Game mechanics guide [Contains Spoilers]
This guide contains everything, that is not told by the tutorial or is otherwise obvious.
And, if not obvious. This is a GUIDE. It contains SPOILER!
for search: South park the fractured but whole game mechanics guide, sptfbw, tfbw
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1. Difficulty (DIF)
Let's start with the difficulty. Difficulty is a factor that modifies the damage you cause and the damage you receive from foes.
Nothing else! Heroic is considered normal, casual = easy, mastermind = hard, diabolic = very hard.
damage receive (DIFr) damage cause (DIFc)
casual: 0.5 1.30
heroic: 1 1
mastermind: 1.25 0.75
diabolic: 1.75 0.60
2. Experience (EXP)
Next is experience gained from defeating foes. Regular encounters all have a fixed EXP of 20xDAY. Might or level have no influence
on that.
Regular encounters are, for example
- the raisins girls at the parking lot of MFC
- the police next to the police station, if your black and before day 4
- the sixth graders next to the school from day 2 on
You might say: "Who cares. Level is not so important in this game anyway." Well here comes the next.
3. Level (LVL)
Level is probably the most underestimated value in this game, given the advices on the Internet. It is most commonly known, that
LVL unlocks artifact slots. Here are the things, which also depend on LVL.
- summon damage/heal
- status damage
- Might of foes (I am unsure, if it is the LVL or the opened up and filled artifact slots, that increase foes Might. Day seems
to be also a factor in this.)
This one is very important.
There is only ONE level in the entire game and that is the characters LVL!
Everything and everyone (including foes) take this LVL for calculation.
4. Status
Status damage (STD) is calculated with this formula updated every half LVL.
STD = (5 x product from 2 to LVL (1.205 - 0.01 x LVL)) x TYPE x artifact bonus
example for LVL 3, Gross and 40% artifact bonus
STD =(5 x (1.205 - 0.01 x 2) x (1.205 - 0.01 x 2.5) x (1.205 - 0.01 x 3)) x 4 x 1.40 = 46
There are four types of status damage.
TYPE
Bleed: 1 (weakest, but most persistent; four rounds)
Fire: 2 (only three rounds, but double damage of bleed)
Lightning: 3 (potentially the most damaging, since damage jumps to adjacent squares.
WARNING! Confused foes/heroes let lightning jump to everyone and not just allies.)
Gross: 4 (highest single foe damage)
And that's it! No modifiers for difficulty or might. At LVL 15 with an artifact bonus of 74% (highest on day one) you can do
731 gross damage on every difficulty on the first day! You can hardly achieve that on the last day with 811 might and
regular damage.
Attack up (AttUp) increases direct damage by 25% and defence down (DefDown) increases direct damage by 50%.
This values are additive.
5. Summons
Summons are a little odd. The formula for Summon damage (SUMD) is till LVL 6 the same as STD without artifact bonus and
with an out of place value at LVL 3.5. From LVL 6.5 to 8 it has weirdly oscillating values and from LVL 8.5 it grows
with 5 x TYPE per half LVL. (You can look up the original game values in the calc file)
SUMD is direct damage and therefor modified by
BONUS = (1 + AttUp(hero) + DefDown(foe)) x DIFc
BONUS doesn't applie to Moses.
There are three types of Summons. Since the formula is very confusing, I have to define a TYPE2, which is the type increase
relative to Gerald instead to a general base (aka bleed).
TYPE TYPE2
Gerald: 4 1
Ned'n Jimbo/Classi: 5 1.25
Moses: 10 2.5
The formula is than in half LVL steps
SUMD LVL 1 to 6 = (5 x product from LVL 2 to 6 (1.205 - 0.01 x LVL)) x TYPE x BONUS
SUMD LVL 6.5 = 100 x TYPE2 x BONUS
SUMD LVL 7 = 120 x TYPE2 x BONUS
SUMD LVL 7.5 = 130 x TYPE2 x BONUS
SUMD LVL 8 = 150 x TYPE2 x BONUS
SUMD LVL 8.5 up = (160 + (SUM (LVL-8.5)) x 2 x 20 ) x TYPE2 x BONUS
My guess for this strange implementation is either a bug, a mistake in the game code or ubi had no time left to program this properly
till the game's release.
A summon type can only be used once per battle and summon damage is scaled by difficulty and does not profit from DNA or
artifact bonuses. All this makes summons the least useful part of this game (except for Moses). So if you have the Danger Deck
DLC, only spend game money on Moses.
6. Powers
Most powers are explained well enough. Here comes, what you might not know about them.
1. Block powers
Block powers are broken by knock back or next turn. Status cannot be blocked, but status damage can. So if you don't want to
waste healing items use block to absorb the damage. The cyborg's block (aka Ganz Technique) is unique in the game. It applies
shock to adjacent foes when broken.
2. Healing
The best healing power is elementalist's Hydro Helper. It heals, clears status and gives attack up like a maximum antidote. The
plantmancer's power has aoe, but comes late in the game and also has a heavy cool down of three rounds.
Human Kite's heal has a knock back and therefor breaks block!
3. Double-Edge
Probably the most powerful ability in the game. Double-Edge lets you go two times in a row for a skipped turn after. That doesn't
sound too helping at first, but ....
Activation and each round allow you to reposition. This way you can move almost to every corner of a battlefield.
Status damage is applied at the second turn. So you have one penalty free round.
You can use block on the first round and move freely with it on the second. This is very helpful, if you want to shock foes with
cyborg's block without receiving damage.
But what makes this power so OP is the fart minion. Fart minions remain for three rounds. With Double-Edge they can act six
times, since the round counter only decrease at the second round of Double-Edge. Since they skip turns, they remain practically
twice as long, allowing you to have more than one at a time.
7. Items
Antidotes do not cleanse status, if the regeneration of a previous antidote is still on!
Reviving a hero allows the revived to act directly after the reviver.
Ultimate Morgan Freeman guide [Contains Spoilers]
This guide is based on knowledge from my game mechanics guide here
https://forums.ubi.com/showthread.ph...echanics-guide
And, if not obvious. This is a GUIDE. It contains SPOILER!
for search: South park the fractured but whole game mechanics guide, sptfbw, tfbw
I use status as my main damage source. This way I don't have to rely on might at all.
1. Conditions to challenge Morgan Freeman
- Must be day.
- Main Character must not be black!
- A way to survive his first attack (time glitch or high HP).
- Go behind the desk and punch him three times.
2. When can Morgan Freeman be beaten
That depends on the game day you are on, the difficulty you are playing and danger deck DLC DNA, but NOT!!! on might.
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casual heroic mastermind diabolic
beatable on
Day 1: yes so far only with DLC with DLC no
Day 2-end: yes yes yes yes
3. Fight phases
There are three phases of this battle.
The first phase will start with him going first and using his aoe fart attack, to wipe out your party. After that he will use one of his attacks per turn.
The second phase starts, when his HP reaches 6999. At that point he will summon a fart minion, who gets the turn immediately, unless you used double-edge and have a turn left.
The third phase starts at HP 3999. He gets two turns in a row.
4. Attack patterns and counter tactics
During the first and second phase, he will try to hit as many heroes as possible. That is why one should try to corner him, preferably at the top of the battlefield (easier that way). His physical attacks have a blind spot above and below him. If he is cornered and most of your party is above and below him, he won't hit them. The cornering hero should be someone, who can soak up damage to minimize reviving serum use. Heroes with Block like Super Craig or Call Girl, or Mysterion (more on that later).
I advise you to let MF reach the second phase through status damage during his turn. This way he will summon the fart minion after his turn and the minion won't screw the cornering. The fart minion will try to either free MF or hit as many heroes as possible. When he gets his turn after MF, he is not much of a problem (see my videos on how to deal with him.)
If MF is not enraged, I advise you again to let him reach the third phase through status damage during his turn. This way he will attack on his first turn and use charm on the second. Else he will use charm first, break free of the cornering and most probably kill you on his second turn.
5. Cornering
Cornering is the method to prevent a foe from moving on the battlefield by surrounding him. Unlike the slow status, which only reduce the move attribute by 1, cornering disables the foe completely. In SPtfbw every character can only move directly to adjacent squares, never to diagonal. If a square is blocked by a foe one cannot move across it. MF can break free of cornering by charming a hero, turning him to his side and then move across his square.
6. Power setup
On day 1 I prefer Double-Edge, Supersonic Dash (to get MF back into a corner), Hydro Helper (to get rid of charm) and Elemental Onslaught (to deal with the fart minion).
7. Allies
Never use Fast Pace or Tupperware! They have powers, which can teleport MF across the battlefield, if charmed.
Aside from that you can use any one you like. I recommend two special ones.
Mosquito
His Power to gross out foes, is the best in the game and with a high enough LVL and the right artifacts you can do over 700 damage with it. He is also one of the few heroes, who can move 3 squares. And he leeches life from foes.
Mysterion
Mysterion can not die! He is the ultimate cornering hero. In his ghost form he cannot be attacked, charmed or knocked back, but he still blocks a square for foes. After getting access to him on day three, it is only possible to lose to MF, if you act stupid during battle.
8. Conditions to beat Morgan Freeman on day 1
On day one you can't use time glitch, so you have to survive his first attack. On casual this attack does 280, on heroic 560, on mastermind 700 and on diabolic 980 damage. For casual you have to craft artifacts that give you OR a team member (Craig has +20% of the main characters base HP) a total of 281 HP to survive his first attack. It does not matter who survives his attack as long it it anyone.
On heroic it has to be 561 HP. Currently I say this is only possible if you have at least one golden artifact from DLC. You need to golden artifacts to reach above 560 HP. You can get one from beat MF on casual first. While MF can drop the golden taco at least twice, this has never happened to me in 40+ fights on casual. So you are one golden artifact short and need the DLC.
As of now it is impossible to beat him on mastermind or diabolic on the first day, since you can't acquire artifacts/DNAs that give you 701 or more HP.
9. Glitch
There is a glitch, that sometimes makes your main character immune to MF's charm. It can happen when your main character is the target of his charm attack and you use timefart powers in the middle of his attack (while he is speaking). The immunity can last for several battles.
10. Videos
Here are some videos for the different approaches.
First is how to beat him on casual on day 1.
https://www.youtube.com/watch?v=WmR9MfmJDNo&t=74s
I know, I have the DLC DNA. But you can't unequip it and no of its traits is battle decisive (Craig has high enough HP for survival).
Second is how to beat him on heroic on day 1.
https://www.youtube.com/watch?v=cSurERAnX_4
Third is how to beat him on diabolic on day 2.
https://www.youtube.com/watch?v=oxBZvOcpB0U
Fourth is the Mysterion trick and double-timefart-minion trick from my game mechanics guide.
https://www.youtube.com/watch?v=yoCnSilold0