Tower Hunter: Erza’s Trial – Optimisation Guide for All Weapons

Comprehensive guide to optimise your build, including explanations on why you want which parts. Recommended to check after your first playthrough, or maybe halfway through that. Targeted at slightly more advanced players, not fresh beginners.

Introduction

The target audience are people who have begun understanding the basic mechanics of the game; I do not quite pick up everyone at a knowledge level of absolute zero and I will not even list a lot of the available Chips, simply because they are not useful beyond filling up your slots during your first run through E difficulty.

Important Abbreviations

  • POW: Power, the energy required to equip Chips, caps at 480 (plus 100 from Energy Recycled)
  • Crit: Critical Hit chance, in %, you want this at its cap of 100% to always hit critically
  • CHD: Critical Hit Damage, a multiplier that affects critical hits, has no (feasible) cap
  • ARP: ARmour Penetration, in %; you want this at its cap of 100% to ignore all enemy armour
  • ATK and HP: Attack value and Hitpoints, respectively, both cap at 9999
Marcus Vance

Marcus Vance

Cybersecurity & Digital Privacy Researcher

Marcus Vance is a cybersecurity auditor and technology writer dedicated to educating the public about online safety, data privacy regulations, enterprise security, and emerging cyber threats.

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