Chrono Cross: System Basics
- April 30, 2003 15:13 PM PST
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The first thing that must be understood when exploring the Chrono world is that it is a world composed of two dimensions.
Two WorldsThe first thing that must be understood when exploring the Chrono world is that it is a world composed of two dimensions. These dimensions may have similar attributes but even if you've been to a familiar region once, it is worth your time to thoroughly explore it again.
Battles
Your basic battle menu is broken into 4 initial options:
Attack
Element
Defend
Run Away
Since the most important attacks in Chrono Cross are typically Element based, you should learn to think of the battle system as a system revolving around Element stocking. The first rule in this system is that successful hits will add stock levels to your Element meter.
As you can see, attacking is broken into three levels: 1, 2, and 3. Level 1 will always yield the best hit ratio with the lowest damage, level two yields a moderate hit ratio with moderate damage and level 3 yields a poor hit ratio with heavy damage. Each time you connect with a basic attack your overall hit ratio increases so, in general, it is always wise to open with a level 1 attack.
The next system that must be understood is the Stamina system. Anytime your Stamina is at 1 point or higher your character can attack or use Elements (if stocked). Essentially, you want to combo a string of basic attacks to stock Elements and then have at least 1 point of Stamina or more to use the Element at the end of your combo. Throughout the game your Stamina never exceeds 7 total points, so understanding and operating within these bounds early on are essential to long term Chrono Cross mastery. Below are some recommended basic attack patterns:
1, 1, 1, 1, 1, 1, Element
This arrangement is best when you want to insure you reach a high Elemental stock level. This arrangement is crucial when you are desperately relying on an Elemental attack.
1, 1, 2, 2, Element
This is a balanced version of the previously listed arrangement. This balances both damage and accuracy with Elemental stocking.
1, 2, 3, Element
Again, another balanced version of the above combo. This has a lower hit ratio but much higher damage level.
1, 1, 2, 3
Eventually you will have higher Elemental stock levels than Stamina points. Combos like these stock your Elements and plan for the future. These are essential when you want to summon.
1, 3, 3
This is a version of the previously listed combo that focuses on high damage over stock reliability. Some characters have solid hit ratios naturally and level 3 attacks do far more damage than three level 1 or even two level 2 attacks. This combo balances both high stocking potential with ultra high damage.
That said, the final key to understanding attacking and Stamina is that Elemental usage ALWAYS costs 7 Stamina points. So how is it possible to use the first combo we listed? Well since the game is very combo friendly, it allows you to sink into negative Stamina totals by using Elements. So the first listed combo will leave you with -6 Stamina points.
Understanding and balancing the pros and cons of the Stamina system are imperative. When your Stamina points fall to zero or below, your character must build them back up before attacking again - the lower the number the longer the wait. Thus, when your Stamina points are at -6, it's time to bust out the jacks and rubber ball. Also, the higher your Stamina points are, the higher your resistance to enemy attacks will be. Know your enemy and know how to balance your Stamina points with your offense for the best overall results.
The Art of Elements
Elements are broken into 6 groups:
Red
Blue
Yellow
Green
White
Black
Elements opposite to each other counter each other. So Red is strong attacking Blue but weak defended against Blue and so forth.
Red-Blue
Yellow-Green
Black-White
This is the major grouping; the minor grouping takes any Element on the left side of the above chart against any from the right side. Minor groupings work like the major grouping but to a lesser extent. These are the basics of Elements.
The power of Elements is also affected by the innate property of the characters using them. Each character has a base innate color and naturally, Elements identical to their innate color will be strong in their hands, while Elements opposite to their innate color will be weaker. Naturally you want a balanced party but you also want to focus on getting the most out of each member, so try to keep variety among your choice of party members so you can focus on their strengths and have a solid mix of Elements.
Allocation
Understanding Element allocation is an essential part of arranging your party. When you look at an Element ready for allocation it may appear something like this:
Here we see some light statistics on the Element Aqua Beam. Aqua Beam is a level 1 Blue Element with a + or -7 placement level. The level 1 refers to its base level, this means it will naturally go in a level 1 slot. The placement level refers to the slot it can go in to, in this case you could place Aqua Beam 7 levels above its base level or as high as level 8. When you place an Element above or below its natural level it will gain a "+" or a "-" indicator. Obviously an Element constrained by a "-" will have a lesser effect, while an Element enhanced by a "+" will have an added effect.
You will also need to learn that many of the more powerful Elements in Chrono Cross can only be allocated to a character that shares their innate property. Summon Elements are the most common example of this. So, if you're having trouble allocating an Element first check its base level and then try it with characters innate to the Element's color. Also, some Elements are character specific, keep testing the Element under all these parameters and you will eventually find a match.
The Field
Outside of summon Elements, Chrono Cross does little to explain the full effect of the field in relation to Elemental attacks. The field represents the order of the most recently used Element colors, with the smallest circle representing the most recent. As you use other Elements that color will get shoved out of the field. The field exists as a strategy element, the more you tune the field, the greater its effect on used Elements. Let's look at the following example:
We will use Blue as our Element.
Thus Red is the opposing Element.
And then we will use White and a neutral Element.
Field: Blue, Blue, Blue - Blue Element Effectiveness 133%
Field: Blue, Blue, Red - Blue Element Effectiveness 111%
Field: Blue, Blue, White - Blue Element Effectiveness 122%
Field: Blue, Red, Red, - Blue Element Effectiveness 88%
Field: Blue, Red, White - Blue Element Effectiveness 100%
Field: Blue, White, White - Blue Element Effectiveness 111%
Field: Red, Red, Red - Blue Element Effectiveness 66%
Field: Red, Red, White - Blue Element Effectiveness 77%
Field: Red, White, White - Blue Element Effectiveness 88%
Field: White, White, White - Blue Element Effectiveness 100%
With this break down, it is fairly easy to understand the importance of the field in relation to the Elements you want to use. Using Blue Element in pure Red field is near pointless and so forth. Master this to gain the maximum potential from each of your Elements.
Summoning
It is possible to complete this mammoth game without ever summoning a single summon Element due to the crazy stipulations required. First, a summon Element can only be allocated to a character of the same innate color and the second, and more difficult, stipulation is the fact that the field must be pure in the color of the summon Element you wish to cast. Since summon Elements are typically level 7 or level 8, you'll need a lot of careful preparation to pull one out, but practice these early as they are both worth it in terms of damage and later in the game necessary to garner certain items. Again:
-Same innate colored character
-Pure field of same color
-High level of Element stock
-Summon!