IntroMostly tired of having to double back to the Cosmos Pot in Ground every time I wanted to check on mat related things, I've gone and created an organized series of charts for most things mat and tune related. Well, I mostly made this originally for my own reference, but why keep it to myself?
- TABLE OF CONTENTS:
Tune Up BreakdownAll Tune Ups can be broken down into a pretty basic series of categories. I will constantly be referring to these categories, so I'm throwing this at the front to basically be a primer. Unless otherwise mentioned, all tunes of the same category possess the same Cost patterns. Those of the same category also tend to have very similar patterns in material expenditures.
- Stat Tunes - These are any-part tunes that simply increase STR, TEC, WLK, FLY, or TGH, possibly at the cost of 1/2/4 stats when Alpha/Beta/Gamma tuned. Base costs are 5, 15, and 30 for Normal, High, and Great respectively.
- Weapon Stat Tunes - These are the weapon-counterparts of normal Stat Tunes, boosting Force, Range, Speed, and Ammo. For sub-weapons, only Force has a Weapon Stat tune (Grappler series). Unlike other categories, Weapon Stat tune costs vary pretty significantly between each type. As well, Alpha/Beta correspond to which stat is reduced, rather than the number of stats.
- Life Tunes - These are tunes that simply increase HP - 10/25/40 cost for 15/25/40 HP. There are two material formulae for each stage, but the cost/HP is the same at all stages.
- Proto Tunes - These are special tunes that have a fixed 100% success rate. They have the same cost/benefit as any normal Stat Tune, as well as a Proto Life tune that gives 15 HP for 5 cost. However, these cannot be done in large volume, require a Proto Cosmos ALPHA that you only receive a small number of period, and furthermore cause the tuned item to be unable to be traded at Bazaar. I won't be mentioning these much at all outside of the Cosmos Fossil section due to their massive restrictions.
- HP Plus Tunes - These are tunes that grant 15/30 HP in addition to boosting a stat, which includes Beast, Ranger, Tank, Eagle, and Sentinel. They are pretty efficient and cost 15 for Normal, 40 for High.
- Combo Tunes - These are tunes that improve two stats at once. For stats, these are Soldier, Acrobat, Battery, Assault, and Speeder. For weapons, these are Shooter, Air Force, and Gladiator. They all cost 20 for Normal, and 45 for High. The stat boosting ones are cost-inefficient so are best used only when slot-starved but swimming in capacity, while the weapon versions are considered usable in a lot of scenarios.
- EX Tunes - These are versions of normal Stat Tunes that also increase HP at no additional cost. They have the same material formula as normal Stat Tunes, except they also use rare EX Materials. As well, there is a limit of 10 EX Tunes on any bot. These won't be mentioned often outside of the EX Material section, because any other mention of them is going to be fully redundant with Stat Tunes.
- Revenge Tunes - These are LG-only tunes, and give you some HP and a chance to activate a special effect when stunned. This is a handy guide about them in general so I don't waste more of your time. Revenge Tunes are Crimson Veil, Clearance, and Hyper Shot. Clearance costs 20 while the other two cost 30.
- Status Ailment Tunes - These are melee-sub-weapon tunes that grant a chance to inflict a debuff each hit. They are Slow, Burn, Disorder, and Drain. They all cost 30, and can be pretty handy with weapons that strike multiple times.
- Capacity Tunes - These are LG-only tunes that increase your maximum capacity for a net gain of 20, 35, and 50 respectively. They're handy but not only must compete against Revenge Tunes for slots, but also have extremely high material costs. Still, should they succeed, they can help squeeze in more tunes and stats for your bots.
- Misc Tunes - This includes all the remaining tunes, which are Eternal, Paralyze. and Breaker which share nothing in common for formulae or benefits with any other tunes. Their only matching quality with each other is that they all use Fourda Cosmos. They're pretty odd-ball as a result.
Tune Up Formula ChartsLet's start off by diving into the formula for different tunes. This will be a series of charts meant to quickly illustrate the needed materials for various tunes, along with a quick summary. Some of this will be echoed in later sections, but ideally this is a much more digestible format than the text walls below when you're focusing on the actual tune-up process.
Stat TunesAll Stat Tunes follow a very simple formula. There are three materials associated with each stat, corresponding to Normal, High, and Great Tunes (which generally cost 100, 200, and 300 material points respectively). Additionally, there is a colored Chip for each Stat that is used when tuning Alpha/Beta Tunes that
reduce that stat (a set of Rainbow Chips are used for Gamma tunes). The formulae for all Stat Tunes is identical across stats in terms of numbers, merely changing in which materials/chips are used. The below chart first lists the correspondence of materials to each stat, then the amount of each material used for each possible level of Stat Tune (and the corresponding Cosmos Fossil). Note that for Beta Tunes, the number listed for the Chips is needed in both colors of chips that correspond to the reduced stats.
- Stat Tunes Formula Chart:
Weapon Stat TunesWeapon Stat Tunes are similar to Stat Tunes, but as how the variety of tunes per stat is different, so too is the material costs for each. The base material for each Weapon Stat matches a Great Material of a robot stat.
Supply Tunes are the only tunes that don't have an Alpha/Beta version (and, consequently, are the only tunes that have a non-Alpha/Beta tune for the higher tiers), while
Reach and
Gladiator lack Beta versions.
The below chart lists the five different classes of Weapon Stat Tunes, and enmurates the material costs. While there are some patterns in the formulae (10 chips for High Alpha/Beta, 20 chips for Great Alpha/Beta, 15 of auxiliary material in Great), the selection of materials has no unified pattern, nor do the quantities of the base material.
- Weapon Stat Tunes Formula Chart:
Life TunesThere are three tiers of Life Tunes, but each tier has two possible formulae. The alternate formulae mostly add in the non-standard materials (Screw Bolt, Steel Wheel, Miracle Ammonite, Shining Feather) in exchange for less or none of the standard materials and rainbow chips used otherwise. The below chart lists the three tiers of Life Tunes and both formulae for each tier.
- Life Stat Tunes Formula Chart:
HP Plus TunesPutting aside TGH, HP Plus Tunes follow a very simple formula based from normal Stat Tunes. They use the primary tune material for each stat, then Screw Bolts and Steel Wheels, with either Miracle Ammonite or Shining Feathers used for the High HP Plus Tune. The count of each material is again the same across those four stats.
TGH HP Plus Tunes, for reasons simply related to making it harder, require the use of more standard ingredients as well as Rainbow Chips. They do require fewer of these materials, but still, it makes TGH HP Plus tuning a bit of a pain.
In the below charts, the key notes which stats correspond to which primary material and which material in the High HP Plus tune. Since TGH uses different materials altogether, it has its own separately labeled chart.
- HP Plus Tunes Formula Chart:
Combo TunesStat combo tunes follow a very simple formula, one that
isn't disrupted for TGH (although only one combo includes TGH, anyway, and it's Artillery only!). They require the primary tune material for each stat, a handful of Rainbow Chips, and in the case of High Combo Tunes, an extra material unique to that stat. The amount of each non-Rainbow Chip material is identical across the board, including the auxiliary material for the High Combo Tune. The below chart includes a key to which materials are used in each combo, and what each auxiliary material is, before listing out the quantities needed for each tier.
- Stat Combo Tunes Formula Chart:
Weapon combo tunes follow a similar pattern, using the weapon equivalents of primary tune materials. However, unlike with stat tunes, the amount of each material is different (you always need more Rapid Crystals than whatever the secondary material is), and the amount for each tune tier is not the same across all three types of combos. The normal tier of Combo Tune also uses fewer Rainbow Chips than a Stat Combo Tune. The below chart lists each of the Weapon Combo Tunes, and the required materials and counts for each formula.
- Weapon Combo Tunes Formula Chart:
Status Ailment TunesStatus Ailment Tunes follow two formulae (differing between each other only in whether a second ingredient requires 27 or 15), though aside from Rainbow Chips and Cosmos, the materials are different in them all. The below chart simply lists off the Status Ailment Tunes and their formula requirements.
- Status Ailment Tunes Formula Chart:
Revenge TunesAll revenge tunes start off with the same set of Rainbow, Blue, and Green Chips. They then diverge by a pair of materials that are specific to each Revenge Tune, and then the choice of Cosmos Fossil. If one has a Handa Cosmos, that is the only material needed. Without one, every rectangular Cosmos Fossil, as well as a handful of Miracle Ammonite and Shining Feathers, must be substituted. The below chart indicates the required material quantities, and includes keys both for the Cosmos Fossil choice and the different materials for different buffs.
- Revenge Tunes Formula Chart:
Capacity TunesCapacity Tunes use an absurd amount of a large number of ingredients. The below chart lists all of the ingredients across all three tiers of tunes, and then lists how much of each ingredient is needed for each tune. I hope you never are doing STR/WLK tunes.
- Capacity Tunes Formula Chart:
Misc TunesWell, there's absolutely nothing to say as they don't share anything other than which Cosmos Fossil they use. And... apparently a strong affinity for the number 33. The below chart just groups 'em all together anyway because listing them individually would be silly.
- Misc Tunes Formula Chart:
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Standard Materials Usage ChartsThis is a series of charts mapping out each of the standard tune-up materials to what tunes they are used for. That is, all tune-up mats that can be traded from Ouka other than Cosmos and Chips. This is because the tune-up relations for those are all all straight-forward and don't need large tables to illustrate.
These are organized by the cost in Material Points to trade for each one.
100 Points - Power Amp, Stabilizer, Engine Shaft, Turbo Charger, Brake DamperThe main note of all of these materials is that they are all used for specific stat tunes (STR, TEC, WLK, FLY, and TGH respectively). Any tune-up that boosts one of those stats will be using one of those stats - Stat Tunes, HP Plus Tunes, and stat Combo Tunes all need these materials. You may've noticed me referring to these a few times earlier as "primary materials" for each stat. It's a handy way to remember them.
Beyond stats,
Power Amps are probably the most valuable commodity of them all, simply because of absurd count requirements needed for Capa tunes.
Engine Shafts would be next, as they are only used for the higher Capa tunes (though still absurd in count requirement), as well as the
Hyper Shot revenge tune. The rest are mostly evenly valued -
Turbo Chargers are the other component for
Hyper Shot, while
Brake Dampers are for the somewhat rare
Paralyze tune.
Stabilizers aren't used in any other tune, but since they improve the TEC stat, it's still very desirable.
- Material Usage Chart - 100 Points:
200 Points - Shock Graphite, Guide Circuit, Snail Liquid, Drum Magazine, Physical Stone, Heat AshThere are a few points of note for this collection. The first four all are used in High and Great Stat Tunes for STR, TEC, WLK, and FLY respectively, while
Physical Stones are the cornerstones of
Life Tunes (as well as the
Sentinel series and the
Crimson Veil Revenge Tune).
Snail Liquid is probably the most valuable of them, because its additional tunes are the ever-common
Slow and
Great Grappler.
Shock Graphite and
Guide Circuit are also used for status ailments, but merely the much less used
Drain and
Disorder.
Heat Ash isn't used for any Stat Tunes, but as a key piece for
Great Rapid and
High Air Force in addition to
Burn, it has a valuable niche in weapon tuning.
Drum Magazine is an interesting case, because it is not only FLY's High/Great material, but also doubles as WLK's Great material. So it shares more in common with some of the 300 Point materials, being used in all
Supply Ammo tunes as well as the
Air Force series. The lower material point cost is very beneficial to it.
- Material Usage Chart - 200 Points:
300 Points - Strike Metal, Scope Lens, Rapid Crystal, Prism Glass, Acid GelThe first three are necessary for Great Stat Tunes for STR, TEC, and WLK respectively as well as Weapon Tunes for Force, Range, and Speed respectively.
Rapid Crystals are, without any doubt, one of the most valuable and sought-after standard materials in the game. They are required en masse for
Great Capa, used in the very common
Rapid series, needed for all of the weapon-based Combo Tunes, the
Clearance Revenge Tune, and are a component of the common
Slow tune. It is just needed for so many tunes that are also extremely common in many builds, it is thus always in short supply. A seller of these would probably have the highest demand in all the bazaar.
Strike Metal is probably the next valuable. While its uses are few, since it's needed for both main and sub Weapon Stat Tunes to improve, it's very important to have.
Scope Lens is used in the far-less-often-tuned
Reach series, but as a component to both
Shooter and
Gladiator, it is still very valuable, especially to melee users.
Acid Gel and
Prism Glass are outliers in this selection. They're used for uncommon Status Ailment tunes, though each has a requirement for a weapon's High Combo Tune as well as various Great Weapon Stat Tunes. Prism Glass is also needed for a
High Capa tune, which does make it slightly more desirable than Acid Gel. It should be noted that while the chart below lists
Great Force for both materials, unlike every other Alpha/Beta setup,
Great Force tunes require a different non-Chip material for each version - Alpha requires Prism Glass while Beta requires Acid Gel.
- Material Usage Chart - 300 Points:
400 Points - Hard Plate, Hulk MeteoriteIf you noticed, TGH was absent in both of the previous sections, and this is because its High and Great tune materials both cost 400 points for one reason or another. They're also used for
Eternal, just to get that out of the way.
Hard Plate is used for High and Great Stat Tunes for TGH, and is also a component of the
Crimson Veil Revenge Tune. It gets a bit more usage on a common basis since High Stat tunes are a lot more common than Great Stat tunes. Nevertheless,
Hulk Meteorite is used not just for Great Stat Tunes of TGH, but is also a component of
Great Capa and
Clearance tunes. The former being required still yet in absurd numbers, they thus are pretty balanced in terms of value.
- Material Usage Chart - 400 Points:
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Cosmos Fossil Usage AnalysisCosmos Fossil are an essential of all tunes, the piece that contains the energy needed to provide the benefit. That's what they tell you, after all - tune up is just a process of awakening the latent power inside a Cosmos Fossil.
Every non-Capa, non-Revenge Tune Up requires a single Cosmos Fossil. The required Cosmos depends on the strength of the Tune Up, and whether or not it is a weapon tune up.
The circular Cosmos Fossils are
Ones,
Twode,
Threede, and
Fourda, and the power levels of each should be immediately apparent as long as you know how to count. These are used for Weapon tune ups, as well as, oddly enough,
Eternal (which uses Fourda).
The rectangular Cosmos Fossils are
Hidora,
Fudara,
Midoro. and
Yoguru. Now, if you're up to speed on your ancient counting methods (or failing that, listened to
Marisa Stole the Precious Thing enough times), you could see that these correspond to Hi, Fu, Mi, and Yo as 1, 2, 3, and 4. So, the power levels of each should be apparent with this. These are used for all of the non-Weapon tunes.
You can get the first two levels of both Cosmos types in Arcantus or from Ouka for 100/300 points.
The chart below breaks down all of the tune requirements.
- Cosmos Fossil Tune Correspondence Table:
Cosmos Level | Tunes Used In |
Ones/Hidora | Normal Stat Tunes, Normal Weapon Stat Tunes |
Twode/Fudara | High Stat Tunes, High Weapon Stat Tunes, Normal Life Tunes |
Threede/Midoro | Great Stat Tunes, Great Weapon Stat Tunes, High Life Tunes, HP Plus Tunes, Combo Tunes |
Fourda/Yoguru | Great Life Tunes, High HP Plus Tunes, High Combo Tunes, Status Ailment Tunes, Misc Tunes |
Capa Tunes use Midoro and Yoguru Cosmos. A normal Capa tune requires 3 Midoro, a High Capa requires 10 Midoro and 5 Yoguru, while a Great Capa requires 40 Midoro and 20 Yoguru.
Revenge Tunes all use all four types of rectangular Cosmos. They require 50 Hidora, 20 Fudara, 10 Midoro, and 5 Yoguru.
There are two other Cosmos available for special purposes. Neither of these can be traded at Bazaar, it should be noted.
Proto Cosmos ALPHA is a special cosmos given only as part of the 3 Guardians Tutorial quest, and as a handful of Rank Up Rewards. These allow you to make the special Proto tunes that have 100% success rate but cannot be traded at Bazaar. (The Proto Tunes are even removed from the Cosmos Pot once you're out of Proto Cosmos ALPHA). Handy if you just want to touch up stuff, but extremely rare anyway.
Handa Cosmos is a unique thing found occasionally in Gara. It is used in an alternate formula for Revenge Tunes - it exchanges a massive series of Cosmos Fossil and non-standard material costs in exchange for only a single Handa Cosmos. It can save a lot on material costs when doing revenge tunes, if you get your hands on one.
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Chips Usage AnalysisChips are an interesting Tune Up material, all costing 400 Material Points for the standard chips.
Rainbow Chips, just to get them out of the way, are the only chip you can't get from Ouka, and as such are extremely valuable. They're used in a great many high quality tunes including - all Combo Tunes, HP Plus TGH Tunes, all Capa Tunes, all Revenge Tunes, and all Status Ailment Tunes. They're... also used for Great Gamma Stat Tunes and the Eternal Tune... but... really... anyway. They're gotten mostly from 2*/3* Bastagant runs. Because all the really shiny tunes use them in great amount, they're very valuable in Bazaar.
Black Chips are the opposite end of the spectrum, used in the least number of formulae. In fact, they are only used for 3 tunes period -
High/Great Reach Alpha and
Paralyze. Of note, there is a hefty requirement of 55 for Paralyze, so they are needed in high volume when they are needed at all.
The remaining chips are all used primarily in Alpha/Beta tunes. For Stat Tunes, the color of the chip corresponds to the stat that is
reduced, so Alpha Tunes require a single color while Beta tunes require two colors. For Weapon Stat Tunes, the chip is simply based on which tune is being done, though Alpha/Beta is consistent within the same stat.
- Chip and Tune Correspondence Table:
Chip | Stat Reduced | Weapon Tune |
Red | STR | Force Alpha |
Blue | TEC | Force Beta |
Yellow | WLK | Rapid Alpha, Grappler Alpha |
Green | FLY | Rapid Beta |
One might assume that if any Stat Tune reduced TGH, it'd probably use a Black Chip. Additionally, Blue and Green Chips are also used for Revenge Tunes. No clear explanation exists for this.
Green Chips are the most valuable of all the chromatic chips, as not only is it needed for Revenge Tunes, but FLY is reduced by every non-FLY Stat Tune - WLK/TGH Alpha and Beta tunes as well as STR/TEC Beta tunes. For minimizing cost as a result, Green Chips are used in a lot of stat tuning. While
Blue Chips are necessary for Revenge Tunes.
Red Chips are seen often as just as valuable simply because of the stat they reflect on.
Yellow Chips are the least valuable, but still much moreso than Black Chips, especially to FLY-based builds.
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Non-Standard Material Usage AnalysisThis refers to Screw Bolts, Steel Wheels, Miracle Ammonite, and Shining Feathers, which are odd materials not found in Ouka's shop but gotten plenty through UC Gara or Bastagant runs. They are not a common component of a tune up formula, instead being used mostly in specific scenarios. They are not used in any standard Stat Tunes, nor in almost any weapon tunes at all (
Breaker being the only exception, and it uses all four).
Screw Bolts and
Steel Wheels are something you might notice accumulate very easily into the 3 or even 4 digit counts in your garage. They tend to accumulate a lot because they drop in bushels and are, again, not used in the more common tunes you'll spend most of your time attempting. They're both used in the
Breaker Tune, non-TGH HP Plus Tunes, replacement formulae for Life Tunes, and in Capacity Tunes. However, even in Capacity Tunes, because all of the other materials don't drop nearly in as much volume, they will always continue to accumulate.
Shining Feather and
Miracle Ammonite are something of higher-tier versions of them, dropping fewer in number. They're used for the
Breaker Tune, non-TGH High HP Plus Tunes, replacement in the Great Life Tune, in Capacity Tunes, and in the non-Handa-formulae for Revenge Tunes. They are pretty handy to have, and while they don't come as often as the other two, because you're still spending a lot more time to get all of the other necessary materials for those formulae (especially Rainbow Chips), they still start to pileup.
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EX Tune Formula and Material Usage ChartAs mentioned at the start, EX Tunes are just variants of normal Stat Tunes that also improve your HP at no additional cost. The material usage is the same for all of the normal materials, but each tune also requires a number of EX Tune Materials. These are gotten primarily from Dispatches, very rare outside of running Rigel/Vega Discs. Since those are time-consuming to raise the necessary bots, most people prefer to buy these from Bazaar. It's no surprise there.
There are 7 EX Tune Materials.
Power Elements,
Tech Elements,
Run Elements,
Boost Elements, and
Tough Elements are specific materials for each stat. Meanwhile,
Generic Elements are a base component of every EX Tune to some degree, with the rarer
Superior Elements used in the higher quality ones.
The formulae for EX Tune Materials are identical across each stat - the only difference is that a different element is used based on which stat. The following table notes how many of each element you need for each level of EX Tune, as well as how much bonus HP you get out of the deal.
- EX Tune Materials and Formula Table:
Tune | HP Bonus | Stat Elements | Generic Elements | Superior Elements |
Normal | +5 | 5 | 1 | 0 |
Normal Alpha | +5 | 2 | 2 | 0 |
High | +15 | 15 | 8 | 2 |
High Alpha | +10 | 10 | 12 | 3 |
High Beta | +10 | 10 | 12 | 3 |
Great | +25 | 20 | 15 | 4 |
Great Alpha | +20 | 15 | 17 | 5 |
Great Beta | +20 | 15 | 17 | 5 |
Great Gamma | +20 | 25 | 12 | 3 |
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- Changelog:
6/7/2012 - Initial revision created
6/8/2012 - Added changelog, navigation links in a Table of Contents, and fixed a formatting error in the EX Tune section.
As far as TODOs, I might add success rate data (which is otherwise only gotten by loading up a calc or only after you already have the materials needed), maybe.
Enjoy! ~
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