With just over a week since its global debut, Project Moon’s turn-based SRPG Limbus Company has gotten overwhelmingly positive reviews from the gaming community. Developers Project Moon, based in Korea, are well-known for their eccentric games like Library of Ruina and Lobotomy Corporation. Know about Speed and Sanity before combat tips.
Their games have top-notch fighting and a plot that is as original as it gets. To receive the tasty pre-registration goodies and some maintenance rewards, players can create an account right away. Both the iOS App Store and the Google Play Market offer Limbus Company as a free-to-play game that can be downloaded and installed.
Speed and Sanity Before Combat Tips
Speed
Sinners and adversaries are positioned in relation to their speed before the actual conflict starts. Characters are positioned more away from the center the faster they go. Their attack skill positioning is likewise determined by this positioning, which may allow or disallow resonances.
Speed acts similarly to the Library of Ruina in anomaly battles. In other words, characters with quicker (and only faster, not equal) speed are able to block strikes from foes with slower speed.
Characters in human combat oddly target based on their own speed and the speed of their adversaries. Targeting moves move from left to right down the field starting with the slowest enemy being targeted by the fastest sinners. Similarly, enemies will target so that, once more, left to right, the slowest foes will attack the fastest sinners.
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With an equal amount of attacks and enemies, this is rather simple. But if there are more attacks, they will ‘roll over’ and start attacking again from left to right. Similar to this, if a character is launching multiple attacks, those attacks will take precedence over those of other characters before any additional targets are chosen.
This leads to some odd targeting: although the fastest opponents are typically out of reach, the fastest sinners are typically targeted the most. Due to enemy targeting and typically receiving one-sided hits, the slowest sinners are strangely safe, whilst the slowest foes typically take a lot of damage.
Sanity
Sanity has a range of -45 to 45, can be gained or lost depending on certain talents, and can be lost when friends are lost or defeated. There are two main purposes for sanity: first, it serves as a resource for EGOs that are not Zayin.
The second involves luck; the more sane you are, the more likely it is that your attack coins will land on heads. Keep in mind that this isn’t always a good thing because whether a coin lands on heads or tails, the damage number is changed, making certain enemy assaults that lose damage on heads stronger at low sanity.
A quick way to determine a character’s sanity is to look at the color-orb next to their health, with blue denoting positive and red denoting negative. But, by selecting the relevant character and looking at the character sheet, the precise number can be discovered. There is no rationality in abnormalities.
Combat Numbers Types
The top number indicates the least amount of damage an attack does, and the bottom number indicates the most. This is the most significant portion of the entire thing. A higher number indicates that an attack has an advantage over the defense. When the fraction lights yellow, it signifies the attack/defense stat is giving it a benefit.
Each attack has its own attack stat, and each character has a defensive stat. When an attack stat exceeds a defensive stat, bonuses are granted, including (I believe) dealing more damage multipliers and having more raw attack damage, making it easier for the attack to win battles.
Clashing is a rather simple process. The attack coins for each character are flipped, and the outcome is then verified. An opposing assault coin is destroyed by whichever number is higher, and if there are still coins left, play continues until one side runs out of coins.