THE iDOLM@STER > THE iDOLM@STER 2

THE iDOLM@STER 2 Gameplay Thread

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DJStarstryker:

--- Quote from: shinn87 on November 06, 2011, 02:32:15 pm ---Second run and I'm beginning to think that Strategy posted on the Wiki is impossible. No matter how hard I try, I can't seem to break into the top 20 by end of week 8 www

--- End quote ---

Unless you have good stats on the outfits, accessories, and amulets you have, you most likely won't be able to do it. Honestly, this is something you can't really expect to do after a few playthroughs under your belt due to trying to learn strategy and getting stuff to put on your girls.

Now that that's out of the way...

Those of us who put together the English im@s 2 wiki still do NOT have the PS3 version. So anything for Hyper or the Extra Episodes will not necessarily be there for a long time (if ever?), unless someone else wants to add pages for that. Treat any strategy suggestions/advice there for the normal mode.

I am hoping to put together something about unlocks and changes up in the future, based on what I can find on the Japanese wiki and such.

mallory627:
Well I did my first playthrough....didn't win any awards... :'(

I felt sooooooo bad for my team!!!!!!! :'(

BT2:

--- Quote from: BT2 on April 13, 2011, 04:41:53 am ---What we know is that burst only checks for raw danketsu points and that it takes 10 appeals.

--- End quote ---

From BT2 of the future to BT2 of the past: That's untrue.
A burst always takes 10 seconds and another second or so to restart with the appeal circles, thus effectively wasting more time depending on BPM.


I've also made a couple of new interesting observations, namely another BPM/ appeal one.

First lets start out with my original observation: Some songs end sooner than others.
2nd observation during a Fes: The AI stops appealing when your song is over, even if they just started bursting. They sure are polite for stopping.
3rd observation: Bursting takes around 11 seconds.


Because I'm a Visual unit user I'll be using the three 150 appeal Vi songs as examples.
First I clocked the time your final appeal chance happens for Ai LIKE HAMBURGER and MEGARE! starting from when the appeal circles start pulsating. It was around 1:34 and 1:40'ish respectively. With these values known it's easy figuring out the formula for final appealing being: (60(bpm/2))*appeals= time. We'll get 1:33.75 and 1:40.00 for both songs. Shiny Smile would take 1:45.88 with the formula.

Now back to observation 2 and 3. The AI stops appealing when your song's over and bursting takes around 11 seconds.
If you're playing a Fes and your opponent is Shadow★Mars, Hibiki using Shiny Smile, you'll know that her song takes 1:46'ish. If you're using Ai LIKE HAMBURGER your song ends at 1:34 so if you can do a burst at 1:23 you effectively stop the AI from appealing for 23(!) seconds.
If we modify the earlier formula we can make a formula for lost chances; ((appeals/2)/60)*seconds= appeals lost or ((150/2)/60)*23=28.75 appeals. For a song with 150 appeals that's around 19% scoring potential lost at best.

Also, Shiny Smile is a mere 170bpm song, whereas Hamburger is 192 even though they have the same appeal chances. We already know voltage rise is based on the amount of appeals during a song and the max appeals it possesses. Or 192/170*100-100=13% faster. What this tells us is that Hamburger gains voltage faster than SS with the same conditions and can do a burst when SS is still stuck at 170/192*100= 89% voltage.


Back to the formula ((appeals/2)/60)*seconds= appeals lost.
If we want to see how many appeal chances you lose during a burst we'll use 11 seconds (I don't have the actual value, so let's assume 11 is correct)  and we'll get the following results:
Shiny= 15.6, Megare= 16.5, Hamburger =17.6
This means that even though they have around the same scoring potential without using bursts, Hamburger loses 2 extra appeals when compared to SS because it's faster.

With the knowledge we obtained with final appeal chance time, appeals, bursting and voltage it means that songs with the same appeals and a higher bpm is more suited for Fes's but for general scoring purposes the same amount of appeals and a lower bpm is better for general scoring purposes because its relative bursting time is less, thus wasting less appeals.


Useless info:WaO loses 23.3% of scoring potential when GMW bursts at 1:19, though no AI opponent uses WaO as their song.

--- Code: ---GO MY WAY!! 1:30.67
relations 1:41.41
Me ga Au Toki 1:40.14
Kiramekirari 1:40.00
Kosmos, Cosmos 1:41.31
Meisou Mind 1:34:74
Do-Dai 1:45.26
My Best Friend 1:31.72
Shiny Smile 1:45.88
my song 1:41.54
i 1:42.86
LMG 1:31.56
Hamburger 1:33.75
Nanairo Botan
SMOKY THRILL 1:38.63
THE IDOLM@STER 1:30.00
MEGARE! 1:40.00
WaO 1:47.78
Honey Heartbeat 1:41.41
READY!!
Kami SUMMER!!
Vampire Girl 1:42.62
L.O.B.M 1:38.82
Colorful Days 1:30.57
I Want 1:41.12
Shiny Smile 1:45.88
MEGARE! 1:40.00
Hamburger 1:33.75
--- End code ---

Byuusan:
i been talking to a friend and now we're both confused about revival, break, superbreaks and keeps.

this is what we have atm.

{Day 01} - Pick Song
{Day 04} - Song Released, Pick a festival (Super Break)
{Day 05} - Normal Live (Keep)
{Day 15} - National Audition/ Festival (Revival/Break)
{Day 16} - Normal Live (Keep)

Does this seem right?

BT2:

--- Quote from: Byuusan on November 09, 2011, 08:15:48 pm ---Does this seem right?
--- End quote ---

No it doesn't.

{Week 01} - Pick Song
{Week 04, CD release week 1} - Song Released, Pick a S. Live(Super Break)
{Week 05-07} - Normal Live (Keep)
{Week 10+, CD release week 6} - Festival (Break) or if you switched songs this'll be the first day you can obtain a revive by doing a non-national audition.

Pretty sure you can't get a keep during another special condition, also pretty sure keep can only trigger when you actually still have a sales coefficient, though it is possible to get multiple ones.
Also, just because it's possible to obtain a special condition doesn't mean you'll get one.

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