will have a different speed. Sometimes very slow, sometimes very fast, but it does reach an average.

To level up Tusk you must land a certain number of Golden spins. For +1 you must land 3, for +2 you must land 4 and so on and so forth. The number augments by 1 for each upgrade.

Every 3 levels it'll gain an extra ability:

At +3 it'll evolve into Tusk act 2: Shots can now go through terrain. You still need direct vision to target the enemies, so you can't shoot through walls, however.

At +6 it'll evolve into Tusk act 3: Golden spins grant you 20 shielding. Shielding isn't stackable this way however.

At +9 it'll evolve into Tusk act 4: Hitting an enemy with a Golden spin inflicts them with "Infinite rotation". Infinite rotation is a status effect that can't be removed and lasts until the death of the target. Every 2 turns it deals 1-2 damage. It can affect bosses.

I would like to say it's a very skill dependent class. Most of his good abilities really depend on you hitting Golden spins consistently. Still, with some practice it's not too hard.

Abilities:

Tier 1 (From left to right)

Survival skills: +1: Allows you to eat rotten meat without any negative effects. Rotten meat now gives 3 turns of artifact recharging effect. +2: Rotten meat now completely restores hunger.

Rider's intuition: +1 Identify everything 1.75 times faster. +2 Identify everything 2.5 times faster.

Precision aim: +1 Slow down Tusk's shots by 7.5% +2 Slows down Tusk's shots by 15%

Rotation training: +1 If you hit a ranged enemy with a melee weapon gain 3 shielding. +2 If you hit a ranged enemy with a melee weapon gain 5 shielding. Cooldown of 10 turns. If you don't understand basically hitting enemies like the mages or scorpion at close range gives you shielding

Tier 2

One who starves with pride: +1 Whenever you're starving gain +1 strength. +2 Whenever you're starving gain +2 strength. Eat food in one turn. It activates specifically when you starve, not when you're hungry.

Bullet tracking marks: +1 Nail bullets go through enemies. Enemies it travels through are hit for 50% of the shot's damage. +2 Enemies it travels through are hit for 100% of the shot's damage. With Tusk act 2 you can hit enemies on the other side of the map who have no idea what's going on. Funny.

Jet-black will: +1 Whenever you kill an enemy with a Tusk shot gain 4 turns of rampage. +2 Gain 8 turns of rampage. Rampage is the equivalent of adrenaline

Hole of rotation: +1 At the cost of 3 charges of Tusk, you're teleported at a random spot on the current floor. +2 Cost drops to 2 charges

Golden rectangle rotation: +1 Whenever you hit an enemy with a Golden spin they gain damage amplification for 2 turns. +2 They are now afflicted for 4 turns. Damage amplification is a new effect that makes the target take 67% more damage from every source. Very strong.

SUBCLASSES

Rider of the human Hymn

Starting off, we have the rider subclass. This class allows you to summon Slow dancer, your horse. When you're mounted, your speed increases by 10% and any damage you take is split between you and Slow dancer. The horse's base health is 90.

Whenever you're not mounted, Slow dancer will follow you around. He can't attack enemies, and can't be attacked in this state,. He will also regenerate health with the same regeneration rate you'd have as a base. Keep in mind, if Slow dancer dies while you're mounted you'll take heavy damage and suffer from bleed, so keep and eye on his health. If the horse died you'll have to wait 150 turns until it's available again.

Now, when mounted, you can access the jump mechanic. Whenever you hit a Golden spin you'll gain a "Jump charge", up to a maximum of 5. Jump charges allow you to jump for a charge, blinking up to 6 tiles and hitting an enemy you land on for damage equal to 2-3 times your hero level. By pressing the jump button and then your character you can dismount your horse, even without any jump charges. Tapping on the horse while dismounted will mount it again. Mounting and dismounting are instantaneous.

Abilities

Sugar mountains fountain: +1 Gain 1500 gold. +2 Gain a Gyro zepelli's memory disk (Enchantment scroll). +3 Gain a Topaz (Upgrade scroll, but in that upgraded form where it doesn't remove enchantments. I don't remember what it's called).

Desperate resolve: You can use Tusk without having it equipped but your health decreases by 15% each time. +2 Cost decreases to 10%. +3. Cost decreases to 5%.

Running over rough terrain: +1 Slow dancer's defense increases by 1-6 and upon landing a jump all sorrounding enemies are pushed back 2 tiles. +2 Defense increases by 2-12 and push back by 3 tiles instead. +3 Defense increases by 3-18 and push back by 4 tiles instead.

Transcontinental: +1 Movement increases by 10% while mounted. +2 20% instead. +3 30% instead.

Rotation with horse: +1 While mounted throwable weapons are upgraded by +1. +2 While mounted, throwable weapons have increased accuracy of 35%. +3 While mounted, Tusk shots are instantaneous and upon hitting an enemy with one, retrieve all stuck weapons on them.

Golden spin stand user

First of all, I don't know if it's simply because of the translation, but my god that's a terrible name. Doesn't roll off the tongue at all.

Now then, this subclass allows the user to shoot twice every time they activate Tusk. It doesn't use two charges of Tusk, just shoots twice for every charge. Both of these shots happen right after the other in the same turn. They only hit for 75% of their max damage however.

Additionally, every 200 turns you can activate "Gyro's lesson", which slows down your next Tusk shot by 35%. This applies to both of the shots of Tusk from that charge. It lasts an infinite amount of time, and the effect only disappears once you shoot a nail bullet. I'd like to say it disappears even if you cancel the shot, so if you activate it, make sure to commit to your next shot.

Lastly, whenever you hit a Golden spin while Gyro's lesson was activated, one of your equipment gains an upgrade for 50 turns. It could be armor, weapons, stone masks (Ring equivalent), Shooting disk (Wand equivalent), or throwable weapons. For those last two it'll only be able to target the ones you've used recently, and it's only able to target things you have equipped currently.

Abilities

Sugar mountains fountain: +1 Gain 1500 gold. +2 Gain a Gyro zepelli's memory disk (Enchantment scroll). +3 Gain a Topaz (Upgrade scroll, but in that upgraded form where it doesn't remove enchantments. I don't remember what it's called).

Desperate resolve: You can use Tusk without having it equipped but your health decreases by 15% each time. +2 Cost decreases to 10%. +3. Cost decreases to 5%.

Lesson 5 is for this...: +1 The upgrade to your weapons increases from 50 turns to 80 turns. +2 110 turns instead. +3 130 turns instead.

Vision of the Zepelli Family: +1 Gyro's lesson cooldown decreases from 200 to 150 turns. +2 100 turns instead. +3 50 turns instead.

Teachings of saints: +1 Golden spin damage increases by 25%. +2 Golden spin damage increases by 50%. +3 Golden spin damage increases by 75%.

ARMOR ABILITIES

A truly long road.

At the cost of 50% charge, Johnny can mark a 3x3 area. At the end of 3 turns, any enemy in that area will receive damage equal to 80% of their max hp (I'm serious). Bosses only take 40-60 damage however. BE CAREFUL, if you're in the area at the end of those 3 turns you will also receive 80% of your max hp as damage.

The damage is affected by damage reduction effects, like the one eyes have while charging up their laser.

Abilities:

Ultimate destructive power: +1 Targets hit by a truly long road are paralyzed for 4 turns. +2. 8 turns instead. +3. 12 turns instead. +4. 16 turns instead. It does affect bosses.

Attack offset: +1 When you activate a truly long road, gain 15 shielding. +2. 30 shielding instead. +3. 45 shielding instead. +4. 60 shielding instead.

Nail bullet firing: +1 If you cast a truly long road again within 3 turns, its cost charge is reduced by 16%. +2. 30% instead. +3. 41% instead. +4. 50% instead.

The one who has transcended: +1 The ability's charge cost is reduced by 12%. +2. 23% instead. +3. 32% instead. +4. 40% instead.

Perfect golden rectangle

At the cost of 25% charge, Johnny can mark a 3x3 area. While he's in the area, his melee weapons and armor are enhanced by +1. The square itself only lasts 10 turns.

Johnny loses the upgrades as soon as he leaves the square, though the square itself will remain intact until its time ends.

You can have multiple squares at once.

Abilities

Harmful energy: +1 Golden rectangle's duration is increased to 15 turns. +2. 20 turns instead. +3. 25 turns instead. +4 30 turns instead.

Indomitable rider: +1 Increase the upgrades to your equipment by +1. +2 Increase by +2 instead. +3 Increase by +3 instead. +4 Increase by +4 instead.

Vortex leading to infinity: +1 Cripple enemies within the Golden rectangle. +2 In addition, blind enemies within Golden rectangle . +3 In addition, Incapacitate (They can't attack) enemies within Golden rectangle. +4 In addition, increase Golden rectangle's size to 5x5.

The one who has transcended: +1 The ability's charge cost is reduced by 12%. +2. 23% instead. +3. 32% instead. +4. 40% instead.

Infinite rotational energy

At the cost of 35% charge, Johnny will mark an adjacent enemy with rotational energy. By selecting the ability again and tapping any tile in view the enemy will be sent flying to that tile. The ability itself doesn't actually have any limits in range, the enemy will only stop once he hits an obstacle (Terrain or another enemy) or once it reaches its target.

The enemy will suffer damage proportional to the current floor, and the distance they travel doesn't have any effect on it. If it collides with an enemy, they will both take the full damage.

You can throw targets off a cliff if you prefer that as well. It unfortunately doesn't affect bosses.

Abilities

Force that controls gravity: +1 If the enemy travels 5 tiles or more deals 1.5 times damage. +2. 4 tiles instead. +3. 3 tiles instead. +4. If the enemy travels 3 tiles or more deals 2 times damage.

Infinite rotation: +1 The thrown enemy and the target it collides with (In case it collides with an enemy) suffer dizziness for 2 turns. +2. Suffer dizziness for 3 turns instead. +3 Suffer paralyze for 3 turns instead. +4 Suffer paralyze for 4 turns instead.

Rotation transition: +1 If the thrown enemy collides with another enemy get 20% of the spent charge back. +2. 40% instead. +3. 60% instead. +4 80% instead.

The one who has transcended: +1 The ability's charge cost is reduced by 12%. +2. 23% instead. +3. 32% instead. +4. 40% instead.

u/DonBilleton — 10 days ago

So, recently (like a month ago), I found a mod for shattered pixel dungeon called "Jojo's bizarre dungeon", that was essentially a reskin of the game. Now, I've been getting into Jojo's recently and I've already gotten a lot of stuff done in Shattered (Pretty much every challenge and badge), and just wanted to see how long it'd take me to get them again while waiting for more content.

Now, as it turns out the mod does have some changes to gameplay (I understood it was the exact same), so after trying a tad bit I decided to journal my progress on here!

I'll be posting every new stuff I can find about the game, one thing every day until I finish with everything! (Unless I miss something), and continue with gameplay, strategies and whatever else I can find.

I am aware my version may be outdated as it's currently pretty much only being released in Korean and stuff. Actually I'm using a translator to play it. Had to memorize a lot of stuff. Anyways, I'll do my best to stay with the latest version once we catch up with all the new stuff

So for today, let me start with the basics of what's changed:

-Every class is reskinned as a protagonist from a different Jojo part. The Warrior is Jonathan, The Mage is Joseph, etc.

-Every enemy, texture, environment, sound effect and even the background music is changed with few exceptions for things like walking or hitting. All to fit the Jojo Theme.

-There's a new class with completely new mechanics as Johnny Joestar

-There's a bunch of new items, secret quests, mini bosses, challenges and more!

-It's up to date with the current version of Shattered, so everything up to trinkets is implemented.

And that's everything for today! Thank you for reading!

u/DonBilleton — 11 days ago