Vagrant Story Tips and Info: Max true DP value (13699) for body equipment

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Welcome,

The main pupose of this upload is to provide info on how to make the "true" ultimate body equipment, by reaching the true max DP value (13699). At the bottom of this description is a file containing a plan to do it. The operation requires however more than 400 playthroughs, and this video was supposed to show tips to not waste too much time in a playthrough, but it may be reuploaded because its content was supposed to be explained by anotations, that are now unavailable.

The "Special Info" below contain 2016 discoveries merged with old information of mine. With the parts 1 and 2, the player can determine the exact DP/PP of an equipment item that is "available" in the game (i. e., items dropped by an enemy or contained in a chest).

= Special Info =
- Part 1 -
*Shown DP is the rounded down value of the formula: (true DP+99)/100
DP Material conversion for the lines below: Damascus = 0, Silver = -4000, Hagane = -1000, Iron = -1500, Bronze = -3000, Wood = -4500 and Leather = -6000.
- Part 2 -
*Daggers {DP: 14800-200/PP: 100-5} *Swords {DP: 15800-200/PP: 140-4} *Great Swords {DP: 16290-130/PP: 120-7} *Axes {DP: 14360-140/PP: 130-6} *Great Axes {DP: 14500-180/PP: 110-9} *Staves {DP: 11250-250/PP: 190-15} *Maces {DP: 13240-140/PP: 128-6} *Heavy Maces {DP: 22020-860/PP: 124-8} *Polearms {DP: 16600-200/PP: 115-6} *Crossbows {DP: 9600-200/PP: 150-10} *Shields {DP: 9850+110/PP: 200-7} *Helms {DP: 9800+100} *Gloves {DP: 9350+150} *Breast Armors {DP: 11500+200} *Leggings {DP: 10050+250}.
Note 1: “*Great Axes {DP: 14500-180/PP: 110-9} for example means that the first level Great Axe, namely "Guisarme" would have 14500 DP -but shown as 145 in the game if you apply the formula in Part 1- and 110 PP if a Damascus version of it were "available" in the game; the second level Great Axe, namely “Large Crescent” would have 14320 (14500-180) DP -but shown in the game as 144- and 101 (110-9) PP if a Damascus version of it were "available" in the game; the third level, a Damascus "Sabre Halberd" would have 14140 {14500-180-180} DP -but shown in the game as 142- and 92 (110-9-9) PP and so on.
Note 2: Subtract the values in the "DP Material conversion" above for other material than Damascus.
Note 3: The exceptions are the following weapons that do not follow the rule of fixed decreasing DP per level:
Rhomphaia, 12th level of Swords {Damascus DP = 21000}.
Holy Win, 10th level of Great Swords {Damascus DP = 28000}.
- Part 3 -
*As explained in the descriptions of my previous videos, while there is no reason to not consider a body armor equipment with the highest DP value as the best, weapons and shields have a PP value, and there is the case when having high DP is a disadvantage as it implies consuming more PP for DP recovery. That being said, if we consider that the sum of stats of the whole equipment is the best criterion to consider it "perfect", the part of such an equipment should be as follows:
- The best weapon (requires using at least 13 Holy Wins): either a Damascus Jamadhar or a Damascus Sage’s Cane {27999 DP / 57 PP}.
- The best shield (should require using thousands of wooden shields and Damascus Casseroles): Damascus Jazeraint Shield {10839 DP / 137 PP}.
- The best body Amor parts (require using more than 4 hundreds Damascus Plate Mails; plan few lines below): Hoplite Helm {13699 DP}, 2x Dread Glove {13699 DP}, Hoplite Armor {13699 DP} and Jazeraint Leggings {13699 DP}.
- Part 4 -
*When combining two pieces of equipment, the computer uses the following formulas to determine the following stats of the resulting element:
-DP: (Slot 1 value (true value not the shown one) + Slot 2 value (true value not the shown one)) / 2.
-PP: (Slot 1 value + Slot 2 value) / 2.
-"Blunt/Edged/Piercing" type stats (max value = 100): (Slot 1 value + Slot 2 value) * Multiplier.
* The multiplier = 0.8 if, in slot 1 and 2, the materials AND the "highest type stats" are the SAME.
* The multiplier = 0.4 if, in slot 1 and 2, the materials AND the "highest type stats" are DIFFERENT.
* The multiplier = 0.6 if, in slot 1 and 2, the materials OR the "highest type stats" are DIFFERENT.
Note 1: all the values above must be rounded down.
Note 2: only one type stat can be considered as the "highest type stat" per slot. If stats are equal, "Blunt" is prioritized over "Edged", which is prioritized over "Piercing".

= Plans =
* Here is a link to download an Excel file containing theoretical plans (among other elements) to combine what I consider the best body equipment (the time consumption can be slightly optimized but I preferred simplicity):
http://www.mediafire.com/file/ku81l4737mq3p1w
* Here is a bonus link to download an Excel file containing theoretical plans (among other elements) to combine the ultimate "Dread" body equipment (the "Dread" set of body armor does not allow to reach max stats though; the time consumption of the plans is nearly optimized in this file):
http://www.mediafire.com/file/4vcd3b55v111r2a




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137
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10839
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