Project-iM@S

THE iDOLM@STER => THE iDOLM@STER ONE FOR ALL => Topic started by: Byuusan on May 25, 2014, 08:26:30 am

Title: One For All: Gameplay thread
Post by: Byuusan on May 25, 2014, 08:26:30 am
Mostly for discussion about the game, what you found out, ask for advice and etc.

Some videos of the game itself

My own gameplay video, due to a strike, my gameplay videos will stop where it is : https://www.youtube.com/playlist?list=PLHiKK_w7sw_efrwUkx17nWvLDK_x6FSHe&feature=mh_lolz

My friend, TheMasterLL Gameplay videos, likewise he was also hit by a strike, so i don't know if he'll continue or not : https://www.youtube.com/playlist?list=PL9QX5HGplse9QdyMRgYXIrWlziAKugZi0
Title: Re: One For All: Gameplay thread
Post by: TheBluePhone on May 25, 2014, 10:28:49 pm
this has probably been posted elsewhere but these seem to be the burst skills

Haruka - increase VO's multiplier by a lot after bursting
Miki - increase VI's multiplier by a lot during burst
Chihaya - increase VO's multiplier by a lot during burst
Iori - While bursting, there is a chance of recovering an appeal
Yayoi - increases all multipliers after bursting
Makoto - increase DA's multiplier a lot after bursting
Yukhio - increase VI's multiplier a lot after bursting
Ritsuko - this one im actually not sure about
Ami - voltage rises after bursting
Mami - all interest rates increased during burst
Azusa - While bursting, chance of recovering an appeal
Takane - voltage rises after bursting
Hibiki - increase DA's multiplier while bursting

id like to note tho that i do not speak any japanese so these are just from what ive observed



Title: Re: One For All: Gameplay thread
Post by: Yukibro on May 26, 2014, 02:59:50 am
this has probably been posted elsewhere but these seem to be the burst skills

Haruka - increase VO's multiplier by a lot after bursting
Miki - increase VI's multiplier by a lot during burst
Chihaya - increase VO's multiplier by a lot during burst
Iori - While bursting, there is a chance of recovering an appeal
Yayoi - increases all multipliers after bursting
Makoto - increase DA's multiplier a lot after bursting
Yukhio - increase VI's multiplier a lot after bursting
Ritsuko - this one im actually not sure about
Ami - voltage rises after bursting
Mami - all interest rates increased during burst
Azusa - While bursting, chance of recovering an appeal
Takane - voltage rises after bursting
Hibiki - increase DA's multiplier while bursting

id like to note tho that i do not speak any japanese so these are just from what ive observed

Just to add on what you posted:

http://pastebin.com/XZFgHQQ5

Basically, there are six idols that complement each other with burst boosts during and after: Chihaya during and Haruka after for Vocal, Miki during and Yukiho after for Visual, and Hibiki during and Makoto after for Dance. It's better to go for one of those pairs for scoring purposes and then choosing from a third based on your preference. To clarify from BluePhone, Iori's Burst Skill has a small chance of giving a Skill Boost (the yellow bar in the middle of each appeal, boosts the rate, I think?) to an appeal after hitting it, while Azusa gives you a small chance to regain memories on each hit. Ritsuko essentially boosts appeal rates and Skill Boosts while bursting only, which is still pretty nice.

I'm still not sure what differentiates Takane and Ami's skills, though. Based on the way they are described, I think Takane gives a flat amount of voltage after the burst while Ami may increase the voltage rate instead. I also kinda guessed with Mami since I can't get a good idea on what "interest rates" are, even when looking at iM@S2 info.
Title: Re: One For All: Gameplay thread
Post by: TheBluePhone on May 26, 2014, 04:07:44 am
yeah, mami's was worded really awkwardly since i had to use the jp wiki + google translate for hers, my bad.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on May 26, 2014, 04:14:13 am
Oh. I don't blame you. I saw the interest rate line in there, too, but couldn't find any specific explanation anywhere. The closest thing I found was on the iM@S2 strategy site:

"In the description for the audition, there are times when they are "looking for a ~~~ image" (~のイメージが欲しい) but this only affects the interest rate at the start of the audition and the change in the rate when performing appeals."

So I guess it's the general rate of increase? I think I should update the Pastebin and clarify when it's either the multiplier or the rate going up, since they aren't the same thing, I think.

EDIT: Scratch that, the game does refer to the multipliers as "rates" in most cases. This game can be pretty confusing with terms.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on May 26, 2014, 05:32:03 am
Takane's burst skill adds a flat % to your volt meter if you complete your burst (ie, no missed notes)
Ami's skill adds to your voltage meter gain after the burst is complete, so you can burst faster after you finish bursting with Ami.

Bear in mind that all burst skills when in double or triple mode will gain a multiplier to whatever the modification is, and apply all the skills of the bursters involved. So Azusa's rate of appeal regen goes up if she bursts with someone else, Takane will regain more of the Voltage bar if she does so, Miki will score more hitting Visual notes during her burst, and so on.

Note that you don't get burst skill activation if you fail your burst notes for any skill that happens after burst completes.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on May 26, 2014, 06:12:38 am
I'll add that bit to the Pastebin. I was assuming it worked like that, though I've been busy preparing for an ALLSTAR LIVE and didn't have time to check.

I can certainly vouch a bit for that duo/trio increase, though. Azusa saved me from that B2 rank-up concert with that memory gain. I swear that Hokuto AI was messing with me.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on May 26, 2014, 06:18:19 am
I'll add that bit to the Pastebin. I was assuming it worked like that, though I've been busy preparing for an ALLSTAR LIVE and didn't have time to check.

I can certainly vouch a bit for that duo/trio increase, though. Azusa saved me from that B2 rank-up concert with that memory gain. I swear that Hokuto AI was messing with me.

Well, I've made various notes, but most people don't really care much about the notes I make, even though I've 100%d the game in a real hurry.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 26, 2014, 08:26:34 pm
Sorry, if this question is not in the appropriate topic.

I've noticed that even the Japanese wiki does not have choices for idols during their introduction scene or during certain rank up scenes (example E1-->D3).  I'm guessing the reason is because those choices don't affect anything?

However, it would be nice to know what those choices mean (I can't read japanese).  For example, I'm producing Chihaya and there were 2 choices during her introduction scene, which I sort of guessed the choices to move on.  But, then during rank up (E1-->D3) there were another 2 choices. 

If anyone still remembers the choices or the "best" response for these kinds of scenes (at least for Chihaya) please let me know.  I'm hoping the English wikia will include choices for these types of scenes.
Title: Re: One For All: Gameplay thread
Post by: Byuusan on May 26, 2014, 11:02:50 pm
Those choices don't affect anything in particular, those event are static. I do plan to record them and translate them and put them in the english wiki when i can.
Title: Re: One For All: Gameplay thread
Post by: fredex on May 26, 2014, 11:19:06 pm
been playing for a while and theres one thing thats been bugging me since i cant find info on it anywhere.
after every event for the day, theres some dialog that pops up with two options before the evening portion of the day, i always pick the left option since it gives an okay type of sound effect but does anyone know what that things asking you?
Title: Re: One For All: Gameplay thread
Post by: Byuusan on May 26, 2014, 11:40:32 pm
been playing for a while and theres one thing thats been bugging me since i cant find info on it anywhere.
after every event for the day, theres some dialog that pops up with two options before the evening portion of the day, i always pick the left option since it gives an okay type of sound effect but does anyone know what that things asking you?

you're likely asking after a audition, live of fes, it basicly if you wanna save the dance. left is yes, right is no.
Title: Re: One For All: Gameplay thread
Post by: fredex on May 26, 2014, 11:57:25 pm
you're likely asking after a audition, live of fes, it basicly if you wanna save the dance. left is yes, right is no.

hmm so ive always been saying yes, but what does it mean by save the dance? i havent touched s4u yet if its something to do with that.
Title: Re: One For All: Gameplay thread
Post by: Virgofall on May 27, 2014, 01:04:58 am
hmm so ive always been saying yes, but what does it mean by save the dance? i havent touched s4u yet if its something to do with that.
It's basically asking if you want to save a video of the dance that you just played/messed with camera angles and appeals on (You can look at them later on from the main menu, the option after the 765 catalogs - one of the options after that is video, one is photos. Both of them cap at 50 though).
I personally just leave after-work performances off (second option in the first portion of the Options menu), because in my mind, I have S4U if I want to set up specific video/costume/music setups, etc. (the same option of wanting to save the video appears after S4U play as well) - not to mention they can take some time. This option won't affect performances after Allstar Lives (probably because of the nature of those performances).

I would also agree with wanting know the "Perfect" options for commus as well, though it's moreso because I've noticed results do affect memory gain. (I remember having restarted on at least one board-based commu when an idol was very near to getting another memory appeal, and the result has made the difference between getting another memory appeal or not, thus.) Not the most important thing when compared to other stuff - especially since memory can be gained from just doing regular work as well, thankfully - but I would still think it useful.
Does that also apply to the rank-up commus (in that memory gain is affected by the result)?
Title: Re: One For All: Gameplay thread
Post by: zeda12123 on May 27, 2014, 04:30:54 am
Trying to do one of Miki's commus and i cannot fucking figure out how to work it. The wikis say to hold down the button (I assume circle) and move the cursor but when i try that it registers as a click and when i press down off miki and move the and towards her it registers as a click the second it touches her so I cannot figure out how to perfect commu that one.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on May 27, 2014, 04:48:58 am
The thing about the story commus is that since the choices don't matter, they end up being rather silly. At least in the few examples I've seen, anyway. The good thing is that you can replay those commus in the main menu. There's an option to view Memories alongside the options to view PVs and screenshots, and you get the entire list of story commus you've watched.

Trying to do one of Miki's commus and i cannot fucking figure out how to work it. The wikis say to hold down the button (I assume circle) and move the cursor but when i try that it registers as a click and when i press down off miki and move the and towards her it registers as a click the second it touches her so I cannot figure out how to perfect commu that one.

That sounds similar to a Yayoi commu I had. Try hitting and holding Circle while on the background, then try doing what's needed. Assuming you've tried that already, perhaps the button is touch-sensitive? Though I've noticed some touch commus have given me trouble, even the simpler ones.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 27, 2014, 05:39:24 am
The thing about the story commus is that since the choices don't matter, they end up being rather silly. At least in the few examples I've seen, anyway. The good thing is that you can replay those commus in the main menu. There's an option to view Memories alongside the options to view PVs and screenshots, and you get the entire list of story commus you've watched.

You are right about replaying those story communications.  What about the board based communications (in Produce Mode)? Can you replay those?  It seems that you can replay only a certain one (but not all of them) if there aren't any new ones.  Is there a way replay all of the board based communications you've previously seen?
Title: Re: One For All: Gameplay thread
Post by: Yukibro on May 27, 2014, 05:59:47 am
You are right about replaying those story communications.  What about the board based communications (in Produce Mode)? Can you replay those?  It seems that you can replay only a certain one (but not all of them) if there aren't any new ones.  Is there a way replay all of the board based communications you've previously seen?

The contact commus on the board are supposedly not replayable except for the same basic one that involves touching. I've been recording every other commu I've seen, though. The YT link is in the bigger OFA thread.
Title: Re: One For All: Gameplay thread
Post by: zeda12123 on May 27, 2014, 06:25:36 am
Still trying to work out that Miki commu but I noticed I got a message during one attempt I've never seen before. Instead of a normal, perfect or bad I got a message in orange that I didn't even know existed, idk what it means but yeah thats a thing.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on May 27, 2014, 10:49:21 am
Still trying to work out that Miki commu but I noticed I got a message during one attempt I've never seen before. Instead of a normal, perfect or bad I got a message in orange that I didn't even know existed, idk what it means but yeah thats a thing.
blue: bad
green: normal
orange: good
pink: perfect
Title: Re: One For All: Gameplay thread
Post by: Naryoril on May 27, 2014, 11:44:03 am
Did i understand this correctly: you can do a communication on the board every week for each idol until their memory is maxed out? And i guess the more of those you do, the more memory appeals you can use on stage, is this correct? And can you use as many memories as allowed like in Im@s 2, or do you have to earn the memories first before you can spend them? I can't find the number of memories an idol has to use anywhere, but otherwise i don't get the meaning of the memories/hearts each idol gets after a job.
Title: Re: One For All: Gameplay thread
Post by: Byuusan on May 27, 2014, 12:02:45 pm
you can use them as many time as you like, but only once per event.

 So say that you have 7 aviable to use for the whole event, the event is 2 songs long. you used 3 appeal in the first song, for the 2nd song you only have 4 left to use.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on May 27, 2014, 01:17:28 pm
you can use them as many time as you like, but only once per event.

 So say that you have 7 aviable to use for the whole event, the event is 2 songs long. you used 3 appeal in the first song, for the 2nd song you only have 4 left to use.

So i can go all out with memory appeals on normal jobs? What do the memories you get after a job mean then? Do they just work towards the maximum memory appeals an idol can use like the communications from the board? So it's basically identical to im@s 2, only that in im@s 2 only promotions worked towards that goal?
Title: Re: One For All: Gameplay thread
Post by: Virgofall on May 27, 2014, 06:09:56 pm
The thing about the story commus is that since the choices don't matter, they end up being rather silly. At least in the few examples I've seen, anyway. The good thing is that you can replay those commus in the main menu. There's an option to view Memories alongside the options to view PVs and screenshots, and you get the entire list of story commus you've watched.

Well, this is good to know, at least.

So it's basically identical to im@s 2, only that in im@s 2 only promotions worked towards that goal?
Yes, but there's more! (hence, "notes" - yep totally an infomercial girl np)

Notes: (we're going to get nitpicky here, warning ahead) -
- Memory appeals are per-idol. I don't know what the maximum amount of memory per idol is, though I know I've at least a few idols with 4 memory appeals available. (Granted, in my file most of my idols are in A- or B-rank.)
- You can only get memory from the board for communications which are marked "new" - if it's a replay, you can't get memory off of it.
- In rank-up festivals (like Byuusan mentioned), you will have to do two songs with memory counts staying the same for the idols used in between (though you can switch out your non-lead idols in those instances, and use their memories. The max you can have for a group in the rank-up festivals is a trio).
For example, if you have 5 idols available, all have 2 memories, and you used 6 memories on your first song, then you can switch out your supporting idols and have 4 more memories for use on the second song.
In this situation, memories are drained in the order of Second support idol > First support idol > Leader. I'm not sure how this situation would apply in All-Star lives.
- You have to enable the use of duo or trio appeals as Skills on each idol's Skill Board. You don't get to use duo/trio memory appeals right off the bat.
- When you have duo or trio burst appeals available for use, you would use memory appeals when at a full voltage bar to enable duo or trio burst appeals (1 memory for a duo, 2 memory for trio).

In general, outside of festivals, memories seem a lot more usable than they were in 2. When you use one... well, I'll just repeat what I said somewhere else.
Quote
I've noticed that Memory Appeals go off your current multipliers for each stat; they appear to be, basically, the equivalent of pressing all three buttons at once and adding +5% multiplier to each, instead of resetting the multipliers.
Title: Re: One For All: Gameplay thread
Post by: Byuusan on May 27, 2014, 10:40:53 pm
For All Star Live, go all out, because every song used different idols, none of the memory appeal will carry over.

Due note that Voltage bar doesn't carry over. So if you can, save the burst for the last note.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 28, 2014, 08:04:54 am
I have some very basic questions about memory/burst duo and trio variants. Sorry, if this has already been answered.

So, doing the memory duo/trio variant would increase the voltage meter greater than if doing solo, correct? Would it also decrease the rival voltage meter even greater than solo? 

It seems to activate duo/trio memory variant it has to be performed in consecutive memory appeals while pressing L1 to quickly change idols though it seems harder this time since I can't seem to switch idols until the memory appeals fully ends.  Which means not a whole lot of time to switch idol and perform a duo memory appeal before the next note (general appeal).  Am I understanding this correctly?

But, what is the advantage for burst duo and trio variant?  Do you get more points? Or is it something else? When I peformed a duo burst, it didn't seem like I was getting a whole lot of points.  Maybe, I'm still early in the game.

Last unrelated question, some youtube communication videos seem to have the idols in different outfits in the same communication.  Is it because of the seasons?  Is there a way to wear the summer/spring outfits during fall/winter and vice versa (wearing winter/fall outfit in the summer/spring)?

Sorry, for the multiple questions.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on May 28, 2014, 08:39:29 am
It depends on what skills your idols who are double/triple appealing and bursting have.

All the appeals and bursts do is add the idols stats together, then slap a % bonus on top of the lot.

So if you have 3 idols who don't have any skill ups (namely, you went for base stats), you get very little multiplicative effects, or in short, double/triple anything is going to net you very little above a solo. (Or basically, the slight global multiplier you get does... well, next to nothing really)

If you unlock all the skills (Burst and the skills that look like little hits on the grid) you'll find that the gains are way beyond what happens when you do the same thing 3 times. However, if you focus nothing BUT those skills early on, your base stats will be lower. Basically, it's a choice between a selfish stat allocation, or a team based one.

So consequently 'It depends'.

In an absurd example, a full level 35 team made up of Takane, Miki and Azusa (Going left to right, Miki being leader) will result in something along the lines of this:

- It will take 3 appeals and a couple of notes to reach burst, from a standing start at the beginning. Depending how you do it, they will chunk down equivalent amounts of voltage from the other team.

This is because the solo uses one idol's voltage appeal modifiers, the second will use TWO idols' voltage appeals multipliers, and the triple will use all THREE of them, on top of the base appeal effect.

This doesn't of course affect ranking up the burst to involve two or three idols. You require the skills (and in the above scenario, they're max level) to do so.


On unleashing the triple burst the following effects will happen:

- Due to Miki being on the team, you will get a 1.5* multiplier on her already absurd visual multiplier during the burst notes during a burst. (Hint hint, let Miki burst)
- Azusa will give the ability to regain roughly 18% chance per burst note to recover an appeal. (Max 3)
- Takane will (assuming you complete your burst successfully) provide a 33% voltage bar granted when you complete the burst sequence.

There's what, 8 notes during a burst? So that's pretty good odds about recovering a few appeals, right there..

From here, you can double appeal, get to burst status, then do it all over again.

And again... (Up to 4 times, because no song can fit that many appeals beyond 4. You straight up run out of notes first.)


Now we walked through the most ABSURD scenario, let's actually compare to what happens when you do solo appeals and bursts.

Since Solo appeals don't get any bonuses, assuming you are level 35, you need 5 appeals to get from 0 to 100%


If you went full stat, and you didn't get any party based skills (appeal up bonuses), and aren't level 35, you will require 7 or 8 appeals to make it there.

Now, a single burst gains no % gains.

Azusa if she was the burster on a single, at level 3, will get a 12% chance to recover an appeal (Max 3) per burst note during her burst sequence.

If she's walking around with a level 1 burst skill, she's only got like a 5% chance or so.

Takane if she is a solo burster at level 3, will recover 20% of the voltage bar at the end of a completed burst (no missed notes)

At level 1 burst skill, she recovers like 8% of the voltage bar.

Miki will gain (off the top of my head) a 3x multiplier on burst visual notes.

At level 1 burst skill, it's like 1.5x

----

So in short, your idols skills will determine how well they work in groups, namely during appeals, and during bursts. Your idol stats will determine how they perform as individuals, or basically during standard notes and regular scoring.

Thing is if you're working off a very low multiplier (namely your base stats are low), the % gains from teamwork end up being very, VERY expensive for the amount of resources (namely appeals) that you have to expend to get it.

If you don't have enough appeals, trying for a triple appeal (Assuming you even got far enough to unlock triple appeals on the grid for at least 1 idol) is very risky, considering it takes time, and that time can be used by your opponent to burst you down.

Of course, if your appealing is weak, they'll be able to burst and run away with a better score than you.

So you figure it out. The team I named is very good mid to late game, but only if you have the skills to go around and enough appeals to start it up. If you're going for picks that don't rely on massive synergy and want to raw stat someone down, you probably want to try Makoto, Haruka or Yukiho (I think it's Makoto for dance) where their burst effect grants a massive multiplier to their respective stat after the burst is done. It's hard to say no to a 480+% multiplier.


I have some very basic questions about memory/burst duo and trio variants. Sorry, if this has already been answered.

So, doing the memory duo/trio variant would increase the voltage meter greater than if doing solo, correct? Would it also decrease the rival voltage meter even greater than solo? 

It seems to activate duo/trio memory variant it has to be performed in consecutive memory appeals while pressing L1 to quickly change idols though it seems harder this time since I can't seem to switch idols until the memory appeals fully ends.  Which means not a whole lot of time to switch idol and perform a duo memory appeal before the next note (general appeal).  Am I understanding this correctly?

But, what is the advantage for burst duo and trio variant?  Do you get more points? Or is it something else? When I peformed a duo burst, it didn't seem like I was getting a whole lot of points.  Maybe, I'm still early in the game.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 28, 2014, 09:32:41 am
Thank you so much for the explanation.  So, basically I need to start learning certains skills to help with the multiplier effects or special bonuses.

Now, for the other question.  Is there a way to switch the outfits from different seasons? Ex: Wearing winter outfit in summer and vice versa (wearing summer outfit during winter)?
Title: Re: One For All: Gameplay thread
Post by: Naryoril on May 28, 2014, 10:16:08 am
Now, for the other question.  Is there a way to switch the outfits from different seasons? Ex: Wearing winter outfit in summer and vice versa (wearing summer outfit during winter)?

Yes, it's in the options. Iirc on the second tab, the top 2 options. On that tab you can also change the lesson/audition outfits, swimsuits and school uniforms (for scenes that actually use them).
Title: Re: One For All: Gameplay thread
Post by: Virgofall on May 28, 2014, 10:51:36 am
If you're going for picks that don't rely on massive synergy and want to raw stat someone down, you probably want to try Makoto, Haruka or Yukiho (I think it's Makoto for dance) where their burst effect grants a massive multiplier to their respective stat after the burst is done. It's hard to say no to a 480+% multiplier.
Yes, it's Makoto for dance.

A strategy that I've grown fond of for trying to gain purely score (auditions, for example) is pairing any of the above with their respective during-burst counterparts (Hibiki with Makoto for Dance, Haruka with Chihaya for Vocal, Yukiho and Miki for Visual). I had managed to get a 97,870 score on a non-stat-specialized audition, NOT making full combo, using Ritsuko/Chihaya/Haruka, all maxed burst skills with... well, I don't remember if it was Chihaya or Ritsuko lead. Ritsuko was for her burst skill and generally high Vocal besides. (I'm fairly sure that, if I did make a perfect play, I'd have beat 100k, considering the missed note was giving approx. 800+ on perfects at that point - I KNOW it was 600-something "Good" missed - and the +2k full combo bonus.)
Then, though, getting such high scores on one song isn't really THAT impressive, considering I had a score attack goal of approx. 65k and ended up instantly beating that and the bonus goal (...76,500) in first week.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on May 28, 2014, 05:28:09 pm
I'm doing something similar right now for my normal unit, which is Yukiho/Miki/Chihaya. The Yukiho/Miki connection is obvious enough, but Chihaya also boosts Vocal rate during bursts, and considering that you can get Visual and Vocal around 200% easily after the first Yukiho burst, it's pretty effective. I do find it nice to switch out idols during rank up festivals, though, since you can gain different effects and more memories over time. Azusa is a good choice because she can regain memories, but Iori and Ami could also be potentially good choices since I believe their effects carry over to other songs.
Title: Re: One For All: Gameplay thread
Post by: Virgofall on May 28, 2014, 11:38:03 pm
Ah. I, myself, tend to be more of a minmaxer for the most part (preferring to burst on 5/3/2 characters and completely de-emphasizing the 2 stat), so I wouldn't do so, but of course to each their own. (I admit that I've grown to like the revamps because you can play as you like a bit more and not completely fail as a result of doing so.)
I'm not too sure if Iori's/Ami's bonuses carry over or not. I may check in a little while.
I agree with switching out idols during rank-ups festivals, if not for skills, for free memories alone. How I switch setups tends to depend on the current stat setup, but I typically take Takane and/or Azusa in first round.
(When/if Azusa depends on the current build setup for me, while her burst skill IS very nice I tend to prefer having a high-but-flat amount of memories to use - otherwise, if I'm doing high-Visual already I'll drag her along for second. Takane tends to be nearly-always a first rounder for me because it means most of the time you can end first song with a sizable amount of voltage. Of course if they're lead this doesn't apply so much XP )

I wonder about the effectiveness of a Takane/Ami/Azusa team, though (tons of voltage?). Though, where their base stats are concerned, the spread looks to be all over the place, and I doubt this would mean a whole lot until late-game either.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 29, 2014, 01:49:21 am
Thanks everyone for answering my questions.

I've noticed there are some board-based communication and evening events not listed in the japanese wiki.

I hope the english wikia will include those missing communications as well as the skills board (I'm a little paranoid on spending skills points even though I can point out a few of the obvious skills).  I've noticed Miki's skill board is complete, which is good.

You guys are doing great on the wikia.  Please, keep up the good work.
Title: Re: One For All: Gameplay thread
Post by: fredex on May 29, 2014, 02:23:25 am
Would someone be willing to translate the options menu for me? im curious about what im able to mess around with haha.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on May 29, 2014, 12:05:05 pm
can you miss board communications by leveling ranking up too fast? like you missed paid promotions in im@s 2 by reaching the top 50/top 20 early on.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on May 29, 2014, 09:59:57 pm
Would someone be willing to translate the options menu for me? im curious about what im able to mess around with haha.

I did a quick translation of the options menu on the wiki, but i only translated the name of the settings and not what they actually do and what all the possible options are.

http://idolmasterofa.wikia.com/wiki/Menu_Translations

Title: Re: One For All: Gameplay thread
Post by: fredex on May 29, 2014, 10:35:23 pm
I did a quick translation of the options menu on the wiki, but i only translated the name of the settings and not what they actually do and what all the possible options are.

http://idolmasterofa.wikia.com/wiki/Menu_Translations

thats good enough thanks! i always go check out options when i first start a game so its been bugging me that i hadnt touched it till now haha.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 30, 2014, 06:14:09 am
Sorry, I've got another set of questions.... You can be very brief in the answers.

1. From looking at Miki and Yukiho's skills board in the English wikia, I just realize most skills are shared among idols generally speaking.
In that case are these the uniques skills for the idols (see below)?  Why are there different ranks for same unique skills for each idol?

Haruka - increase VO's multiplier by a lot after bursting
Miki - increase VI's multiplier by a lot during burst
Chihaya - increase VO's multiplier by a lot during burst
Iori - While bursting, there is a chance of recovering an appeal
Yayoi - increases all multipliers after bursting
Makoto - increase DA's multiplier a lot after bursting
Yukhio - increase VI's multiplier a lot after bursting
Ritsuko - this one im actually not sure about
Ami - voltage rises after bursting
Mami - all interest rates increased during burst
Azusa - While bursting, chance of recovering an appeal
Takane - voltage rises after bursting
Hibiki - increase DA's multiplier while bursting

2. Also, do skills stack up? I've noticed repeated skills in the same idol.

3. I know burst counter, memory/burst duo(trio) are shared among idols.  What about skills like score up or rate up? Is that shared or does that idol have to be the leader?

4.  Are memory appeal or burst appeal skills shared?  Or is it specific to that idol in that the idol has to be part of the memory/burst appeal to activate that memory/burst skill?

5. The Extend costumes are not showing up in the shops.  Is my produce rank too low (rank 4)?

Title: Re: One For All: Gameplay thread
Post by: Setsuna on May 30, 2014, 06:53:37 am
1. The skill tree in idols amount to this (off the top of my head):

Unique burst skill. There are 3 levels, so you need to get it 3 times to get level 3. Each one (Basically it looks like an idol image on the grid.) gives +1 to the level, or grants it if you get it the first time.

+ voltage on regular notes. So when you hit that particular skill note type (VO, DA, VI), you will gain more voltage per hit.

+ voltage on appeal. These are across all idols, and no idol gets more appeal than another when maxed. I think they also affect the amount of damage on the rival.

+1 to appeal combos. There are two, and they allow duo and trio appeals.

+1 to burst combos. These allow duo and trio bursts.

+ Counter appeal - Allows the idol to counter appeal. Pretty sure they're across all idols, but some get it earlier than others. I think this is bundled up with burst appeal.

The flexiblity is pre level 35, where you get to skewer your idol's growth.

2. Yes, I outlined how they stacked up previously. This is within the idol set, and between other idols.

3. They all stack. Only one idol needs access to it for that unit to have access to duo+ appeals, bursts and the ability to counter burst to grant it to the team though. This is useful for All stars early on - you make your initial team of 3 have access to the triple appeal/burst, and spread 1 per team.

4. There are two stores. BK Maniac and Lucky Rabbit.

Each one will only show so many costumes and so many accessories. You must buy the ones on offer before others will show up in their place.

5. Appeal skills are shared through the unit as it is assumed the team is involved at all times.

Burst skills will only activate if the idol in question is involved in them. So a solo burst will use the skill of the person bursting, where a triple burst will use all 3 (with a multiplier).

Sorry, I've got another set of questions.... You can be very brief in the answers.

1. From looking at Miki and Yukiho's skills board in the English wikia, I just realize most skills are shared among idols generally speaking.
In that case are these the uniques skills for the idols (see below)?  Why are there different ranks for same unique skills for each idol?

2. Also, do skills stack up? I've noticed repeated skills in the same idol.

3. I know burst counter, memory/burst duo(trio) are shared among idols.  What about skills like score up or rate up? Is that shared or does that idol have to be the leader?

4.  Are memory appeal or burst appeal skills shared?  Or is it specific to that idol in that the idol has to be part of the memory/burst appeal to activate that memory/burst skill?

5. The Extend costumes are not showing up in the shops.  Is my produce rank too low (rank 4)?
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 30, 2014, 07:30:50 am
^ Thank you so much. You've been a great help.   I can probably progress further enough to beat the game...uh...

Good question, I know the game just keeps going every season/year, but how to you "beat the game"? Do you get the last scene (ending) for each idol after you reached A1 rank?
Title: Re: One For All: Gameplay thread
Post by: Setsuna on May 30, 2014, 08:40:20 am
^ Thank you so much. You've been a great help.   I can probably progress further enough to beat the game...uh...

Good question, I know the game just keeps going every season/year, but how to you "beat the game"? Do you get the last scene (ending) for each idol after you reached A1 rank?

You need to win IE (Which is an A1 rank event) to get every ending for every idol. You need to beat Leon in a special event once you get at least 1 IE, and you'll unlock acceleration and conclude the last arc and get a trophy.

Complete all that (and a couple of other odds and ends, like getting a song to gold) and you'll get platinum.

The game will constantly loop forever, so you can continue playing story mode as long as you want, really.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on May 31, 2014, 03:25:56 am
I've got more questions....(I feel so bad asking too many questions)

1. Is there a point in pressing L1 during concerts, festival, etc?

In idolm@ster 2 you had to press L1 to perform double/triple memory appeal.  But, in this game you can just use consecutive memory appeals to get duo/trio without having to press L1.

2. During festival battles what is usually the best approach? Is is recommended to immediately perform burst counter (of course right after using a memory appeal) or take the intiative and perform duo/trio burst (I assume you will get more points with the multiplier effect) or do both a burst counter and duo/trio burst simultaneously (method uses a lot of memory and rival will score more burst points due to time to reach duo/trio)?
Title: Re: One For All: Gameplay thread
Post by: Virgofall on May 31, 2014, 08:54:47 am
Is there a point in pressing L1 during concerts, festival, etc?

In idolm@ster 2 you had to press L1 to perform double/triple memory appeal.  But, in this game you can just use consecutive memory appeals to get duo/trio without having to press L1.
It'll change who's your main (first) burster, I've noticed that the button pattern for multi-bursts follows the lead's. If you were solo appealing, you'd need to use this to change who it was.

Festivals are not my forte, so I can't really give a typical "best" approach on them too well (I typically play a bit more passively if I can afford to when compared to others), but I will note that you will run into festival opponents whose skills will kill your appeal rate(s) and/or voltage either during or after their burst, so you need to be really careful when dealing with those.

Edit: Do any of you know if Mami's burst skill has a way to identify its effect visually, like the other girls do? Based on the descriptions I'm finding about it, it seems like it should be an equivalent to Yayoi's, but it doesn't appear to act that way, instead I can hear a skill-proc sound occurring for every note hit during bursting, so I'm a tad confused.
Title: Re: One For All: Gameplay thread
Post by: Byuusan on May 31, 2014, 08:45:04 pm
That because it not noticetable until you try doing a stage without her skill then redo the week with her skill at lv 3.

Basicly it a bonus to the score.
Title: Re: One For All: Gameplay thread
Post by: Virgofall on May 31, 2014, 09:00:14 pm
That because it not noticetable until you try doing a stage without her skill then redo the week with her skill at lv 3.

Basicly it a bonus to the score.
Okay, thank you. Was planning to work on a skill video series, so Mami will probably not be the easiest one to document because of the nature of her skill, but thanks.
Title: Re: One For All: Gameplay thread
Post by: zeda12123 on May 31, 2014, 11:33:36 pm
I was wondering do we have confirmation that repeated uses gets a song to gold or is it still up in the air?
Title: Re: One For All: Gameplay thread
Post by: Virgofall on June 01, 2014, 12:36:35 am
I was wondering do we have confirmation that repeated uses gets a song to gold or is it still up in the air?
In my experiences, I managed three songs to gold. Ippai Ippai and Destiny I DID use a lot, Kosmos, Cosmos though... I'm not quite sure. They stat at other statuses (I know Ippai Ippai was at Break, think the same of Destiny) right before going Gold.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 01, 2014, 07:09:32 pm
1.What do the amulets (black, silver, and gold mikes) do? Are they for exp points?

2. I'm stuck at Y2 winter.  The season goal is 4 of something.  But, I've tried everything from skills to rank up festivals and still nothing. And I don't see a letter in the description so it can't be like a rank D or B job.  What could it be?  I'm already at week 6 and afraid to move on.

3. By the way I managed to get to A3 rank.  No, it wasn't easy. Every rank up battle was a fight for my life.  Then again, I didn't use Tonari Ni song. Would using that song made things easier?
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 01, 2014, 08:31:59 pm
1.What do the amulets (black, silver, and gold mikes) do? Are they for exp points?

2. I'm stuck at Y2 winter.  The season goal is 4 of something.  But, I've tried everything from skills to rank up festivals and still nothing. And I don't see a letter in the description so it can't be like a rank D or B job.  What could it be?  I'm already at week 6 and afraid to move on.

3. By the way I managed to get to A3 rank.  No, it wasn't easy. Every rank up battle was a fight for my life.  Then again, I didn't use Tonari Ni song. Would using that song made things easier?
1. Dunno.
2. Live or auditions. Check the text before the number 4 and compare it with the description of a live or an audition. Otherwise make a picture and post it here.
3. Tonari ni and Jibun Rest@rt are the best songs if your main stat is visual, but if your best stat is vocal or dance there are better songs.
Title: Re: One For All: Gameplay thread
Post by: Virgofall on June 01, 2014, 09:02:32 pm
1.What do the amulets (black, silver, and gold mikes) do? Are they for exp points?
One-time EXP bonuses, they do stack with the main EXP amulet. I would assume that the mics are smaller boost/midrange boost/larger boost, in order. The envelope/teddy bear are the same for fans (though I haven't seen a third version of those).
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 01, 2014, 09:22:43 pm
2. Live or auditions. Check the text before the number 4 and compare it with the description of a live or an audition. Otherwise make a picture and post it here.

I think you maybe right in that it's audition since I just google translate "audition" and the kanji appears to be the same.  I'm so stupid.

3. Tonari ni and Jibun Rest@rt are the best songs if your main stat is visual, but if your best stat is vocal or dance there are better songs.

When you say how each song is best depending on your main stat, are you going by how much it increases your main stat?  Is there a bonus for using an idol's image song?
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 01, 2014, 10:53:35 pm
I think you maybe right in that it's audition since I just google translate "audition" and the kanji appears to be the same.  I'm so stupid.

When you say how each song is best depending on your main stat, are you going by how much it increases your main stat?  Is there a bonus for using an idol's image song?
Yes, it's better to use songs that match yuor main stat (and eventually your second best stat). Regarding image songs I don't know if there's any bonus in OFA.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 02, 2014, 12:37:40 am
Yes, it's better to use songs that match yuor main stat (and eventually your second best stat). Regarding image songs I don't know if there's any bonus in OFA.


I just suspect that the AI was messed up with when they implemented it for these songs - when using Torani ni...  the AI doesn't react to the speed of the song thinking it's slower than it actually is (Unlike say My One Note, where they do react to its speed by appealing sooner, and more often) so basically the AI is easier in Festivals due to it.

Of course, you can only use it once, and rank up festivals are a best of 3, and it is the fastest song to juggle so...

Honestly, I'm surprised they haven't patched it, because it feels like an oversight on their part.

From memory, the bonuses a song gives are I think +10 stat per star, just like everything else. It's not the end of the world if you pick a song without synergy with your current coordinate setup, but like everything else, it does help.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 02, 2014, 02:54:42 am
Appreciate everyone's help.  Wouldn't have gone far without you people.

1.  Got to Rank A1 with my leader. (the other two are in B3).  I can destroy any A1 festival battles since I've got 10 memory, triple memory appeal skill, and learned all unique skills with my leader.  I managed to beat Leon's battle.  However, the IE totally crushed me completely.

No matter what skills I learned, it's still the same result.  IE rival can score really high, has burst counter, and has Touma's burst which will totally wipe out your voltage (so no point in trying to burst counter).  Only song I can win against is with Tonari Ni.

Is there any advice?  Otherwise, I'll just do some level/rank grinding and learn more skills since I still need to unlock 4 other season songs.

2. What does the song status indicate? (example Fresh = 1.5 or Keep = 1.3, etc).

3. Is there a maximum amount of memory for each idol or total as a group?

FYI- I'm helping my brother with this game.  He might post some questions here if I don't know the answer.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 02, 2014, 04:12:45 am
There's actually 2 battles with Leon - one's the A3, and one is post IE. The post IE needs to be beaten at least once to unlock Acceleration. It's also the hardest single event in the game to my knowledge, but it's also a one round all in, making it arguably easier than an IE.

The first note about the IE is that you ideally want to move at least 5 idols to higher ranks first (Since you can make an A1, you can always just yank up other idols to A3 or higher). The sheer number of SP you get for ranking up should even the odds, and you want to bring in two fresh idols after winning the intermission. As priority, you want to make sure your non leads has all the passive boost skills (namely, increased voltage per note, and better appeal voltage/counter voltage) as all the skills stack on the unit.

If you're having trouble, bring your best team and your best song first, and try to force appeals out of the opponent. They regenerate somewhat, but it is possible to force them to deplete somewhat.

If you're desperate, and you think you can pull it off, lose the first round, then go for a best of three, and have your best two backups with full appeals available and force the last round to be one where you should have the appeal advantage. (And win round 2)

From my knowledge the highest memory total an individual idol can have is 5, but I've never taken anyone past 4.

I've managed appeal totals of 16+ (Quintet) although I imagine 15 is the cap for a trio.

Second note is that if you're still 4 idols out from complete, you may not have access to the tier 3 lessons. You'd ideally want all of those stacked on your group prior to IE if you're having trouble.

Last but not least is that you can always level up. Each level will add primary stats (DA, VI, VO) to an idol, and they never hurt.


The multipliers affect the fan and the money gain from using a song. I don't think it affects your score though.


Appreciate everyone's help.  Wouldn't have gone far without you people.

1.  Got to Rank A1 with my leader. (the other two are in B3).  I can destroy any A1 festival battles since I've got 10 memory, triple memory appeal skill, and learned all unique skills with my leader.  I managed to beat Leon's battle.  However, the IE totally crushed me completely.

No matter what skills I learned, it's still the same result.  IE rival can score really high, has burst counter, and has Touma's burst which will totally wipe out your voltage (so no point in trying to burst counter).  Only song I can win against is with Tonari Ni.

Is there any advice?  Otherwise, I'll just do some level/rank grinding and learn more skills since I still need to unlock 4 other season songs.

2. What does the song status indicate? (example Fresh = 1.5 or Keep = 1.3, etc).

3. Is there a maximum amount of memory for each idol or total as a group?

FYI- I'm helping my brother with this game.  He might post some questions here if I don't know the answer.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 02, 2014, 09:15:39 am
Question about the Song Status: Fresh is x1.5, Keep is x1.3 and so on. But x1.5 of what? The Stats bonus a song gives?
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 02, 2014, 05:56:56 pm
Question about the Song Status: Fresh is x1.5, Keep is x1.3 and so on. But x1.5 of what? The Stats bonus a song gives?

I just asked that question and here is what I was told in the previous post.


The multipliers affect the fan and the money gain from using a song. I don't think it affects your score though.

Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 02, 2014, 06:05:29 pm
I just asked that question and here is what I was told in the previous post.

argh, now i feel stupid... i was in a hurry when i read the 2 posts above, seems i missed the most important part. sorry for the spamming guys.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 03, 2014, 01:12:12 am
Correct me if I'm wrong, but I think I read somewhere here that having an A1 (level 35) idol will get you enough SP to learn everything on the skill board.

But, my A1 (level 23) leader currently has 34 SP, so by maxing her level at 35 (1 SP per level) she will have 46 SP.  However, I need about 112 SP to learn everything else from the skill board.

Am I understanding this wrong?
Title: Re: One For All: Gameplay thread
Post by: zeda12123 on June 03, 2014, 01:26:37 am
Correct me if I'm wrong, but I think I read somewhere here that having an A1 (level 35) idol will get you enough SP to learn everything on the skill board.

But, my A1 (level 23) leader currently has 34 SP, so by maxing her level at 35 (1 SP per level) she will have 46 SP.  However, I need about 112 SP to learn everything else from the skill board.

Am I understanding this wrong?
they get bundles of SP from ranking up as well, so you get more SP outside of simply leveling up. I don't know the exact numbers or anything.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 03, 2014, 01:31:38 am
Correct me if I'm wrong, but I think I read somewhere here that having an A1 (level 35) idol will get you enough SP to learn everything on the skill board.

But, my A1 (level 23) leader currently has 34 SP, so by maxing her level at 35 (1 SP per level) she will have 46 SP.  However, I need about 112 SP to learn everything else from the skill board.

Am I understanding this wrong?

At higher levels you gain more than 1SP per level. At A1 and Level 35, you will gain exactly enough SP to clear your grid. Consequently, level up, and rank up, even if it doesn't seem it won't add up on the initial gains.

Or in short the SP curve isn't linear.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 03, 2014, 02:54:38 am
You're right. At level 24 I got 2 SP.  Apparently, I think beating IE will give you an additional 30 SP.
Title: Re: One For All: Gameplay thread
Post by: AbsoluteZero45 on June 03, 2014, 10:00:38 pm
Quick question, does anyone know if it's possible to double/triple burst in S4U?  I remember in im@s2 you could equip a charm to change what your burst looked like, but I'm guessing they removed that feature seeing as they overhauled the whole burst system.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on June 04, 2014, 07:25:59 am
Another quick question. Can ranking up too fast cause you miss out on communication like the board ones? I think I read here that it doesn't but just trying to double check.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 04, 2014, 11:27:05 am
Another quick question. Can ranking up too fast cause you miss out on communication like the board ones? I think I read here that it doesn't but just trying to double check.
No problems at all, eventually you can have two board commus with the same idol in the same week.
Title: Re: One For All: Gameplay thread
Post by: Roswell on June 06, 2014, 09:11:43 pm
Do you miss anything by skipping rankup fes? Like going straight for D1 even though your idol is only D3 cause you have enough fans. It gets pretty tedious doing every single rankup fes for each idol and its starting to feel like rankup fes are all I do in this game
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 06, 2014, 11:03:11 pm
Do you miss anything by skipping rankup fes? Like going straight for D1 even though your idol is only D3 cause you have enough fans. It gets pretty tedious doing every single rankup fes for each idol and its starting to feel like rankup fes are all I do in this game
Nothing, if possible the better way is E3->D3->C3 and so on
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 06, 2014, 11:07:31 pm
well, they give quite a lot of xp, money and fans for their level, don't they?
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 07, 2014, 01:04:46 am
well, they give quite a lot of xp, money and fans for their level, don't they?
Yes, for their level, but you can win higher level auditions/live/festival and gain more money/fans/exp. 2 C festival + C3 rank up festival > D2+D1+C3 rank up festival.
Rank up festival surely are useful at early stages, when you don't have access to better jobs.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on June 07, 2014, 03:34:44 am
Once you get to the point where you have a couple of Rank A idols, you can take some risks and go for higher-level work and get way more fans for new idols. I've gotten new idols to at least C3 in a season by throwing them in a trio with two well-matched idols.
Title: Re: One For All: Gameplay thread
Post by: mallory627 on June 09, 2014, 08:37:37 am
Does anyone know exactly which 765 festival it is in order to get M@STERPIECE, or at least the Rank it is for the festival? I forgot what week i'm on, but i just got Jibun REST@RT.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 09, 2014, 10:00:58 am
Does anyone know exactly which 765 festival it is in order to get M@STERPIECE, or at least the Rank it is for the festival? I forgot what week i'm on, but i just got Jibun REST@RT.

ONLY MY NOTE, Jibun REST@RT, M@STERPIECE and Destiny are all granted once you fully clear (namely, you actually achieve the target score or more) each of the all star lives. (In the order listed)

(A3 is Destiny, and work your way back. ONLY MY NOTE is repeated at E3 and D3. As well, yes I messed up the name. I have NO idea why.)
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 09, 2014, 10:27:21 am
MY ONE NOTE, Jibun REST@RT, M@STERPIECE and Destiny are all granted once you fully clear (namely, you actually achieve the target score or more) each of the all star lives. (In the order listed)

Starting from the D rank one, right?
Because in the tutorial i did the E rank one and got MY ONE NOTE, the next occasion i did the D rank one, the video was also MY ONE NOTE and i didn't get a new song.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 09, 2014, 11:54:27 am
So while I'm in the 'I got bored category' (Going to record a post game pre-all star live for fun) I fished around with some of the S3s.

Among other things, I ran across Touma in his silver 961 outfit (See im@s 2 Guest section for details) although losing to him doesn't have him do a performance.

His skill changes too from the deplete bar in chunks while bursting, to upon burst finish, empty the opponent's voltage bar.

As this an S3 FES, he also is pretty hard, so don't take them lightly.

Actually... he's kinda harder than I thought. He's scoring 80k, with 2 35s and a 26 in tow.

 Oh, and while I'm here, yes, that is correct, ONLY MY NOTE repeats twice (E3 and D3). A3 will net you Destiny, then work your way back.

(I don't know why I messed up the song name. I must be thinking of something else)
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 09, 2014, 12:49:04 pm
Does anyone know exactly which 765 festival it is in order to get M@STERPIECE, or at least the Rank it is for the festival? I forgot what week i'm on, but i just got Jibun REST@RT.
B3 all star live for M@STERPIECE (the one with 10.0 target that gives you the silver trophy). ;)
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 09, 2014, 08:31:34 pm
https://www.youtube.com/watch?v=k5myoqQb0-A

I could add in detailed explanations as to how FESes work, if you guys actually want explanations though. Granted, a lot of the tricks aren't that useful, unless you're trying to sneak into ranks you normally would get wiped in though.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on June 10, 2014, 05:56:47 am
Looking over costume setups, does it make any difference if your outfit goes past the 5 stars for a stat? I noticed that the max number of stars per stat is 5 for each idol's costume. It might be better to go for a 3-star outfit and diversify with accessories if that's the case.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 10, 2014, 01:53:22 pm
Looking over costume setups, does it make any difference if your outfit goes past the 5 stars for a stat? I noticed that the max number of stars per stat is 5 for each idol's costume. It might be better to go for a 3-star outfit and diversify with accessories if that's the case.
Max number of stars per stat is 7 (3 stars for the costume and 4 for the accessories)
Title: Re: One For All: Gameplay thread
Post by: Yukibro on June 10, 2014, 03:34:18 pm
Max number of stars per stat is 7 (3 stars for the costume and 4 for the accessories)

Not sure why I confused that for 5. So I'm going to guess there's no point going beyond 7 stars with accessories, then.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on June 10, 2014, 05:04:00 pm
Not sure why I confused that for 5. So I'm going to guess there's no point going beyond 7 stars with accessories, then.
I think it's not possible to go beyond 7, as far as I know there aren't accessories with two stars of the same color (but I'm still at level 18, so it's possible that I have still to unlock 'em).
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 10, 2014, 06:02:37 pm
I think it's not possible to go beyond 7, as far as I know there aren't accessories with two stars of the same color (but I'm still at level 18, so it's possible that I have still to unlock 'em).

Good thing I've got everything unlocked to this point. I can confirm there are no accessories that give you 2 stars in anything.

Right now, though, the highest point setups are:

Costume: 3VI (Idol@school EXT-07 or Change2MYColour EXT-08 or STA-15)  3DA (LUX-15) or 3 VO (EXT-09, FLO-15)

All these costumes are NOT DLC items, so you can get them in game sooner or later. There's also a 1DA, 2VO (EXT-03), and 1VI, 2VO (EXT-16)

Head: The crown is the best item, with 1/1/1 DA/VI/VO. Not DLC. (Hd-34)

Body: 1/1 pick any two stats. There's a lot of them. The DLC item is in fact just 1 star.

Hand: 1/1 pick any two stats. The DLC items (Both of them) are just 1 star.

Leg: 1/1 pick any two stats. The DLC item is 1 star.

So for absolute min/maxing:

You can get 7 stars in one catergory, 4 in the second, and 1 in the last.

If you're wondering on the item codes, they're the position they'd exist on the grid.

Now this is where things get fun.

I'm in the All star, and if you didn't know, you can adjust costumes in the idol setup.

More importantly:

With a 4 DA / 7 VI /1 VO setup with 3x 5 star lessons on a full  level 35 team with Azusa, Takane and Miki, you will have stats of 462/644/468

When I direct Azusa (And only Azusa) to take off a 1VI/1DA item (The Ami & Mami Puppets in this case) we get 454/656/468

Now, remember, I have access to individual item equipment, so I can actually tell Azusa only to take off her accessory.

I now direct both Miki and Takane to take off their puppets. (Trio now don't have it) we get 448/650/468.

Now for extra credit...

I direct Takane to put her puppets back ON. We get 451/653/468.

So what is the takeaway here?

1. An equipment star seems to only be worth 14 points to an entire team. It's nice of course, but it should NOT break you.

2. If you do a partial equip on a trio, it's worth 8 points on the leader, and 3 points on each of the supports.

This would also imply that the formula for stats is 4/7 * leader + 2/7 for support idol 1  +2/7 for support idol 2.

I won't bother with the quintet calculations, but I imagine they're done with similar math, with the supports taking up a similar percentage.



Actually, now I REALLY think about it...

I suspect lessons are a % booster on your base stats, because I suspect I'm getting rounding errors. (14 is a weird number to stop at.)

Which in turn means that a star is always worth 10 in a stat, before a multiplier.

It would be easier to code across the board - each costume star is 10 points, and each grid star for each idol is 10 points.

Each lesson star increases the modifier on your stats by 0.1, with a base of 1.0 (So 5 stars will make the multiplier 1.5x)

I can't comment on the song modifier yet, only cause I want to get to sleep before an exam today. I'm sure someone else can do the test there. I don't think the song modifier is a multiple though (so 10 points per star), since it doesn't drastically affect your stats.


Edit from original post: Math changes. I got back to my desk from my living room, and corrected the math.

Edit 2: Thoughts before sitting a basic law exam.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on June 11, 2014, 01:39:14 am
I've done something similar with ALLSTAR LIVES and costumes. I've saved the best costume for each stat under my favorites and have three groups for each stat perform. It's actually pretty neat for aesthetic's sake, since each performing group will have a different costume altogether. Though in light of those numbers on the stars, it doesn't really break the performance much.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 16, 2014, 09:18:13 am
the Duo/Triple skills work when any idol on stage has them, the actual burst skills only work if the idol is bursting. What about the other burst/memory enhancing skills? Those "the voltage meter of the opponent is decreasing more" or "the rate is increased" and so on=
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 16, 2014, 05:05:35 pm
the Duo/Triple skills work when any idol on stage has them, the actual burst skills only work if the idol is bursting. What about the other burst/memory enhancing skills? Those "the voltage meter of the opponent is decreasing more" or "the rate is increased" and so on=

All unit skills apply whenever they activate.

So all voltage on note skills whenever you hit a note use the team (since the entire team is involved with the process).

I'm not sure if the unit's appeal related skills are averaged out, or only apply the idol's skill set when they get pulled up for the duo/triple memory appeal. I imagine for consistency' sake, that their grids only apply when they're part of the appeal.

I do know that for bursts, they pull the idol's skills applying to it, ONLY when they participate in it though.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 16, 2014, 05:18:32 pm
i guess i'll try it out if i get the chance. Best is probably a skill which increases the rates and compare what happens when i do a memory appeal on the very first note of the song, with and without the skill.

I do know that for bursts, they pull the idol's skills applying to it, ONLY when they participate in it though.

Do you mean the skills which have the idol's image on the board, or the ones with the explosion like symbol?
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 16, 2014, 07:23:46 pm
i guess i'll try it out if i get the chance. Best is probably a skill which increases the rates and compare what happens when i do a memory appeal on the very first note of the song, with and without the skill.

Do you mean the skills which have the idol's image on the board, or the ones with the explosion like symbol?


All skills that happen during the burst phase. This is (from memory) the actual burst skill itself (being the idol on grid) and any voltage reduction (basically, it assumes you appeal once for voltage damage on your rival).

I do know if you burst with an idol with an incomplete voltage reduction layout, it affects how much voltage your opponent loses on burst. Problem is, I don't know if it matters who's bursting, because it only really starts to matter towards endgame, and by that point I'm almost always triple bursting, so I'd always have the average calculated and I gear all my idols to have maximum group skills as a growth focus, so my average is always the maximum.

(Basically if it's an average, it should be same reduction no matter who starts, but if it takes individual grids who's bursting determines the reduction of the initial burst on your opponent. As you can guess, this applies only if you're solo/duo bursting.)

It's confusing, and highly technical... and mostly not very useful to know, to be honest, since the effects are very much marginal.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 16, 2014, 09:05:50 pm
i just saw that i have the perfect opportunity to test it, and so i did:

following setup:
Takane as leader, Azusa and Yukiho as support, doing Takanes rank up festival
always using the same songs and same costume and accessories, using the first song of the festival to fill the voltage bar, so i can burst on the very first appeal.

without the skill, they start the song at 100% for each appeal type, during the burst it is 207% and after the burst (not hitting any notes at all) 70%. It didn't matter whether Takane or Azusa bursted.

If Azusa learns the skill that increases the rates during burst it, it was 214% during the burst, not matter whether Azusa or Takane bursted.

This means it doesn't matter who bursts, at least this burst enhancing skill always works (only speaking about the ones that look like an explosion on the grid). I think it's pretty safe to assume this is true for all other skills of this type as well.



Now about memory appeal enhancing skills:
Same team, normal audition, using a memory appeal on the very first note

Start at 100%, score for visual +162, after the appeal the rates were 107%, no matter whether Takane or Azusa used the memory appeal.

Then Takane learned the skill which increases the rates when using a memory appeal.
Start at 100%, score for visual +169, after the appeal the rates were 111%, it didn't matter whether Takane or Azusa used the memory appeal.

Thus i conclude it's the same as with burst skills: The memory appeal skills (the ones with the heart on the grid) always count, no matter who uses the memory appeal.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on June 17, 2014, 02:04:03 am
The question is though, how does it factor in? I mean, is it averaged over the idols?

Everything else is, (since we sort of proved that) so the question becomes 'do skills add on to each other, or do they add on then average out?'

The difference between the two would amount to 'It actually may be more perferable to run an idol with a full grid over a trio with no appeal related skills.' (Namely, if you don't have to average your skills, you don't suffer dilution)

In the end though it doesn't matter TOO much - since there's more benefits to running a group (Appeals, the ability to duo/trio appeal/burst and possibly additional stats) over the hypothetical scenario anyway.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 17, 2014, 08:41:09 am
so if i get you right i could test it like this:

if i take an idol with the memory appeal boosting skill alone and do a memory appeal, i can check what the rates are afterwards. Then i go into a duo or trio, where only one has the skill and try it again. And for good measure i could try what happens when the idol with the skill is not the center. Since i'm only in the 6th season i do have idols without the memory appeal boosting skills, so i can easily test it.

I'll check this evening.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 17, 2014, 09:06:24 pm
ok, i did my tests now:

With Azusa solo, the rate after a memory appeal on the very first note was 110%. After adding Makoto and Haruka (both without the skill), the rate after a memory appeal on the very first note was 110% as well. When Makoto was the leader, with Azusa and Haruka as support, the rate after the memory appeal was 107%.

So the skills don't average out between the idols, but the skills are weaker on support idols.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on June 20, 2014, 11:41:27 am
we still think gold status is achieved by using a song about 40 times, right?

Is there a way to check how often a song has been used?
Title: Re: One For All: Gameplay thread
Post by: mallory627 on July 08, 2014, 11:10:52 pm
Does anyone know when it becomes possible to have different characters to wear different outfits? I'm Rank 16 Producer right now and I was just curious.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on July 08, 2014, 11:32:32 pm
Does anyone know when it becomes possible to have different characters to wear different outfits? I'm Rank 16 Producer right now and I was just curious.

Beat Idol Extreme with an idol and then activate it in the options, second tab at the very bottom afaik (the one that was just ??????? in the beginning)
Title: Re: One For All: Gameplay thread
Post by: Virgofall on July 09, 2014, 08:26:02 pm
(Don't kill me please, Deviant...)
I had figured out a bit of time ago that I was missing a few accessories, and now I'm only missing one, the 765 Armband. I'm trying to figure out how to get it, but I'm thinking, based on menu ordering and what I KNOW I have, that I missed one of the promotion communications. Yet I do not remember.

Chihaya - Headphones
Iori - March Hare Ears
Haruka? - Symphonic Earring
Ritsuko - Kyun Kyun Glasses
?? - Cat Bell Collar
Yayoi - Kuma-chan Pouchlette
Takane - Wonderland Key
?? - Wool Bangles
?? (one of the Futamis?) - Mami and Ami Puppets
Makoto - Kuma-san Plushie
Hibiki - Dakko-don
One of the Futamis - Garter Ring

Having tried both the Futami twins and Yukiho, I know it's not one of them I'm missing. That leaves Miki/Azusa, yet... hm. The thing is, I could've sworn I did them all but ended up getting Good Sleep Pajama from Miki. (Then again, my memory's a bit fuzzy.) Or maybe I'm completely wrong in thinking the Armband is from communications. Could someone help clear this confusion up?
Title: Re: One For All: Gameplay thread
Post by: zeda12123 on July 10, 2014, 12:33:00 am
iirc Haruka gives the arm band and Miki gives the cat bell collar. I know the arm band was like the last accessory I got and Haruka was the last one I beat the game with so I thought it was her but I'm not totally sure, Miki i'm more positive with though.
Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on July 10, 2014, 02:27:51 am
As an aside to claiming said accessories, I still can't get over how pointless those promotions really are. Well, I can't read Japanese, but still~.

(Don't kill me please, Deviant...)

Eh? Now why would a swell guy like me indulge in these psychotic tendencies?

*... fumbles about whilst shoving a forearm in a desk.*

But in all seriousness, I've no qualms about anything and your time comes first, so it's cool. :3
Title: Re: One For All: Gameplay thread
Post by: Virgofall on July 10, 2014, 03:47:03 am
iirc Haruka gives the arm band and Miki gives the cat bell collar. I know the arm band was like the last accessory I got and Haruka was the last one I beat the game with so I thought it was her but I'm not totally sure, Miki i'm more positive with though.

I'm being a moron, thanks. x.x Now all I gotta do is plant a tree.
Not sure why I thought the earrings were Haruka's... and yeah I'm also not sure where I got the Good Sleep Pajama bit from. (Well, I know. I just mean I'm not sure where that train of thought came about) *edits the below for clarity...*
Chihaya - Headphones
Iori - March Hare Ears
?? - Symphonic Earring (Azusa?)
Ritsuko - Kyun Kyun Glasses
Miki - Cat Bell Collar
Yayoi - Kuma-chan Pouchlette
Takane - Wonderland Key
Haruka - 765 Armband
?? - Wool Bangles (Yukiho?)
?? - Mami and Ami Puppets (The other Futami?)
Makoto - Kuma-san Plushie
Hibiki - Dakko-don
One of the Futamis (don't remember which) - Garter Ring
Title: Re: One For All: Gameplay thread
Post by: Naryoril on July 24, 2014, 11:16:18 pm
i really don't get the song status:

fresh, keep and revival are clear

I'm currently using every song i didn't have on fresh before to use the 1.5 bonus. For this purpose i used Furfuru Future for the "first time" in a live, but it didn't go to fresh. So i was wondering whether i'd have to use it in a fes, so i did an IE with Haruka, also using Furfuru Future. Instead of it going to fresh, it became a break. I guess i used the song before, but that was 6 or 12 times at maximum. So what the hell does make a song go into break status?

And i still don't have any on gold. I read once that the current guess is that you need to use it about 40 times, but i think i already did that with Meisou Mind, but to no avail yet. Unfortunately i don't know if there is a place to check how often a song has been used.
Title: Re: One For All: Gameplay thread
Post by: mallory627 on August 01, 2014, 07:45:47 am
Does anyone know when you can get the Princess Tiara Head Accessory in the main campaign? I don't know when I can get i and I really want that accessory ever since I saw it in IMAS 2.
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 05, 2014, 11:39:31 pm
I noticed that with the new update, quintet lives are available, but there's a particular trophy you need first.
The trophy name in Japanese ends in idol, with an exclamation mark.
Anyone who can help me with what that trophy needs?
Title: Re: One For All: Gameplay thread
Post by: animagic4u on August 05, 2014, 11:54:11 pm
I noticed that with the new update, quintet lives are available, but there's a particular trophy you need first.
The trophy name in Japanese ends in idol, with an exclamation mark.
Anyone who can help me with what that trophy needs?

Do you have a picture/description of the trophy?
I don't know which one you are talking about, but I'm sure posting a picture or the Japanese description might help you get a faster response. I would be happy to give it a look over.
Title: Re: One For All: Gameplay thread
Post by: TheTanStar on August 06, 2014, 07:37:16 pm
I don't seem to have unlocked a trophy with that description, but I can perform quintet lives. That doesn't seem to be the correct trophy.
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 08, 2014, 01:46:40 am
Thank you ^^. I re-checked and it looks to be a job instead, it's a C1 job in Winter Season from what the Wikia says.
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 08, 2014, 03:32:40 am
I found out how to activate Quintet jobs, so thanks for the help. For future reference, it looks like all you need to do is make a song that can be sang by 5 people your active song in the Producer menu.
Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on August 11, 2014, 03:19:38 pm
(http://i59.tinypic.com/15481ht.jpg)

Welp, time to be violated -- I just got my ass handed to me by an S1 group which practically has all three bars full, along with twelve memory appeals and a burst counter to spare.

......

Man, and to think Touma in White was rough. Was this Festival around before? ;~;
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 12, 2014, 09:28:24 am
I know they wanted to give us more challenge, but I think they upped the difficulty on the S-rank lives/fests, and the Quintet lives are harder than the rank they're supposed to be. But they are good practice for the Quintet songs, it helped with my Jibun Restart practice.
Title: Re: One For All: Gameplay thread
Post by: Virgofall on August 14, 2014, 01:51:17 am
The only time I ever got above 150k in normal play was when I got lucky on a Visual audition with Azusa's memory printer in tow. I could probably literally upload all the S1 auditions and fests I've tried and failed on (closest I got was on a fest where I was 2k off, with Makoto or Hibiki idr, but one was lead/Ami/Yayoi on M@STERPIECE... okay maybe I couldn't upload them all). I feel like as if I need Yayoi and/or Ami just to get anyplace in S1. ._.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on August 16, 2014, 09:27:36 pm
Does anyone know what you unlock after beating the S3 All Star Live? 

Also, is it even possible to beat this All Star Live? I suppose you need everyone's max rank/level/memory appeal.
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 17, 2014, 06:58:15 pm
Yes, it is. I had to learn Rhythm games for the 1st time this year, and I was only 1k points away from beating it last time. You get the Destiny song from completing it.

My suggestion would be to get at least 11 Idols hired, and then get them all to A rank & B rank at least. That should be plenty to pass the S3 All-star.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on August 17, 2014, 07:33:59 pm
Sorry, but are you sure you're not talking about the A3 All Star live?  Because that's when I unlocked Destiny after beating the A3 All star.

I think after the update there is a new S3 All Star live where you need 400k to beat it, which will take me a really long time.
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 17, 2014, 11:56:58 pm
If so, I haven't seen it yet. I'll take a look when I have, but 400k sounds daunting.
Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on August 18, 2014, 06:59:55 am
Yeah, the higher tier All-Star mandates 40.0 so I'm also at a deadlock. Furthest I could reach was roughly 36.0 -- otherwise a solid 40k away. It's downright rough even with every idol past IE.

Are there particular, gamebreaking idol combos that I'm missing?
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 18, 2014, 08:53:22 am
i think to beat that all star you'll need to activate the different outfits for each idol and make one team based on vis, one on vocal and one on dance, with the corresponding outfit, and of course matching burst skill composition and song. And of course, all lessons active.
Title: Re: One For All: Gameplay thread
Post by: Okayu on August 18, 2014, 04:14:41 pm
i think to beat that all star you'll need to activate the different outfits for each idol and make one team based on vis, one on vocal and one on dance, with the corresponding outfit, and of course matching burst skill composition and song. And of course, all lessons active.
That makes sense. I'm kinda glad they have those paid items now so at least if you're not so skilled at the mini games you could just save up on those and use them as needed. Although I haven't tried using more than one at the same time yet.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on August 18, 2014, 05:32:09 pm
Just to save anyone else the chore of setting different outfits, there's a real easy way to set up for the ALLSTAR LIVES.

Basically, use your three favorite slots for making the best outfit sets for each stat: one Dance, one Visual, and one Vocal. When it comes to the ALLSTAR LIVE, create your sets and then hit Triangle to edit one of the character's outfit for the live. Make sure they have the outfit you want the unit to wear on them, then press Triangle on the first menu (where you can select which part of their outfit you want to change) and confirm on the next window. Hitting Triangle there allows you to set the outfit for all idols in that set but not every idol, which is far faster than going to each idol and setting them up individually.
Title: Re: One For All: Gameplay thread
Post by: Demeter on August 20, 2014, 07:58:42 am
I tried that on my last All-Star live, and everyone was wearing the same outfit when we went to do the All-Star. Is there an option where you have to activate different outfits? I have passed Idol Extreme 3 times, but not beaten Leon-chan yet.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 20, 2014, 09:36:52 pm
Does anyone know what you unlock after beating the S3 All Star Live? 

Also, is it even possible to beat this All Star Live? I suppose you need everyone's max rank/level/memory appeal.

Nothing at all. :(
I beated it today (410k) with all idols at level 35 except Ami, Mami and Iori (lv 33-34) and 3 memory appeals for each idol except Takane and Mami that have 4 memory appeals.
Btw is there any way to farm memory appeals quickly?
Title: Re: One For All: Gameplay thread
Post by: mariokirby on August 20, 2014, 11:38:25 pm
You probably already know, but the best way to increase memory appeal is through perfect communication/story scenes.

I might be wrong, but in my experience the next best thing to do are promotions, which give you a little more when compared to normal jobs.  Of course, you still have to do a lot of promotions.
Title: Re: One For All: Gameplay thread
Post by: Yukibro on August 21, 2014, 12:27:33 am
I tried that on my last All-Star live, and everyone was wearing the same outfit when we went to do the All-Star. Is there an option where you have to activate different outfits? I have passed Idol Extreme 3 times, but not beaten Leon-chan yet.

If you haven't done so already, go to Options and find the last option on the second tab and enable it. That allows you to have different outfits.

Btw is there any way to farm memory appeals quickly?

Not much, from my experience. I've finally hit Producer Rank 23 while using Yukiho as a leader almost consistently, and she's on the edge of getting her final memory (she's at 4 memories right now). I think having the idol as leader helps a bit, and mariokirby might be right about the promotions, but I haven't tried myself yet to see. Otherwise, the last memory will be a slow, slow ride.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 21, 2014, 01:26:40 am
You probably already know, but the best way to increase memory appeal is through perfect communication/story scenes.

I might be wrong, but in my experience the next best thing to do are promotions, which give you a little more when compared to normal jobs.  Of course, you still have to do a lot of promotions.
Sadly at this point I already did a lot of (/almost all?) the story scenes.
About the promotions I thought so, but doing promotions only one idol gains memory appeal while doing other events 3-5 idols are involved, so I'm doubtful if promotions are really the best way.

If you haven't done so already, go to Options and find the last option on the second tab and enable it. That allows you to have different outfits.

Not much, from my experience. I've finally hit Producer Rank 23 while using Yukiho as a leader almost consistently, and she's on the edge of getting her final memory (she's at 4 memories right now). I think having the idol as leader helps a bit, and mariokirby might be right about the promotions, but I haven't tried myself yet to see. Otherwise, the last memory will be a slow, slow ride.
You have to, promotions give you new accessories (one for each idol you use in promotions).
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 21, 2014, 08:30:15 am
Nothing at all. :(
I beated it today (410k) with all idols at level 35 except Ami, Mami and Iori (lv 33-34) and 3 memory appeals for each idol except Takane and Mami that have 4 memory appeals.
Btw is there any way to farm memory appeals quickly?

What were the teams you used and with whom did you burst (in the 5 girl teams)?

I think i'd try teams consisting of Yukiho/Miki, Haruka/Chihaya, Hibiki/Makoto, and adding either of Takane, Azusa and Mami (or was it Ami with the same Burstskill as Takane?) to each of the teams. But i have no idea if this works.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 21, 2014, 01:40:14 pm
What were the teams you used and with whom did you burst (in the 5 girl teams)?

I think i'd try teams consisting of Yukiho/Miki, Haruka/Chihaya, Hibiki/Makoto, and adding either of Takane, Azusa and Mami (or was it Ami with the same Burstskill as Takane?) to each of the teams. But i have no idea if this works.

Dance team: Hibiki, Makoto and Mami (bursting) + Yayoi and Ami; song: Change
Visual team: Miki, Yukiho and Azusa; song: Colorful Days
Vocal team: Chihaya, Haruka, Ritsuko (bursting) + Takane and Iori; song: Destiny
Strategy for quintets: 3 memory appeals right after the start, then fill the voltage using your 2 main stats (approximately 6-7 normal appeals) -> 2 memory appeals and burst. Repeat it 2 times (but these times use only your main stat after the 3 memory appeals), then use the last memory appeal (I had 16 of 'em for each quintet) and aim for the 4th burst (I reached it with the second last appeal ;D).
Strategy for the trio performance vary depending on Azusa's burst skill, usually is the same than the quintet strategy but saving the third burst for the end (there's not enough time to gain a 4th burst).

*not the best songs available, but I use only songs that still haven't reached the gold status
Title: Re: One For All: Gameplay thread
Post by: Yukibro on August 21, 2014, 10:58:05 pm
You have to, promotions give you new accessories (one for each idol you use in promotions).

Yeah, I know the Rank A ones do, but I've been stuck with a recent chain of seasonal goals that require me to do certain jobs on top of my recent rush to get all the trophies. I'll probably get some time now to check them out now.

What were the teams you used and with whom did you burst (in the 5 girl teams)?

I think i'd try teams consisting of Yukiho/Miki, Haruka/Chihaya, Hibiki/Makoto, and adding either of Takane, Azusa and Mami (or was it Ami with the same Burstskill as Takane?) to each of the teams. But i have no idea if this works.

You got it right for the most part. For trios, you'd want one of those duos plus a third idol that helps out your specific style. Azusa's good for gaining memories back, but in cases where my idols have memories to spare (ie. non-festival jobs), I switch her with idols like Ritsuko, Yayoi, or Mami for some added score potential. It's usually better to let the Chihaya/Miki/Hibiki idol lead the burst because they end up having more appeals to the primary stat. This is assuming you're aiming for getting as many trio bursts as possible, though.

On another note, I've noticed two things based on some Japanese videos and my own experience. For one thing, slow songs are actually better than you'd think. I switched from Tonari ni to Furu Furu Future after seeing someone use it in an ALLSTAR LIVE, and I actually beat my best score the first time I used it... and Tonari ni was Gold, too. Speaking of which, my second point is that I think the job rank or type may affect how fast you get Gold. It took me until I first hit Rank A before I got Tonari ni to hit Gold, but Furu Furu Future hit Gold after something like six weeks or so, and I was doing mostly A and S Rank jobs with it. It was an incredibly quick process.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 23, 2014, 10:38:47 am
Does anyone know if and how the song status multipliers stack for events with multiple songs (rank up fes and all star lives)?
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 25, 2014, 10:23:01 pm
Yay, finally got the platinum trophy, and the last event i did was the S3 rank all star live, completed with a score of 434k

Yayoi lvl 25, Ritsuko 27, Ami 28, Iori 30, Mami 32, the rest 35
Yukiho, Chihaya, Azusa and Takane with 4 memory appeals, Iori, Ami and Mami with 2, the rest with 3

Vocal Team: Chihaya, Haruka, Yayoi (bursting) + Takane and Iori using ラムネ色青春 (the song from the first story DLC)
Dance Team: Hibiki, Makoto, Ritsuko (bursting) + Ami and Mami using M@sterpiece
Visual Team: Yukiho, Miki and Azusa using Jibun Rest@rt

The vocal team had enough memory appeals to burst 4 times. The first time a trio burst, the second and third time a duo burst with Chihaya and Haruka, the last burst was Chihaya alone
The dance team bursted 3 times, all 3 times with all 3 idols
The visual team got lucky with Azusa's memory appeal restoring, so the could burst 4 times. The first 2 times with all 3 idols, the other 2 times with just Miki.
I had coordinates specifically set up for the 3 teams to further boost their primary stat and 5 stars from all 3 lessons.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 26, 2014, 12:35:14 am
After beating the S3 all-star there's even a S2 all-star. I didn't even try to beat it 'cause it requires 500k and right now it's impossible for me (my all-star record is 440k, with a few fixes I can improve it for sure but to aim the 500k I need more memory appeals).
Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on August 26, 2014, 01:04:17 am
......

Christ, there's ANOTHER one?

Welp, me in a nutshell. (https://www.youtube.com/watch?v=1XyMePUidzs)
Title: Re: One For All: Gameplay thread
Post by: ChocoCats on August 26, 2014, 01:12:34 am
Here's the S2 All-Star clear. (http://nicoviewer.net/sm24295624)
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 28, 2014, 09:54:35 pm
how do you complete the third voice lesson the intended way?

the only way i can get the bar to full is failing twice on purpose

the 3rd batch of notes ends on a very long note. even though i try to breath immediately i can't get the breath bar to full before i need to start with the next batch, but if the bar isn't completely full i'm out of breath before the end of the batch. So what i do is to fail the 4th batch of notes on the very first note on purpose, then i get the same type of batch as the 3rd one, i complete this and fail the next on the very first note again. And then i do this kind of batch a third time and the lesson is complete, with about 3 seconds left. But i can't imagine this is the intended way, so what am i doing wrong?
Title: Re: One For All: Gameplay thread
Post by: mariokirby on August 28, 2014, 11:49:43 pm
This may not help, but it worked for me.

After the 3rd batch of notes, you're going to need to refill the breath meter and keep refilling even when the next note is coming.  Don't look at the breath meter.  Look at the next note instead.

Once the next note reaches the very end, then quickly stop refilling the breath meter and press the incoming notes.  You're breath meter should be around 96%-100%.  If not, then you probably won't last the entire 4th batch of notes.  It's difficult in the beginning to get the timing, but will get much easier once you get the timing down.

Hope this helps.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 29, 2014, 09:42:32 am
What do you mean by

Once the next note reaches the very end
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 29, 2014, 10:23:24 am
What do you mean by
Keep breathing 'till the first note of the batch is on the left side of the screen.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 29, 2014, 10:29:18 am
that's what i try, but it seems i'm always a bit late with getting on the note (i'd rather be a bit too late than early, because i can still complete the lesson this way)
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 29, 2014, 11:16:42 pm
I beated the S2 all star live. 505k, 225k with the dance team. 8)
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 30, 2014, 10:41:59 am
wow, that's crazy

How did you reach that score in the dance team?

And i bet there will be an S1 event as well, i wonder what score you need for that one though.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 30, 2014, 12:09:51 pm
Hibiki, Makoto and Yayoi bursting; Ami and Mami supporting. 19 memory appeals and the song was M@STERPIECE.
I really don't know why I can score so much with the dance team, the vocal quintet can score "just" 160k with 17 memory appeals (singing Destiny), but I can still make 4 bursts so I really can't understand this difference.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on August 30, 2014, 12:12:20 pm
Who do you use to burst in the vocal team apart from Haruka and Chihaya and what happens if you use Yayoi instead?

And what were your idol's levels?
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on August 30, 2014, 12:20:16 pm
My idols are all at level 35.
The vocal quintet has Chihaya, Haruka and Ritsuko bursting, Takane and Azusa supporting. I never tried Yayoi but even I think that she could make the difference. Otherwise it could be the song, maybe low bpm (M@STERPIECE) gives a lot more points during bursts. Today I'm going to do some experiments.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on September 01, 2014, 04:21:42 pm
Ok, time to report.

Hibiki, Makoto, Yayoi (bursting) + Ami, Mami. 19 memory appeals
song: M@STERPIECE
score: 225k

Hibiki, Makoto, Mami (bursting) + Yayoi, Ami. 19 memory appeals
song: M@STERPIECE
score: 184k

Hibiki, Makoto, Yayoi (bursting) + Ami, Mami. 19 memory appeals
song: Change
score: 174k

Chihaya, Haruka, Yayoi (bursting) + Takane, Ritsuko. 20 memory appeals
song: Destiny
score: 175k

As far I can say, low bpm=more points.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on September 01, 2014, 04:42:27 pm
yeah, i get the feeling as well. But i also think it's easier to get 4 bursts off on a fast song since the bursts (where you can't regain voltage) don't take up so many appeals in percent.
I hope that was understandable :p

But of course, with that number of memory appeals that doesn't matter much. Basically you need 4 x 3 (to fill voltage 4 times) + 6 to 8 (bursting with Haruka or Yayoi doesn't do much on the last burst) memory appeals, so 18 to 20 to be able to burst 4 times on any song.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on September 01, 2014, 05:00:22 pm
I think that is the reason why low bpm songs give you more points. You can't do more than 4 bursts even with fast songs so 4 bursts with low bpm give you a lot more points than 4 burst with higher bpm. Sadly I forgot to check the burst points for each test I made. :-[
Personally i fill the voltage with 4 memory apppeals only for the first burst ('cause normal appeals have very low multiplier right after the start), then I use 3 memory appeals + primary stat appeals for the other bursts.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on September 01, 2014, 06:07:10 pm
i don't have that many memory appeals to do stuff like that, 3 appeals per burst have to be enough. I guess i should work on getting more memory appeals for different idols, so far i only have Yukiho with 5, Azusa, Chihaya and Takane with 4 and the rest with 3. But currently i'm working on the DLC which takes up about 2 and a half hours per idol because i'm still very slow at reading japanese.

Have you tried Ritsuko instead of Yayoi/Ami? I think her burst skill gives a crazy score boost. Interestingly the boost is much larger if it's a trio burst.
Title: Re: One For All: Gameplay thread
Post by: BadBoy25 on September 01, 2014, 06:52:57 pm
No, I use Ritsuko in the vocal quintet. Maybe I'll try later.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on September 11, 2014, 08:59:58 pm
i just beat the S2 all star live, with a score of 580k, but there is still potential for improvement: 1 more memory on my vocal team should add a few thousand, and a bunch of extra memory appeals on my dance team. Also, getting gold on the song i'm using for my vocal team would also add some points.

In that connection i finally found out what the song status actually does: it multiplies the stats bonus you get through the song (a gold song basically has twice as many stars)
Title: Re: One For All: Gameplay thread
Post by: Naryoril on September 13, 2014, 08:35:40 pm
Sorry for double post.

I finally beat every challenge currently in the game.

I can pull off 185k without risk on a 3 girl team: Yukiho, Azusa and Miki with a total of 14 memory appeals using Cosmos, Kosmos. With risk free i mean without relying on Azusa's burst. I reach this score by memory 3 times, burst with Yukiho immediately, memory 3 times, burst with Miki and Yukiho, memory 3 times, burst with Miki and Yukiho, memory 3 times and burst with Miki alone. Actually 13 memory appeals are enough for this and results in a score of about 182k by using only 2 memory appeals before the last burst.
If i gamble a bit i can reach 195k by bursting with all 3 idols at the first burst, but for this to work out in the end i need Azusa to give me back one more memory appeal than she uses over the course of the song so i can use 3 memory appeals before the 4th burst.
Of course, with this score (the risk free one) S1 auditions, lives and festivals are no issue.

And i got 245k to beat the S3 quintet live using M@sterpiece with Hibiki, Makoto, Yayoi (bursting) and Yukiho and Azusa (for their memory appeals) with a total of 19 memory appeals. To be able to pull off 4 bursts on M@sterpiece and do 3 trio bursts (the last one is a solo burst from Hibiki) you need to use 4 memory appeals to fill the voltage bar once a fast as possible, preferably the first time which means you need 19 memory appeals.

My current record for an All Star Live is 610k, and especially the vocal team has a lot of extra scoring potential, but i'd need at least 3, probably 4, more memory appeals since i can only burst 3 times with them atm.

All my idols are lvl 40 now.
I hope they add some more challenges with the upcoming catalogs, since i guess they will increase the max level and max idol rank as well.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on October 10, 2014, 10:59:10 pm
has anyone manged to get one of the solo songs to break or gold?
Title: Re: One For All: Gameplay thread
Post by: Okayu on October 11, 2014, 05:26:56 pm
has anyone manged to get one of the solo songs to break or gold?
I have Saihyou on gold.
(http://i.imgur.com/3BBduSa.png)
Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on October 11, 2014, 05:41:56 pm
... Those go up to seven stars? The more you know.
Title: Re: One For All: Gameplay thread
Post by: Okayu on October 11, 2014, 10:14:27 pm
... Those go up to seven stars? The more you know.
Yep. Probably to counter that it's solo only.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on October 12, 2014, 06:06:41 pm
I have Saihyou on gold.

Thx
I want to get Ano hi no namida and saiyou to gold, but i still didn't get a break yet even though i spent quite some time with ano hi no namida, seems i was just unlucky.
Thx again
Title: Re: One For All: Gameplay thread
Post by: Okayu on October 12, 2014, 08:15:22 pm
Thx
I want to get Ano hi no namida and saiyou to gold, but i still didn't get a break yet even though i spent quite some time with ano hi no namida, seems i was just unlucky.
Thx again
It took a season of using only Saihyou before it got to break but it was only a few weeks after that it went to gold.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on October 12, 2014, 10:25:53 pm
my impression is, that it's random when you get a break, and the next time you hit that random chance it goes gold.
I had a song get a break when i used it the first time after it lost the fresh status (i didn't use it when it was on keep). To be precise i only used the song because i thought i hadn't used it yet at all.
Title: Re: One For All: Gameplay thread
Post by: Okayu on October 22, 2014, 10:33:50 pm
I was wondering how do you handle S rank jobs? With the EX episodes increasing in difficulty I think it's good to know beforehand.

Currently I can do S3 jobs but S2 and above jobs or the S3 rank up is above my level. What pairings would you recommend for each stat (vocal visual and dance) and what level and memories should the idols be at?

As of writing this post my unit is Chihaya (level 31 with 5 memories) as leader, with Haruka (level 28 with 4 memories) and Takane (level 28 with 4 memories) supporting.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on October 22, 2014, 11:30:52 pm
for the S3 rank up i'd say you'd want a few lvl 35 (or above if you have bought and completed the ex episodes) idols.

Your main unit has the most important bit: a pair of interest rate boost during and after the burst (Chihaya/Haruka for Vocal, Miki/Yukiho for visual and Hibiki/Makoto for dance). You should also have enough memory appeals to burst 4 times, especially if you consider Takane's burst skill. Use a slow vocal song for scoring (there is a slow one with 2 vocal stars, forgot which one it is though, use that one), if you get it to gold you can get some more score out of it. Also make sure all the tier 3 lessons are active at all times (5 stars), and give them an outfit with as much vocal as possible.

If this still isn't enough to beat S2 events, then you simply have to level up. Without getting your idols at least to lvl 35, you can forget to beat the S1, i don't think it is possible. I'm not even sure it's possible with lvl 35, you might need to get them to S rank and past lvl 35.

For the rank up festival: Don't forget you can switch out the support idols after reach song. You can also use the first song of the festival and try to make the enemy waste memory appeals and not even trying to actually win it yourself. If the opponent only has a few memory appeals left, he'll have a harder time on the 2nd and 3rd song, since he can't replenish the appeals between songs like you can. I think i only beat him once in just 2 songs, in all other cases i had to use all 3 songs, but my policy is to always keep Yukiho in the unit, so i could only switch out one idol per song.
You might also want to get all idols to at least 3 memories. This helps with the rank up festival (because you have more idols to switch in) and you'll probably have a really hard time beating the EX #4 with an idol with just 2 memory appeals, even if she is S rank lvl 35 (max level is only increased after beating EX #4, even if you have beaten the S rank up festival).

As for general scoring in your team:
Fill your burst gauge mostly using memory appeals, top off with vocal appeals, burst, rinse and repeat. To conserve memories (and get you more time to fill the burst gauge) you might want to do a solo burst with Haruka immediately on your first burst. You'll have to try out how many memory appeals you actually need, if possible try to burst 4 times. The last burst should be a Chihaya solo burst.
In my trio team with 14 memory appeals using Cosmos Kosmos i do a Yukiho solo burst, 2 Miki/Yukiho duo bursts and one Miki solo burst, that leaves me with one memory left over since i can fill the voltage gauge once with just 2 memories and the rest visual appeals. But if i do a duo burst in the beginning, i won't have enough time to fill the gauge with just 2 memories (and i think doing a trio burst somewhere leaves me 1 note short of filling the voltage gauge with just 2 memories).

I hope this helps a bit.
Title: Re: One For All: Gameplay thread
Post by: Okayu on October 22, 2014, 11:53:01 pm
Thanks for the advice. I'll try it and edit later if it helped.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on October 29, 2014, 12:41:25 am
Some info about the second story pack, what i gathered from playing Yukiho's storyline (i'll wait with doing the other storylines because of holidays and because i want to finish another game i'm currently playing first):

Completing the first job of the second pack unlocks the S2 rank up festival. Beating this festival unlocks new skills on the skillboard.

Completing the third job unlocks the new extend. This extend can only be used with the idol specific song (and thus only in solo stages) and it does not allow any accessories. Yukiho's extend has 2 yellow and 1 red star.
Wearing the extend enables the Ultimate Appeal. An ultimate appeal can be performed just like a duo burst. An ultimate burst has several effects on top of what a normal burst offers:

1) The extend changes, it becomes fancier

2) The whatever-it-is-called-ring around the symbol of the button you have to press for appeals gets increased by one full ring. The more you have filled the ring the more points you get for these appeals. So it works similar to Ritsuko's burst, but it is stronger. And more importantly: it stays after the burst is finished, so your score your ultimate appeal is drastically increased.

3) The voltage bar seems to fill faster. With 5 memory appeals i was able to burst 3 times with hardly any time left using あの日のナミダ (Ano Hi no Namida, Yukiho's song). By doing 4 bursts right of the bat and using the 5th memory for the ultimate appeal (so i had to wait for the burst prompt to finish first before being able to activate the ultimate appeal, and i had one memory less to fill the voltage gauge) i ended up with more time in the end for 3 bursts.

4) All following bursts are Ultimate Appeals, even if you don't use any more memory appeals. This means the ring in the middle is filled by yet another full round, and your score gets even higher.


Before the costume i was able to do about 64k with Yukiho, with the costume i reached a score of 108k, and i even made some mistakes, so i guess i could get about 112k.

Another thing i noticed: The maximum you can get in that score ring is filling it 3 times. It goes from empty to white to yellow to red. After 3 ultimate appeals all rings were completely red, the few filled segments Yukiho has by herself didn't show up in a new color.

Edit: Oh, and completing the 4th job increases the max level (most probably to 45)
Edit 2: There doesn't seem to be a new stage (the first pack had one)
Title: Re: One For All: Gameplay thread
Post by: Allithus on November 04, 2014, 07:19:25 am
Are you sure it increased the voltage rate? You could always burst 3 times.

Edit: I can confirm that it does increase the voltage rate. However you could get 3 burst without it. Need further testing to see if you could get more than 3 burst with the ultimate appeal.

Edit2: Okay It doesn't increase the voltage rate nearly enough for a 4th burst even with 5 memory appeals. You'll will be able to get over the 3rd burst and then 5 seconds or so.

Most of these difficult stages comes down to having at least 4 memory appeals. Also I noticed that the AI shy from using memory appeals when you are very far ahead in terms of voltage.

I find that I can reliably beat the ex Leon episode by getting ahead and then wait to counter. All my idols had 4 memory appeals and maxed burst counter.

As for the rank up festivals, you can actually just brute force them with Miki, Hibiki and Chihaya's super OP burst skill. be sure to stay way ahead in voltage as the AI will try to counter you. Jupiter is especially annoying as their burst skill wipes your entire voltage bar and any memory appeal you don't use is going to be stolen. Therefore I find it better if I just spammed memory appeals right from the start and burst a hell bunch before they can do anything. This would result in a win with about 10000 points lead with 12 memory appeals.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on December 14, 2014, 09:48:21 pm
I just got a score of 750'551 on an All Star Live, and not all idols are lvl 45 yet... I got all the idols to 4 memories and Yukiho, Azusa and Chihaya have 5, this really pays off for scoring. I wonder if i'll be able to beat 800k after the next EX episodes DLC.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on January 20, 2015, 05:17:08 am
Sorry, for continuing the recent (Ex episode 3 DLC) gameplay discussion here.

[See December/January posts in the other One for All topic for more gameplay information on Ex Episode 3 DLC]

I've got a question.  Does Leon in EX episode 3 have a different burst skill depending on which idol you're using?

I don't remember, but I beat it with Chihaya (had 5 memories) without too much difficulty.  I think Leon's burst skill just greatly decreased my vocal rate.  (But, I could be wrong).

However, when I tried beating with Miki (had 5 memories as well), I was completely destroyed for 10 rounds straight.  The reason was because Leon's burst skill was like Takane's in that she gets about 1/3 of her voltage gauge filled at the end of her burst.  Not too mention Leon was aggressive and constantly using memories, so that I could never reach another burst after my initial Ultimate burst.

I updated my game out of frustration to see if maybe something was wrong.  Then, I tried facing Leon again with Miki (after doing a week of other jobs in the game to reset things) and actually won using the method described on Page 69 in the other One for All topic.  I actually tried using that method before updating, but it never worked since Leon was too aggressive for me to reach a 2nd burst.

So, just out of curiosity, did Leon have a different burst depending on which idol you used?

By the way...Thank you so much, Okayu, for the Chihaya summaries.  (See summaries in other One for All topic for those who don't know)
Title: Re: One For All: Gameplay thread
Post by: Naryoril on January 20, 2015, 09:01:30 am
Not that i noticed. I didn't have much trouble beating her with Miki with 4 memories. I'm at the Leon fight with Iori, i'll check her burst skill when i get home. But imo the dangerous part about her burst skill isn't the lowering of your rate, but the massive increase of her own rate after the burst.
Title: Re: One For All: Gameplay thread
Post by: Allithus on January 21, 2015, 02:29:54 am
The critical thing here is to counter her (almost) every time. You probably want to have one memory appeal after did the ultimate appeal.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on January 21, 2015, 09:16:40 am
Her burst against Iori is to raise her own rates and voltage after the burst.
Title: Re: One For All: Gameplay thread
Post by: Byuusan on January 21, 2015, 06:05:28 pm
I had a good deal of difficulty against Leon for most idol. Most of my idols however were 43-45 with only 4 Appeal.

The only exception is Ami as she tear her to shred on the first attempt.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on January 22, 2015, 02:53:17 am
Her burst against Iori is to raise her own rates and voltage after the burst.

I guess Leon's burst is the same for all idols.  I was wrong about that.  Thank you very much for checking it out. 

It was still very weird for Leon to be so aggressive, and then after the update (or letting a week go by) she suddenly went easy on me.  I'm pretty sure I didn't do anything differently.  Oh well, I still beat it anyways.
Title: Re: One For All: Gameplay thread
Post by: Allithus on January 22, 2015, 10:53:03 am
I don't know whether Leon has been nerfed or not, but it's much easier to win with 4 memory appeals now. I just let her burst first and then burst and burn away her voltage with memory appeals.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on January 22, 2015, 11:39:31 am
There is also luck involved. I had to try several times to beat her with Iori (4 memory appeals). The way i succeeded in the end was to always burst as soon as i could. But the first time i tried this, it didn't work because i didn't get a third burst, but the second time i just made it to a 3rd burst on the last note and in both attempts i had a full chain on the song. From the difference in the voltage gauge i guess the second time Leon used one memory appeal less (or during a time that is better for me, for example while i'm bursting).
Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on February 04, 2015, 09:38:33 pm
Question; there's an option in Produce mode's P Desk menu that has your off-hand idols focus on improving one of four things in a drop down menu -- such as fans and EXP gain -- whilst you're on a Job with your main trio. What are they in order, exactly?
Title: Re: One For All: Gameplay thread
Post by: mariokirby on February 06, 2015, 01:47:40 am
I don't know, exactly.  I sort of guessed with some google translate (not very helpful but it's all I got).

Please, somebody correct me if I'm wrong.

1.  Balance
2.  Fans
3.  Money
4.  Experience

Title: Re: One For All: Gameplay thread
Post by: DeviantProtagonist on February 08, 2015, 05:44:31 am
Looks about as right as any, yeah, so much appreciated.

Yet there's another question I have; now that Azusa's EX2 is beaten, I've no clue how to have her wear the EX2's ultimate costume (for S4U and the like). Where and how do you equip said costume? Is it locked to her EX song or something?

Edit: disregard that; turns out the individual costumes needed to be toggled on. Derp.
Title: Re: One For All: Gameplay thread
Post by: Kimiko on February 10, 2015, 03:57:57 am
so, my friend from germany sent me his spare ps3 (and yeah I can keep it~)
and he also transfered his save data of imas 2 and ofa on it so I have all dlc songs till now
but now I have a question
He still hasn't unlocked all character specific costumes, how can I do that?
Title: Re: One For All: Gameplay thread
Post by: ChocoCats on February 10, 2015, 04:21:05 am
so, my friend from germany sent me his spare ps3 (and yeah I can keep it~)
and he also transfered his save data of imas 2 and ofa on it so I have all dlc songs till now
but now I have a question
He still hasn't unlocked all character specific costumes, how can I do that?

Complete EX episode #7 for each of the idols to get their exclusive costumes.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on February 18, 2015, 01:25:09 pm
Well, can't say I've been up to much other than massive OfA grinding. Even someone like me needs something to do.

I just learnt today what happens when you actually tie with someone else during a festival.

See the below screenshot:

https://www.dropbox.com/s/mysyis3dw6bqr2w/imas%20OfA%20-%20Tied%20S1%20Festival%20%281-1%29.png?dl=0

Since it was song 3 of the S1 promotional (Which of course went 1-1), I didn't expect to end up with the exact same score as your opponent (Considering MAI is downright evil).

Now what actually happens is...

... Actually, do I want to spoil the surprise?

I do have a video archive (Since this was all streamed) although it'll take quite some time before I can get the video out.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on February 18, 2015, 01:53:57 pm
I'm curious what happens in that case, especially if it's the end of a rank up festival. I doubt i'll ever see this, the chances are just too slim. I think the closest i got was within 100 points.

And what do you intend to grind? Just level or go on and get 5 memory appeals for every idol? That would be the real grind in this game.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on February 18, 2015, 02:49:41 pm
I'm curious what happens in that case, especially if it's the end of a rank up festival. I doubt i'll ever see this, the chances are just too slim. I think the closest i got was within 100 points.

And what do you intend to grind? Just level or go on and get 5 memory appeals for every idol? That would be the real grind in this game.

I was just working my way up to S1 and closing all the EX3s. I'm done now, and in the process ended up getting that enroute to getting everyone to S1 (Most everyone is level 50 with 4 appeals each, apart from Azusa who has 5, because slow songs = domination at solo festivals)

I'm not sure if a S1 All star exists though. In theory it does, but I don't know how to make it show up.

http://www.hitbox.tv/video/423310

The match in question starts at 10:30. Yes, I'm aware I should have had Miki as second, with Ami as third (Because Miki's burst pattern is better for Miki's burst skill than Ami's burst pattern), but well, the more you learn.

Spoiler: [spoiler]You take the win. There are no draws in Ofa, with the player given the benefit of the doubt.[/spoiler]

You can confirm that it is in fact a best of 3, by starting it earlier. I thought there was a preceding failed run, but that was the first event of that block. Weirdest luck ever, I guess.

That one was the third match of Yukiho's S1 qualifier, since I find it nearly impossible to level the resources required to close a match during the second song. Basically, it's as even as it'll ever get. My strategies are a little weird, and somewhat unreliable for S1 though.

I tend to play combattive (And you'll probably notice if you watch more of it, that Azusa can consistently carry hard on the first song regardless of the team composition, which is always the same. Appeal abuse is so useful) so I haven't figured out reliable ways to close S1 matches against MAI. I've only ever managed one 2-0, although I have managed to close out all 13 S1s.

I may decide to do other things since I've completed all the damn episodes though... I need a bit of help verifying everything is there at my end. I think it is, unless there's some unlock requirements I forgot about...
Title: Re: One For All: Gameplay thread
Post by: Naryoril on February 18, 2015, 03:42:57 pm
Yeah, i still haven't finished all of the ex episodes. Holidays and Guild Wars 2 were "in the way", but i'm slowly working on it. But as soon as i have to pad to meet the season goals (so when it requires 8 concerts, auditions or festivals), i'll probably wait for eDEN before continuing.

While you are right about the idol order, i think another song would have had more influence. I use Cosmos Kosmos when i want to score as high as possible with a visual trio unit. And then there is the outfit.

But yeah, the S2 and S1 rank up festivals are hard and i usually sacrifice the second song as well. My strategy for S1 is to counter with Yukiho, Haruka or Makoto twice and then burst with Miki, Chihaya or Hibiki at the end of the song. This usually works quite well. So far i have won 2-0 twice: One was the very first time, using Yukiho as leader, and the second time basically came as a surprise.

I never noticed that the opponent is Mai, it makes a lot of sense though: She is considered a legendary idol, and she uses the same burst skill as Ai at some earlier rank up festival (C3 or something like that iirc). It somehow makes me feel all fuzzy inside :p

With some idols (ARGH, RITSUKO YOU SUCK AT SOLO FESTIVALS!) i really had trouble beating Leon at the end of ex episode 3, even with 4 memory appeals, S1 rank and lvl 45.

I'm also still waiting for an S1 all star festival, i recently completed the requirements for S2 after 2 songs...

What do you want to verify and what help do you need to do so? I'm also thinking about doing some more stuff after getting everyone to 50, maybe getting Takane and Miki to 5 memory appeals (i got Yukiho, Azusa and Chihaya already, the rest is on 4)

Title: Re: One For All: Gameplay thread
Post by: seibo on February 18, 2015, 04:04:59 pm

But yeah, the S2 and S1 rank up festivals are hard and i usually sacrifice the second song as well. My strategy for S1 is to counter with Yukiho, Haruka or Makoto twice and then burst with Miki, Chihaya or Hibiki at the end of the song. This usually works quite well. So far i have won 2-0 twice: One was the very first time, using Yukiho as leader, and the second time basically came as a surprise.

I tend to go with Azusa + my lowest level character (yayoi) on the first song and usually lose on the first song but keep my voltage and memory appeals up. Then I make the second song a shoein (sp?) with Makoto and Hibiki. And the final song setup depends on the leader. If it's one part of the visual or vocal set I'll nab the other one, if not I'll usually grab Miki and Yukiho since they're higher levels than Chihaya and Haruka. I haven't lost an S1 yet and I've managed with less than 5 appeals and under lvl45 on most of the idols.

Actually I think I failed with Yukiho because of bad costume/ song coordination but I got it on the second try.
Title: Re: One For All: Gameplay thread
Post by: Setsuna on February 19, 2015, 12:40:16 am
Yeah, i still haven't finished all of the ex episodes. Holidays and Guild Wars 2 were "in the way", but i'm slowly working on it. But as soon as i have to pad to meet the season goals (so when it requires 8 concerts, auditions or festivals), i'll probably wait for eDEN before continuing.

While you are right about the idol order, i think another song would have had more influence. I use Cosmos Kosmos when i want to score as high as possible with a visual trio unit. And then there is the outfit.

But yeah, the S2 and S1 rank up festivals are hard and i usually sacrifice the second song as well. My strategy for S1 is to counter with Yukiho, Haruka or Makoto twice and then burst with Miki, Chihaya or Hibiki at the end of the song. This usually works quite well. So far i have won 2-0 twice: One was the very first time, using Yukiho as leader, and the second time basically came as a surprise.

I never noticed that the opponent is Mai, it makes a lot of sense though: She is considered a legendary idol, and she uses the same burst skill as Ai at some earlier rank up festival (C3 or something like that iirc). It somehow makes me feel all fuzzy inside :p

With some idols (ARGH, RITSUKO YOU SUCK AT SOLO FESTIVALS!) i really had trouble beating Leon at the end of ex episode 3, even with 4 memory appeals, S1 rank and lvl 45.

I'm also still waiting for an S1 all star festival, i recently completed the requirements for S2 after 2 songs...

What do you want to verify and what help do you need to do so? I'm also thinking about doing some more stuff after getting everyone to 50, maybe getting Takane and Miki to 5 memory appeals (i got Yukiho, Azusa and Chihaya already, the rest is on 4)

Well, I need to verify songs, costumes, accessories, stages and guest idol counts, assuming a catalog 9 close.

I found for the S2 promotional against Jupiter that Azusa leading for song 1, and Ami leading for song 2 is normally enough - Azusa doesn't really care about appeal losses since she'll get them right back, and Ami doesn't care about appeal losses cause she'll turn her normal voltage into appeal like gains, and both constantly bursting solo will run Jupiter over. It probably proves that Azusa and Ami are top tier Festival idols.

S1 is... yeah. I don't have to worry about it now, but it's so hit and miss. Sometimes I can 2-0, and once I managed to drain enough appeals during song 2 to turn song 3 into a 12 appeal vs 0 appeal face off. The scary part is even with 0 appeals, MAI can reasonably score about 90k.

As for the EX3s, I found out that the AI actually react on your score as well.

Namely, they will aggressively appeal if you have a decent voltage AND your score is about 85% or more of theirs.

So with the really slow songs (Makoto and Azusa) you're actually best trying to use one rate type to make sure you don't score a lot of points, then when you get close enough, burst 3 times to get initial burst, then use your fourth to go into ultimate, and go from there.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on February 19, 2015, 09:12:20 am
if it's DLC you need to verify i'm afraid i can't help you much. I bought some songs and extends here and there, but they are all over the place.
Title: Re: One For All: Gameplay thread
Post by: Naryoril on April 14, 2015, 08:07:55 pm
Finally done with the game, everyone is on level 50, Yukiho, Azusa, Chihaya, Takane and Miki on 5 hearts and the rest on 4 hearts.

I did a final high score run and that's what i reached:
Trio Live (not using the score boost from auditions): 240'440. I might get this one higher when i use a different song and team and get really lucky with Azusa's burst appeal.
Quintet Live: 332'476
Allstar Live: 833'369

I played the game for 292 hours, a lot of this is due to my slow reading speed in Japanese. But i can notice how much i have improved since i stated playing the game. I think even considering all the overpriced DLC i got my money's worth out of the game ;) But i think i played his game too much...

Btw: The fan count in the producer records caps at 99'999'999, Yukiho has slightly over 16'000'000 fans.
Title: Re: One For All: Gameplay thread
Post by: Chihaya on January 31, 2016, 08:52:55 pm
I haven't played the game since release as I'm back on Im@s 2 for now but I'm buying up dlc and I have a question regarding the ex episode songs/costume....is there a way to use the song in s4u?? I set the unit to solo but I can't seem to find the song listed anywhere... do you have to play in produce mode first??  :-\
Title: Re: One For All: Gameplay thread
Post by: Kimiko on January 31, 2016, 09:05:22 pm
I haven't played the game since release as I'm back on Im@s 2 for now but I'm buying up dlc and I have a question regarding the ex episode songs/costume....is there a way to use the song in s4u?? I set the unit to solo but I can't seem to find the song listed anywhere... do you have to play in produce mode first??  :-\
yes, you have to play the ex story first, if I remeber correctly you need to play the first 3 chapters for the song, the second 3 for the costume and the last 3 just for completion
Title: Re: One For All: Gameplay thread
Post by: Chihaya on January 31, 2016, 09:16:33 pm
yes, you have to play the ex story first, if I remeber correctly you need to play the first 3 chapters for the song, the second 3 for the costume and the last 3 just for completion

Acccck okay lol XD thank you!!! :D Guess I'll have to get back to playing soon!
Title: Re: One For All: Gameplay thread
Post by: Kimiko on January 31, 2016, 10:55:34 pm
Acccck okay lol XD thank you!!! :D Guess I'll have to get back to playing soon!

good luck, those chapters can be a real pain in the ass if you didn't level your characters enough or if you don't have the boosts from lessons.
it took me forever to get amis outfit because of that -.-
azusa was easy because of her memory recovery skill xD
Title: Re: One For All: Gameplay thread
Post by: Naryoril on January 31, 2016, 11:02:12 pm
i really had trouble with ritsuko's second ex episodes set because her burst skill is really weak in a single burst (but really strong in a trio burst). And i think i had 4 memories with her.
Title: Re: One For All: Gameplay thread
Post by: mariokirby on January 31, 2016, 11:09:08 pm
I haven't played the game since release as I'm back on Im@s 2 for now but I'm buying up dlc

Just curious.  Are you just going back and finishing up Im@s 2/ OFA, or are you completely starting all over again?

(Hope you were able to get the discount DLC on time).

good luck, those chapters can be a real pain in the ass if you didn't level your characters enough
i really had trouble with ritsuko's second ex episodes set

Pretty much this.  I'll confess, I only completed the Ex episodes for a few characters since it was just too much grinding to work on everyone.
Title: Re: One For All: Gameplay thread
Post by: Chihaya on January 31, 2016, 11:45:42 pm
Just curious.  Are you just going back and finishing up Im@s 2/ OFA, or are you completely starting all over again?

(Hope you were able to get the discount DLC on time).

Im@s 2 going back and doing stuff I missed ^^; not too serious but OFA... Starting over Dx ahhhh I didn't get too far though, I remember getting distracted by other games so I expect I'll be frequenting this thread a lot. Also if you mean OFA, I'm seriously enjoying the discounts as I'm blowing a lot of money that I refuse to add up on the dlc so discounts help :'D cuz help our wallets when Platinum Stars starts releasing monthly catalogs.

Also thanks so much for the tips everyone!!! Gonna prepare myself for how tough they'll be TT^TT hope I can get all eventually....lol. That's the goal anyway.