Right after you enter the ruin, you see three coffins aligned in a room. Mario's attacks act as they would with any other enemy. The badge also allows Mario to safely use his hammer on enemies with front-pointing spiky defenses, such as Spear Guys in Paper Mario, and Bristles and Cortez's sword and sabre in Paper Mario: The Thousand-Year Door. If equipped by Mario, he is able to jump on any enemy with a spiked head, spiked helmet, or upward-facing spear without taking any damage in return. In Paper Mario: The Thousand-Year Door, it is found in Rogueport Sewers, in a room with spikes that can only be passed with Vivian. In Paper Mario, it is found in Dry Dry Ruins, in the second of the three Pokey Mummy coffins in the first room. Spike Shield is a badge in Paper Mario and Paper Mario: The Thousand-Year Door. Make Mario damage-proof when jumping on spiky foes. Lets Mario jump on a spiked enemy without taking damage. if mario's jumping ability can do 2+2 damage a turn, maybe have the enemy health at seven, so even +1 damage can't one shot it, and the ally can probably do 3 damage just fine, so its not like it'll disable the idea of mario + ally can't take out a single enemy in one turn.Paper Mario: The Thousand-Year Door ( 2004) since you get shoes at set points, its really easy to keep track of this, but its only to like chapter seven or so enemies are actually having more than just slightly more than one attack, so they can survive +1 extra power, move. except for early goombas, most enemies are built around mario not being able to take them out in one turn by himself. There's also the issue that almost ANY power increase, at least till later chapters, makes enemies way easier. feel like jump will still get more powerful, due to stuff like power bounce and spike shield/ice shield, but maybe make more hammer badges, too. so one power up, jump does 4+4 damage, hammer might do 7. and maybe increase hammer badges a smudge in some ways, too.įeel like, outside of jumpman, things that increase mario's base damage should retain that whole jump does slightly more damage if perfect, but hammer delivers the damage in one hit, idea. Probably add more enemies with 1 defense, as well as making attack up mechanics affect hammer for +2 rather than +1. I think hammer builds are completely viable in TTYD, but jump overshadows it because it's legitimately overpowered, haha. You can even use FP drain for an effective FP cost of 0 per throw, and FP drain is quite powerful with hammer abilities due to only reducing attack by 1. Pair it up with a flower saver, and you are only using 1FP per throw, which is very reasonable. Sadly hammer throw can't be acquired until chapter 4 at the earliest, but most of the difficult enemies you'd use hammer throw on are in chapter 4 and beyond. Hammer throw is the final piece of the puzzle, and lets you deal with flying enemies and even ones jump can't hurt, like swoopers and rawk hawk. Quake hammer can be acquired in chapter 2 and covers almost all of fire drive's bad match ups (clefts, buzzy beetles, bristles, etc). I like having hammerman, hammer throw, fire drive, and quake hammer.įire drive is actually crazy strong, and it's easy to get even pre-hooktail. There are some viable (not OP, but fun) builds with hammers. Theres other boards for active participants in socializing about the paper mario games, but its not here anymore. the glory days are gone, and everyone has moved on, sadly. I think if all damage increasing abilities affected hammers twice as much as jumps that would fix most issues. You need chapter 4s partner to get through it.
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