Greetings from Neko’s Shiritori once again. Amoirsp here decided to play more Atelier Ayesha, delving into the deepest of available alchemy while finding random amusing things along with it.
This post is to emphasize a little bit more about the item alchemy system. I’ve compiled a few conclusions from it. Most of this will be related to bomb item damage because equipment and support item perfection is already well known.
A) For Ayesha to do legitimate damage with a bomb item, she needs 100 Crit, 100 Power, and needs to do a back attack for a guaranteed critical hit. The bomb she is using must have 120 quality and 5 Spirit’s Anger as its 5 Properties to do significant damage.
B) Standard bomb item properties such as Critical LV 3, High Speed LV 3, Stable Effect 50%, Stable Rate 50%, and Force +30% are nice and pretty, but none actually increase max damage.
C) Spirit’s Anger with the conditions of full power adds extra flat fire and ice damage. Stable Effect 50% reduces item damage variation, but otherwise only increases minimum damage.
D) Just because more than one property can be stacked on an item doesn’t mean it actually stacks. Ex: 4 High Speed LV 3 would not result in 0 wait time.
E) Some items can actually benefit more from not maxing out all of the elemental gauges.
F) The property called Light of Life is actually useful. It guarantees 1 HP survival if about to be KO’d, and can be applied on your entire party with a healing item that applies to all simultaneously.
G) Passion Perfume is a bomb that can apply healing properties, meaning it’s possible to heal and power up the enemy with this item.
H) I had discovered two ways to freeze the game.
I) Score is mainly affected by CP, and gains more points from properties that get produced by synthesis, while transferring properties that only exist on ingredients will usually lower score.
J) Miracle Drug actually can use HPMP Recovery M instead of HP Recovery XXL.
K) Miscellaneous notes.
The first thing I want to say is that Ayesha’s bomb items in many ways, work independently from equipment. This will be gradually shown the further the explanation gets.
Ayesha’s alchemy system appears convoluted at first since it doesn’t specify what properties work where. In Ayesha you have 3 major categories to consider: Traits, Effects, and Properties.
Traits affect the efficiency of the item you put into the cauldron.
Effects are what the elemental gauges are unlocking.
Properties are the characteristics that come with the item you synthesize.
For simplicity, you generally want 120 quality, the best unlockable effects, and 5 useful properties. Anything that enhances powers or increases stats are useful. This applies to items, equipment, or even synthesized items.
Let’s look at traits for a moment. We all know that anything that said Good or Great with [item type] would naturally get a boost in elemental gauges. The traits I commonly look for are Well-Made, Nicely Made, and Amazingly Made. These boost quality inputs, and is a main focus of mine after figuring out property combinations. Convenient traits such as Usage Control, Usage Ease, and Usage Null makes putting in ingredients easier. Other than those,I also like the stagnant tree of Stagnation, Permanent Trait, and Stable Matter. However, I never actually figured out what property bonus actually does. Similarly, I don’t exactly know what Heighten/Expand/Release Power do for that same reason. Either it impacts score or has some invisible amplifier of something.
Applying status ailments is fun, but on most bosses it gets resisted. Certain equipment property such as Complex Poison can apply multiple status ailments. Certain character skills and bomb effects can apply status ailments. Finally, Rainbow Light for bombs can also apply multiple status ailments.
As for getting hit by status effects, poison and weak can be annoying but are easily dealt with. The real troublemaker is blind, especially for a character like Linca who doesn’t have a support move. Miracle Drug’s Cure Ills effect does not cure blind. Anything that says chance of inflicting likely is to be affected by the status called Rate. Rate can be found in a Glass Tiara, Time Power, and possibly Stable Rate 50%.
Regarding faulty stacking there are two amusing facts on Ayesha: Properties stack on Accessories. Properties stack on Items. However, there are two noticeable problems: some properties don’t stack, and some properties override one another. The game doesn’t make it too clear what stacks and what doesn’t. One example is Mythic Potency vs a property or effect that expands max HP. Mythic Potency gives a bonus called Level Up, which supposedly increases your level to that of a higher one. However, this is considered a stats adjustment, which Expand Max HP also does, even though Level Up does not increase max HP. Thus, the two override each other. Another faulty situation is Ayesha’s advanced equipment which have stat improving bonuses, but don’t improve stats at all.
We won’t delve into equipment too much because sources of “Ultimate Equipment” already exist. You basically want HP+25, Stats+6, Red Power, Skill Enhance LV 3, and Soul Words for more HP, more stats, triple elemental damage, HP absorb, Skill damage up, Skill MP usage to 0, and reduction of enemy stats. This gives good offense and defense and is sufficient to carry through any battle as long as there’s Elixir backup. The only thing that breaks this is consecutive hits and blind status. There are other viable combinations, but this is fairly standard.
For equipment, the general rule is simple: get the good properties with 120 quality and the most beneficial effects. The reason why you want 120 quality is that for every 1 quality above 50 quality an item has, it’s potential power increases by 1%, up to an increase of 70%. On weapons and armor, you only need 120 quality as there are no effects to consider since these items are improved through Whetstones and Dyes rather than being synthesized via alchemy. Really just get the highest level equipment for the characters and apply a 120 quality Whetstone/Dye with the properties you want.
Personally I go for more offense for weapons and armor, so I use things like ATK +8, Stats +6, Skill Enhance LV 3, Skill Power 12%, and Glass Power or Soul Words. Upon further testing, I have realized that adding more attack has netted more overall damage than Skill Enhance LV 3 because attack also increases elemental damage. Another property that is overlooked is Life Words and Mind Words. Life Words adds 15 HP and some additional physical damage. The damage added compared to say, Red Power, is about half the overall amount. This means that Life Words is like a hybrid of HP+25 and Red Power in the sense that it adds a little less HP and does a little less damage.
Other properties on weapons and armor can be weird. For instance, it is possible to attain High Speed LV 3 or Huge. These properties don’t impact the equipment whatsoever, but they exist there because weapons and armor also count as ingredients such as metal and lumber.
For accessories this is a whole different matter. A common example is the item Dragon Scale Icon, which features these specific possible effects.
Fire Element: F Pursuit, Dragon Aura
Ice Element: I Pursuit
Wind Element: L Pursuit, Dragon Vein, Dragon Specific
Earth Element: Hero Possession, Ruler Possession
At 120 quality F Pursuit adds 25 Damage F, which means your attack gets some good extra fire damage. The same applies for the other elements. Dragon Aura provides 25 Critical Damage while Dragon Vein gives 42 in the statistic called Revival, which is basically Guts; a chance at surviving at 1 HP when normally KO’d otherwise. Dragon Specific gives 100% Critical Rate against dragons. Hero and Ruler Possession gives bonus to stats as if the character is a higher level if the level of the enemy is higher than the character. Dragon Scale is not only a great accessory in general, but it’s also used as a legendary category ingredient, allowing useful properties to more easily transfer elsewhere.
For those that don’t know, since Dragon Specific is on an accessory, Ayesha’s bombs do not get a guaranteed critical against a dragon whatsoever. To do so, Dragon Specific would have to be on the bomb itself. Basically a lot of equipment effects, when placed on equipment, have nearly no impact on bomb usage, since the item is in essence thrown and uses its own equation. Likewise, any bonuses that are on a bomb item also have no impact on character equipment.
At first glance you can tell that Pursuit has an element in front of it, so for attackers you want those effects with Ruler Possession for offensive glory. On the other hand, if it is regarding Ayesha, the incentive to get Dragon Aura and Dragon Vein are much greater since she is more defensively specialized. Dragon Aura also works well in place of F Pursuit, particularly for Wilbell when she has a natural built in 30 Damage F. Dragon Scale Icon is a unique case where not maxing out the elemental properties is viable.
This post is intended to mention a few overlooked properties in Ayesha that do interesting things. Since Ayesha’s support items clearly are far superior than her offensive items, she has often been built as a 100 evasion character, with lots of speed, using only items. It is clear her character design is not to be an attacker, as her own unique ability Concentration only amplifies physical defense and speed for five turns. Because of Ayesha’s statistical growth in the game along with memory point bonuses, she oddly ends up with some of the best defense among the characters you get in the game, making her unusually tanky.
This game also allows you to have Ayesha the alchemist protect other allies, which is counterintuitive to previous games where main characters could not do this at all. Of course, with 100 evasion, this makes Ayesha’s survivability the highest, since she has the easiest time reviving fallen allies. In other words, she’s not used for attacking. Because she also isn’t used for attacking, naturally itemizing her equipment to provide more defense and speed appears natural, making the use of her protecting allies even more evident.
I’m thinking the design of the game was still intended to have allies protect Ayesha mainly due to building up the special meter, as well as the fact that she is the most critical character to keep away from getting KO’d. Having Ayesha’s allies use protect will gain more overall special meter than a singular attack, prevent a character from getting hit, and reduce damage taken by 50%. This also makes Ayesha more useful by having her meter gauge to disperse her allies if an enemy does an area of effect attack. This usually doesn’t happen since it’s likely more fun to use all that special meter to get more attacks in and just defeat the foe with sheer onslaught instead of building up meter to activate a special attack.
I decided to test out a different build than the “use support items and win” and summarize my findings. Unfortunately, due to item damage variation, it is difficult to find an exact equation, but due to the simplicity of the game it’s fairly straightforward what is having impact and what isn’t.
Let’s start off with a powerful bomb that Ayesha has access to: Black Eclipse. If you max out all of the elemental bars to produce among the best effects of the bomb, it is as follows:
MP Usage L – Costs 50 MP to use. If MP is insufficient, effect of the bomb is lower.
Soul Shutter – Reduces HP proportional to wait time.
Galaxy Explosion – Deals extreme non-elemental damage. Resistance applies.
Burn Away – Chance of Instant KO.
Upon further testing I discovered that the bulk of Black Eclipse’s power comes from Galaxy Explosion. Burn Away doesn’t really apply on bosses, while Soul Shutter I could never figure out if it does damage the shorter or longer the wait time, and whether or not Ayesha needs to be super fast or super slow. It seems like it’s just continuous damage, where the enemy takes some damage every turn. I saw a small number like 39 before, so let’s go with that.
For those unaware, Black Eclipse has two other possible abilities other than Soul Shutter: Widen Wounds and Combined Effect. Widen Wounds deals continuous damage for 3 turns while Combined Effect inflicts multiple status ailments. Unfortunately continuous damage isn’t visible on contact and multiple status ailments don’t work well on bosses that resist status effects. Also, trying to attain between 60 and 89 water element into making the bomb while retaining 120 quality and the 5 desired properties really takes some work.
Here’s the ingredients used for Black Eclipse:
(Bomb), (Jewelry), Scorching Drink, Genesis Capsule
Now one reason why Black Eclipse appears to be terrible is because a typical player would do say, 295 damage with it while the same player has an unboosted Linca dishing out 1500 damage to the same boss with a single Stomp Charge. I played around with traits and properties and eventually created a higher damage Black Eclipse. After getting Ayesha’s equipment to provide 100 Critical Damage and 100 Power, I tested throwing a 120 Quality Black Eclipse with 5 Spirit’s Anger as its 5 properties. Damage testing was done on Tank, a boss with decent defense and resistance. With this, Black Eclipse did 800 damage while each additional fire and ice damage inflicted 100 a hit. This netted a total of 1800 damage which finally does comparable damage to Linca.
Applying 5 Spirit’s Anger onto an Exa Bomb generates too many numbers
As far as actually putting 5 Spirit’s Anger while retaining 120 quality on a Black Eclipse is easy: Make a 120 quality Scorching Drink, and jam 2-3 Spirit’s Anger on Exa-Bomb and Flan Charcoal. A significant number of synthesizable items can use Element Core, which is the only item that has Spirit’s Anger in the first place. To avoid item quality issues, add the property called Good Quality when visible and/or jam a trait that adds quality. During the actual alchemy you do a combination of Power Pour and the ingredients to make it so that you put in everything but Genesis Capsule in the cauldron while achieving Galaxy Explosion. In the case of Black Eclipse, only Galaxy Explosion and the 5 Spirit’s Anger really matters. The amplifier for the damage comes from Ayesha having 100 Critical Damage, 100 Power, the bomb itself having 120 Quality, and dealing a back attack to get the guaranteed critical hit.
Having 5 Spirit’s Anger on the same bomb makes the score low, so at best it’s a B grade bomb. This doesn’t seem to matter though since the damage output is significantly better. The odd thing about this? I forgo common item properties such as Critical LV 3, High Speed LV 3, Stable Effect 50%, Stable Rate 50%, and Force +30%. None of these add more damage.
Two things that stand out: Ayesha’s attack statistic does not appear to impact bombs. Item properties that provide additional damage such as Spirit’s Anger, Dragon Wave, or Super Hard Body are also flat damage in a sense. Because these are flat damage, that means a Spirit’s Anger on a Craft will do the same amount of damage on a Magic Square, assuming the quality, critical damage, power, and a critical hit conditions are all identical. The second thing that stands out is that it is possible to throw out all of the conventional attack item properties.
Speaking of Force +30%, I also concluded that the damage does not go up. The only conclusion I came up with is that Force +30% would only work if the item was single target, such as a Spiky Fruit. The wording for items are unusual, since the properties interchange the phrases “item power” and “item effect”. Technically, the source of the bomb’s power is through their effects. Power usually correlates with say, healing. More item power would lead to stronger healing. The same does not appear to apply to doing damage with items. In other words, Force +30% doesn’t actually do anything. I think the only situation it might actually do more power other than a single target bomb is for the case of Passion Perfume. However, that unusual bomb, which isn’t really a bomb, is much more annoying to test and is very poor in base damage anyways.
As much as I dislike the seemingly useless property, I also realized that Stable Effect, which supposedly lowers the low end of item variation, conceptually also wouldn’t increase the max damage either. Stable Effect is good for increasing the average damage by raising the power of the lowest effect. However, there is no real way to tell just which effect is considered the lowest in the first place. Two Stable Effect 50 supposedly will make the item do its ideal damage but again, that’s just raising the minimum and average damage.
Stable Rate on the other hand increases the chances of an effect working, but this is most likely applied to things that have a “slight chance” of working. Again, with bosses resisting status effects and other small chance situations, even if the success rate was higher, a giant resist word would still show up when applied. This rate that shows on stable rate is likely similar to rate found in Time Power or in Glass Tiara via the effect called Call in Success.
Critical LV 3 is pretty sweet…if you are attacking from the front. Having a whopping 50% chance of a critical from the item alone that’s stackable with itself makes the critical chance very high. I could not confirm if this works in tandem with Ayesha’s natural 10% critical rate, but the chances are good anyways. Stacking Critical LV 3 twice guarantees a critical. Critical chance is actually most useful on Ayesha’s healing and support items, particularly the healing. For bomb usage, Ayesha can actually cut out Critical LV 3 by doing back attacks instead.
This leaves only High Speed LV 3 as a property with no equal. Reducing wait time by 30% after an item usage is pretty useful. Sadly, bombs do not have access to the much superior property called Explosiveness which can greatly reduce wait time. Not only that, High Speed does not stack with itself, otherwise one would simply stack High Speed LV 3 about 4 times and get 100% wait time reduction. That would be impossible, and even if that were possible there is likely a minimum wait time anyways, or there would be diminishing returns at a 42% reduction at best.
Oddly the 5 typical properties that show up (Price -x% being the 5th) all end up somewhat useless for actually increasing bomb damage output. Even High Speed LV 3 can get mitigated by Ayesha using Forbidden Capsule on herself giving herself multiple turns, or from having a high speed stat or sources of quick which cut wait time. The other fallacy is this: even if Force +30% somehow did work, you’re forgoing a Spirit’s Anger which is roughly 200 more damage. Considering Black Eclipse dealt roughly 820 damage at best on a Tank, 1.3x the power is only 246 more damage anyways requiring the higher end of damage variation. Why bother reducing the item damage variation for better average damage when you can use Spirit’s Anger to add 200 more damage which increases the average damage by 200 anyways?
Again, the key factors to bomb damage are having Ayesha at 100 Critical Damage, 100 Power, and having a bomb at 120 Quality with as much Spirit’s Anger as possible. With 100 Critical Damage, 100 Power, and a 120 Quality bomb, Spirit’s Anger can deal 100 fire damage and 100 ice damage per Spirit’s Anger on a Tank. This leads to 1820 total damage when using 5 Spirit’s Anger with a 120 quality Black Eclipse with Galaxy Explosion. Here’s the problem: that’s essentially the maximum amount of damage Ayesha can do with a Black Eclipse. The multipliers are nice but in the end Galaxy Explosion and Spirit’s Anger are still flat damage.
Conclusion: Having Ayesha’s Critical Damage and Power set at 100 can allow bomb damage to do very competent damage. Because Ayesha does not need to allocate any items to adding attack or red power, she still has enough slots in her equipment to aim for 100 Evasion, allowing her to possess the needed offense and defense. Personally, I’d rather ditch the evasion investment and use that on more stats and speed. As pretty as maxing out bomb damage is, this is the definite limit as there isn’t a method to directly amplify bomb damage. Only the property Resonate Alchemy can actually make bomb damage go higher by about 10%, and even that amount is negligible.
The only other bombs worth mentioning are Magic Square, Divine Oracle, Exa-Bomb, and Mirage Mirror. Magic Square does tons of damage and is very easy to reach 120 quality. Over time, it can dish out more damage than imaginable. However, it doesn’t have any ingredients with low CP cost and doesn’t even hit the foe on immediate use. This made damage testing a nightmare, and its multiple hit function makes it harder to track total damage.
Magic Square is an amazing bomb. Because you get the bomb so late, the ingredients are all end game items. This makes it easy to gain all of its properties and get 120 quality. The four effects it has are Spiritual Shine, MP Usage M, Sword of Light, and Piercing DMG L. Spiritual Shine decreases fire and ice resistance. Sword of Light allows the bomb to hit for big non-elemental damage 3 times where each later hit does more damage than the last. Piercing DMG L is big non-elemental damage that ignores resistances.
Divine Oracle is a weird bomb. When you max out its elemental gauges, it gets Powerless Words, Weak, Piercing Damage S and Mantra of Magic. These would be fine on enemies that actually get inflicted by the status effects. It is also very difficult to produce a more optimal combination of Fire Words, Ice Words, Lightning Words, and Mantra of Magic which can be attained if you have a specific range of elements. Regardless, it doesn’t do much damage. At least it doesn’t cost MP to use, but the ingredients aren’t simple.
Exa-Bomb has the luxury of not costing MP to use. It also has an effect called Critical-Slow which supposedly benefits the critical rate of this item. Unfortunately, it’s majority fire damage, which gets resisted well by certain later game enemies. Other than that, there isn’t much to say other than the fact that this bomb produces tons of numbers because it hits multiple times.
Mirage Mirror is solid, but appears terrible when the mimicked bomb isn’t a Magic Square. The randomization of any bomb being thrown makes the effects also random, making this completely unreliable. On the other hand, it is a bomb that launches on immediate use, making it good to run on a timer during battle. I use this bomb as a candidate to apply amplifying damage tools such as Resonate Alchemy and Amplify Pain since the continuous application of the bomb allows these effects to be continuously applied.
A mid-game bomb like Himmel Schenk falls off late game. I could not muster a method for it to deal excellent damage. Specialized elemental bombs like Lightning Stern, Eis Bomb Ice, Zeit Bomb also suffer from this.
Although having Magic Square and Mirage Mirror both continuously attacking while using Black Eclipse is nice for Ayesha’s offense, they all burn a large amount of MP (30, 30, and 50 respectively), making this concept unsustainable. This leaves Ayesha only using one of the bombs at best, which Magic Square would fit the bill with its higher damage output and lower MP cost. Magic Square does do more overall damage than Black Eclipse, so it would be the bomb of choice as it is the best Ayesha can possibly do.
Support Items doing more damage to allies
Item Fallacy: So, Ayesha can do much better bomb damage with 100 Critical Damage and 100 Power right? In a way that’s almost like 4x more damage output since each at 100 would effectively double the damage twice. What’s the problem with this? Well, if you consider support items or properties that dealt damage because of being salty or bitter, you amplify that negative effect too! On Secret Remedy, there is an effect called Unsavory, which does damage because it tastes bad. With 100 Critical Damage and 100 Power, a 120 quality Secret Remedy with Unsavory will literally do at least 450 damage to any character and effectively do a one hit KO. This makes Ayesha more capable of single target damage than any enemy in the game by a landslide. Similar conclusions can be retrieved from Silent Pill and its effect called Forbidden Drug which normally should halve HP. Nope, that gets amplified too. Survival isn’t possible unless your itemize your characters to have about 500 HP by having HP+25 and Life Words littered everywhere, but that’s about it.
In the end, even though I figured out how to get bombs to deal better damage, support items are still king. Although Forbidden Capsule gives a nice multi-action of consecutive turns, the real powerful support item is actually Secret Remedy. This item provides Double Speed L and Improve Body/Mind/Sense. Improve Body is what most want, as that is an attack increase. By smashing recovery +30% 5 times onto the same Secret Remedy, supposedly the damage output can go 1.5x more. Even Improve Sense is good, since that increases Evasion. Bombs are straightforward, whereas support items are not only useful through and through, as the stronger properties are significantly easy to move around between these. While bombs only really have Spirit’s Anger for more damage, support items have access to Perfect Nutrition, Exquisite Taste, and Recovery +30%. Unfortunately, support items do not work with auto activation, which doesn’t matter anyways.
The weakness of 100 Critical Damage and 100 Power is that you can no longer use negative effects like Unsavory which hurt your allies. Why on earth would you want to damage your own characters? Simple: Save Predicament. Save Predicament is a property found only in Dunkelheit, a late game plant ingredient. Basically it raises attack and speed temporarily, and the effect is stronger in critical conditions. Save Predicament can go on many different items, but two obvious cases are Miracle Drug (the strongest elixir) and Forbidden Capsule (a very nifty support item) as they each require Dunkelheit specifically. Naturally, like any RPG game, the closer your HP is to 0, the more critical your condition is. Although a character like Ayesha can’t fully benefit from this since a critical state noticeably amplifies attack the most, it does amplify rather well with your offensive-minded allies. Continuous damage such as poison or burning effects are more practical when trying to be at low HP though.
Typical Miracle Drug
Now, for critical conditions that means you can deal the most damage when your HP is at 1. There’s actually an item property people may overlook called Light of Life. This is located on the item called Genesis Capsule which is under the Elixir category. Light of Life grants a guaranteed chance of survival at 1 HP only once, as if it was an automatic guts activation. This effect also secures your party in the event you are bombarded by multiple sequential attacks, which is the only weakness of Miracle Drug. As a matter of fact, you can put Light of Life in a Miracle Drug. This property is simply amazing to provide a guaranteed Guts activation. It saves your party from a KO one time.
Back to other item properties: remember Stable Rate and how it is intended to increase the probability of success? That also applies on Death Odor: a property that greatly restores MP but has a slight chance of KO. So yes, don’t use Death Odor, except on only one specific item: Passion Perfume. Well, I never bothered to try getting Death Odor onto Passion Perfume. Even if it was possible it’s rather useless to do so.
Passion Perfume is a unique item that shows up on the bomb category on alchemy. What is so unique about it? It’s a synthesizable item, meaning that some properties normally impossible to put onto a bomb is actually possible on Passion Perfume. This bomb is supposed to be an item that gives enemies 4 different types of bad odor and negatively effecting them with status and damage. However, it can actually carry over almost any trait that can be found in a healing item. What am I getting at? It includes power ups, healing, and even the ability to revive! Well, almost.
Freezing the game
The fact is, Passion Perfume can actually freeze the game because of this little data loophole. By attaching a property that provides a revival from KO such as Water Blessing, Passion Perfume will instantly freeze the game whenever you attempt to throw Passion Perfume to an already KO’d enemy. I’m certain the game’s design wasn’t intended to make reviving the enemy actually possible, so this was likely overlooked when coding. This isn’t the only way to freeze the game either. Another way I discovered freezing the game is possible is when item spamming out of combat. After a battle sometimes you have low HP or MP and want to blow cheap inexpensive healing items multiple times to fully heal up. If you use the items out of battle too quickly mashing the x button repeatedly, the game will also freeze up, likely due to sending too much information to the game too quickly.
Passion Perfume doesn’t really work on bosses since they tend to resist status effects. However, you can use Passion Perfume to heal, increase their stats, level them up, increase their max HP by 25%, and/or raise resistances for a more powerful enemy! This is useless anyways since they’re still fairly beatable even if you oddly boost their stats. As a synthesizable item, Passion Perfume was likely more useful in transferring properties to other items, but even then it wasn’t necessary at all. There even was a nicovideo upload where someone with the Japanese version pulled off a Passion Perfume that maximizes on powering up the enemy with stat boosts and heals, while also making an support item that instantly KOs any of your characters despite doing only 1 damage twice. Well, alchemy is supposed to be dangerous, and Ayesha apparently can KO allies with support items far easier than any boss in the game.
Likewise, as much as increasing the enemy’s stats are fun, it’s also possible to lower your own stats! Forbidden Capsule actually has a negative effect called Side Effect S where all your stats lower. You achieve this when your Earth element is not large enough to remove this side effect. Naturally, it is possible to get Side Effect M and Side Effect L, but I never bothered to go that far because it is difficult to get 120 quality with a larger side effect and still maintain Force Backup and KO Recovery XXL all at the same time. Generally, you do not want to lower your own stats.
Well, as poorly as item descriptions were made, where you cannot even distinguish which property actually works where until you test it personally, it is also difficult to tell how strong stat boosting items are. For example, there are things that boost attack, but to a weak or strong effect. Even if it was possible to boost the power behind the boosted attack, it is difficult to see exactly how that got influenced.
Despite all the improvements I could do on offensive item damage output, I realized that my equipment for Linca wasn’t even optimized. Once I managed to add more attack into her equipment, she dealt even more damage. Due to the nature of items dealing flat damage in essence, it cannot keep up pace with an ally using a skill attack when getting a big status boost from attack up.
Soul Trap Chain is generally the other accessory players use since it gives stats, critical damage, damage absorption, and 100% critical rate on slag enemies. For Ayesha the damage absorption and slag specific bonus do not work well on her in terms of using bombs because it does not apply these bonuses. To have a bomb have a guaranteed critical hit on a slag enemy, the bomb itself has to have the Slag Specific property.
Soul Trap Chain has two other fire element effects: Cyclical Chain and Wall of Chains. Cyclical Chain works when you lose HP or MP. Whenever you lose HP, 20% of the HP loss goes as MP restoration. Whenever you lose MP, 20% of the MP loss goes to HP. When you use an item that consumes 50 MP, you restore 10 HP at the same time. Despite these nifty alternatives, Damage Chain is simply more useful, even for Ayesha, rendering Soul Trap Chain less effective on her. Therefore, Soul Trap Chain’s effects are less useful for Ayesha. This makes a different accessory like Glass Tiara more appealing.
Glass Tiara is surprisingly easier to get to 120 Quality with all of the effects due to the ease of ingredients. In general you attain inversion of HP and MP, damage going to MP, 42 Rate, and 17 Power. This seems more obvious on a character that has lot of MP, or inflicts lots of status effects. I cannot confirm if this 42 rate affects Ayesha’s bombs. Ayesha’s bombs can use Stable Rate 50%, in which I do not know if this stacks with Glass Tiara’s 42 rate for a potential 92 success rate. I am guessing this would apply on bombs that have effects with a slight chance of working, such as Black Eclipse’s Burn Away. Having rate appears generally useless as bosses very clearly resist status effects. Personally I try to use accessories that have 4 useful effects, or attain a really specific benefit. Damage going to MP is weird since it doesn’t appear to reduce overall damage taken.
The only item that has a higher item level than Dragon Scale Icon is a Phoenix Bracelet. Unfortunately, because of the bracelet’s inflexible ingredients, either the quality is sacrificed or the desired properties to move into it are less than ideal. Phoenix Bracelet’s effects give potentially a whopping 17 fire resistance, 17 ice resistance, and 42 lightning resistance. Predicament RES has very similar descriptions to Save Predicament, where your character is stronger the more critical the condition. This is a contradiction in the sense that you want resistances to reduce damage taken, yet to maximize Predicament RES you want to be at 1 HP as much as possible. Predicament RES would synergize better with something like Shadow Cloak which has effects that deal large continuous damage. I’ve tested having both these accessories on Ayesha. Results were not phenomenal on reducing damage, especially when Ayesha doesn’t have a good method to restore HP via attacking. Ayesha also doesn’t have a good way to regenerate HP since properties like Earth Guard really suck with a 4 HP regen. I wonder if the coding went haywire somewhere because some properties sound good but don’t actually do anything. Then again, if you think about it, base HP for characters are actually pretty low.
For other characters, sacrificing Dragon Scale Icon and/or Soul Trap Chain will take away too much damage and statistical potential, making other accessories not desirable.
Fun fact: It’s possible to shove the properties of Mythic Potency and Time Power from a Time Guard Flower into many other healing items such as a Worker’s Compress. Although moving these properties to healing items is fairly normal, it is fairly unusual to put Time Power into equipment. Exactly as its description says, it adds 25 to the stat called Rate. Rate is pretty rare on equipment as Glass Tiara is the most obvious case, and no characters have a natural Rate stat.
Another unusual effect called Boosts Accuracy reduces the MP cost of skills. There are noticeable times when a character can make an untimely miss when making an attack. I never figured out how actual accuracy works.
Rather than providing a ridiculous table of how much score is added from every property, I’ll instead summarize a trend. If the property is synthesizable via alchemy, the score tends to be positive. A powerful property such as Skill Enhance LV 3 would provide 10 score points, as it is a combination of both Skill Power +12% and MP usage -25%. If the property cannot be synthesized and only exists in high level ingredients, it is likely giving a negative score. The most obvious case is Red Power, a powerful property which provides a -5 score. Remember, part of the storyline of the game was to present the misuse of alchemy. Literally any late game property you can gain such as Red Power, Mythic Potency, and other non-synthesizable properties will most likely give negative score. To to have a nice high score, especially on an accessory, stack a lot of Stats+6 and Skill Enhance LV 3!
Other sources of score stems from the ingredient you put in and their CP cost which happens to be their item level. There are times when there is a specific ingredient that a user does not want to put into the cauldron which can potentially change how the score works. For practical purposes, it only feels good to have a high score as that S grade 120 quality item with desired properties feels good. I’m pretty sure score improves the value or score of the item, which would be used for contests or selling to the store.
Bear in mind that alchemy category items were meant to transfer properties and quality while providing useful traits. For this reason, most of these items can carry any type of item property such as statistical values, bomb specific properties, and support specific properties. This can further confuse the player since naturally the different category properties don’t mix.
There are a few useful properties that don’t seem to really do anything. The first one that comes to mind is High Power. One quick issue a player has when using Ayesha is MP management of all things. Miracle Drug and high level bombs eat a lot of MP that cannot be reduced. By having High Power, minor MP is restored whenever Ayesha gets hit. Sadly, this only restores MP well when Ayesha is taking a lot of damage. In a way it offsets Glass Tiara’s damage to MP, but in the end this easily gets overlooked for Evasion.
Another overlooked property is Gold Power. It is not clearly known exactly how much damage this reduces. This appears to only reduce physical damage at first glance too. Unless it can reduce more than 5% physical damage, Diamond Power is superior, and even that is rarely used. The rest of the overlooked properties are elemental resistances, redundant healing/reviving, or weaker versions of existing properties. For overlooked healing items, anything not named Miracle Drug actually has uses. Genug Water Pot provides good continuous MP restoration while Needless Shot can cure all ills and provide recovery and regeneration.
This Miracle Drug allows MP restoration and utilizes the Recovery property
The last thing I want to note is that Miracle Drug actually has a better water effect: HPMP Recovery M. Normally by putting in the Time Guard Flower with the Dunkelheit, you are guaranteed the maximum elemental gauges. However, Miracle Drug has the weakness of burning an extra large amount of MP, 75 to be exact. To mitigate this, either Gold Honey needs to be put in, or or the water element has to be nerfed enough to grant HPMP Recovery M. Of all things in the game, it’s actually hard to come around good MP restoration if you never prepared it. Still, for Miracle Drug, don’t forget that the item is so powerful you only need to heal for how much HP and MP you actually need. Gold Honey appears very useful for Miracle Drug since it consumes 75 MP. You don’t actually need to stack Keen Sense with Recovery +30% for massive critical healing when you can apply effects useful for battle like Save Predicament or Light of Life.
Remember how early in the game where most area of effect attacks nearly always clears away all the enemies? Even though an item like Flame Aqua was really weak early on in quality and effects, a reason why it did so much damage was because certain enemies have -20 fire resistance, which actually amplifies fire damage. The same could be said about ice resistance of enemies: because the same enemies likely had -10 ice resistance too. Likewise, allies like Regina and Wilbell also had fire attacks, hence the quick early battles.
I quite enjoyed Ayesha’s alchemy system and find it very potent if the system was ever used again with a few adjustments. Unfortunately this is only possible in an Atelier Ayesha Plus if such a game ever exists. The upcoming game Atelier Escha still uses elemental gauges and cauldron abilities, but loses two slots of properties for every item and allows you to pick the traits you want. After figuring out how Ayesha’s system worked, it unlocked another level of possibilities. Bear in mind that Ayesha’s ingredients are all flat and possess no variation. That means every possible combination can be replicated at some point in time in the game. If an Atelier Ayesha Plus exists in the near future, I would be interested on the tune up on its system as if it was fresh and new.