The summary of ‘A Better Tutorial for Limbus Company’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:19:46

The video addresses the complex mechanics of Project Moon's game "Limbus Company," aiming to improve accessibility through a detailed tutorial. Key themes include:

1. **Combat Mechanics**: The importance of understanding various Damage Types (Slash, Pierce, Blunt) and Sin Affinities (Wrath, Lust, Sloth), skills with properties such as Base Power and coin-based outcomes, and the impact of Sanity on attack effectiveness.

2. **Skill Structure and Usage**: Each Sinner has a Skill Deck with three Skill 1s, two Skill 2s, one Skill 3, and several Defensive Skills like Guard, Evade, and Counter. Proper skill alignment through Resonance is also emphasized.

3. **Clashing Mechanics**: Crucial for avoiding damage and gaining Sanity, clashing varies by battle type and relies on comparing Clash Power from both sides, influenced by the Offense Level and other factors like Sanity and Attack Power Up/Down buffs.

4. **EGO Skills and Resources**: EGO skills are high-power abilities using specific EGO resources tied to Sin Affinities. Different levels of EGO exist, with Base EGO being universally possessed by characters. Mechanics such as Sanity depletion, Attack Weight, and variations like Awakening and Corrosion EGO are detailed.

5. **Passives and Support**: The distinction between Resonance Passives, which activate under specific conditions, and Owned Passives, dependent on EGO resources, is discussed. Strategies for utilizing these effectively in combat are outlined.

The video concludes with an invitation for viewers to seek additional information on specific mechanics and tactics, suggesting further resources for deeper understanding.

00:00:00

In this segment, the speaker addresses a common flaw in Project Moon’s games: subpar tutorials, particularly the overwhelming or poorly explained mechanics in their new game, Limbus Company. They aim to provide a comprehensive yet concise tutorial focused on the combat portion of the game, broken down into three sections: general terminology and skills, clashing, and EGO resources/EGO. Important details covered include Damage Types (Slash, Pierce, Blunt) and Sin Affinity (Wrath, Lust, Sloth, etc.), noting that skills have properties like Base Power and coins, which influence combat through mechanics like hitting heads and flipping coins. The speaker emphasizes that their goal is to make the game more accessible for new players by clarifying these fundamental concepts.

00:03:00

In this part of the video, the speaker explains the concept of Sanity and its impact on hitting heads during an attack. Higher Sanity increases the chance of hitting heads, while lower Sanity decreases it. They provide an example using the character Outis and her Skill 1, detailing how skill power and coin flips affect damage output. The speaker also outlines the structure of Skill Decks in the game “Limbus Company,” noting that each Sinner has three Skill 1s, two Skill 2s, and one Skill 3, along with Defensive Skills. Defensive Skills include Guard, Evade, and Counter, each performing different actions. Additionally, the speaker touches on the importance of a strong Skill 2 and how the deck system affects skill usage. Finally, they briefly mention Resonance, emphasizing the need to align multiple skills of the same affinity.

00:06:00

In this segment of the video, the speaker addresses misconceptions about the Resonance and Absolute Resonance mechanics, stating they are not as impactful as some believe. The segment then delves into the core game mechanic of clashing, which is crucial for avoiding damage and gaining Sanity. Different types of battles affect how clashes are initiated. In regular fights, clashes occur by dragging the chain across the Dashboard, while in Focused Encounters, clashes are initiated by selecting a skill and dragging it to an enemy’s Skill Slot. The outcome of a clash is determined by comparing the Clash Power from both sides after rolling the coins in their respective skills, with various potential results like Hopeless, Struggling, Neutral, Favored, or Dominating. Examples are given to illustrate how clashing works, showing different scenarios of skills with varying coins and Sanity levels. Ultimately, successful clashes allow for attacking the enemy, while losing a clash removes a coin from the skill.

00:09:00

In this part of the video, the speaker discusses the significance of the Offense Level in clashing. Offense Level impacts damage dealt and Clash Power, calculated by adding an identity’s level to its Offense Level modifier, ranging from -5 to +5 (commonly -5 isn’t used). For example, Ryoshu with a level 10 and +2 Offense Level has an Offense Level of 12. In a clash, this higher Offense Level boosts Clash Power, making it harder for lower-level opponents to win. With every three points of difference in Offense Level, +1 Clash Power is gained. The speaker explains how Sanity is gained through clashes, typically 10 for a base clash, with additional Sanity for multiple clashes. Other factors like [Attack Power Up/Down] also influence clashes. Recognizing these core mechanics helps in understanding clashing better.

00:12:00

In this segment of the video, the speaker explains the concept and mechanics of EGO skills in a game. EGO skills are powerful abilities that require EGO resources and Sanity to use, with resources corresponding to Sin Affinities. The importance of understanding the costs and levels of EGO is highlighted, showing that there are different levels (ZAYIN, TETH, and HE) with only three currently active, starting from base EGO which all characters possess. Key examples given include Don Quixote’s base EGO, which costs Sanity and specific EGO resources and has a high skill power compared to others. The mechanics of Sanity depletion during attacks and the concept of Attack Weight are also discussed, illustrating how multi-target engagement works using Hong Lu’s [Land of Illusion] EGO.

00:15:00

In this segment of the video, the speaker explains the nuances of using Attack Weight and introduces the concept of Base and non-Base EGO. They use Outis’s [Ebony Stem] EGO as an example, highlighting its cost and mechanics. The segment covers the differences between Awakening and Corrosion versions, detailing how to induce Corrosion through various methods like Overclocking, which removes the [Indiscriminate] downside, allowing control over targeting. The speaker also touches on EGO resistances to Sin Affinities and EGO passives, which activate after using either version of the EGO and remain active for the rest of the fight.

00:18:00

In this part of the video, the speaker explains the game’s mechanics related to Passives and Support Passives, distinguishing between Resonance Passives and Owned Passives. Resonance Passives activate based on the presence of certain conditions on the dashboard, while Owned Passives require specific resources in the EGO Resource Bank. The focus then shifts to summarizing the core mechanics of Limbus Company’s combat briefly, mentioning how various types of power terms are used interchangeably and the significance of choosing the order of Sinners to gain extra Skill Slots. The speaker suggests other videos for further details on mechanics such as tank roles, specific character IDs, and a tier list for Upties, and encourages viewers to leave comments for more information or clarifications. The segment ends with an invitation for follow-up videos based on viewer interest.

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