GOD EATER RESURRECTION

GOD EATER RESURRECTION

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About Guns + Bullets I used to breeze thru the game
By Archael
The right bullet for the right situation, using the proper can make a huge difference.
   
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The basics
Before we start copying bullets we have to know a few things about the guns

Oracle
Your gun spends oracle to shoot bullets, it's shared between all bullets and your oracle bar is not that big, so expect to switch to blade mode/S non elemental bullet to regain Oracle very often. You can't fire a bullet at all if you have even 1 less Oracle than needed.
For every hit you do with a blade you will gain a certain amount of Oracle depending on the weapon (needs further testing), but for ease of usage, I recommend a Short Sword since you can hit really fast with it, and dodge or guard when the Aragami is getting close to attacking.
Devouring also gives you some Oracle, but not that much, that is unless you use the Aerial Predator Style "Corvix", which gives you A LOT of oracle back, around 75 without modifiers, if you want Oracle fast, Corvix will be your best bet.
You also regain some Oracle when in Burst, with each level adding another point of Oracle to the regen, the tick is around once each second, it's not much but its free Oracle

Bullet Elements
Since God Eater 2, the elements were overhauled into circles and crosses, the more circles, the higher the elemental affinity you had with that certain element, we can summarize the changed with this simple table

Basically you can have either strong, weak, neutral, weak negative and strong negative elements in your gun, and those will apply a multiplier to your end bullet damage, so if you want to deal optimal damage to whatever aragami you are facing, you should bring a copy of the bullet you want to keep using but with different elements.

This also means that your real space for bullets will be a bit smaller since you need to bring duplicates, plus you need a few for aragami bullets if you want them to be able to use them, use your judgement and see how many bullets you want to bring.

The element of your gun is preset, you can only change it temporarily with predator style upgrades (need to confirm if they even affect the gun in the first place), and if you saw the table, the damage difference is really big if you take the time to bring a gun with an element that your enemy is weak to.

The problem is, I don't really have the info on what aragami has a small or big vulnerability to what element in what part and in what state (unbound, enraged, both...), probably they are shown in either the physical manual or some Japanese guide, but the general weaknesses are written in the Terminals and the wiki so, at least it's something.

Bullet Creation shenanigans

You can customize bullets quite a bit in this game, but it takes knowledge to make a good bullet. Specially since some bullets work in weird ways, here I will list a few interesting details worth knowing

Firstly, the game tells you that bullets are specific towards each type of gun, this is true but what they don't tell you is that all gun types share all modules, so you could just copy a recipe from one gun type to another if the maximum amount of modules allows you to.
You could end up using sniper bullets on a shotgun but the result will probably not be as good as using them with a real Sniper. Use your own judgement.

The same module may have different costs in the other kinds of guns, making certain modules more worth on certain types of guns

Sniper bullets travel instantly to their destination, very good for hitting stuff far away, but can't have slave modules attached to them like 0.2 seconds after.

Shotguns and Assault guns have only 6 module slots so they can't make bullets as complex as Sniper or Buster guns, which have 8 module slots.

Many bullets have special properties attached to them and you won't find extra info about it on the game, only the name and the rest you figure it out, here are a few that I find useful.
Scattered rounds: Critical at melee distance: What you can expect, they do more damage when shot point blank
Scattered rounds: Ignores enemy defense at point-blank range: these are really good since they just ignore defense, consistent damage when done point blank
Control: Faces enemy / Short duration: Often used for HDH and other aimed bullets, these kinda aim at your enemy but they aren't perfect, if you shot something the opposite direction, the control bullet will be aimed just slightly to the side, you still need to roughly aim to the general direction where the enemy is.
Sniper Bullet: Gains power with distance from firing point: Very good bullet, gets stronger the farther away you are from the enemy, and also affects the slave bullets, outdamages most stuff.
Non-Elemental: S: Rapid-fire bullet: Rapid-fire bullet / Normal: Literally costs 0 to add, free damage, but also deals very low damage, and on top of that, it recovers a bit of Oracle on hit, but only once per shot, if you have slots free, might as well add one of these.

Oh and yes, the advanced piercing bullets that were so busted in God Eater Burst have been removed from the game :(
Know your gun
Assault Guns let you fire really quick between each shot, about 8 per second (although if you shoot to many, one bullet can cancel each other since there is a maximum of bullets allowed to be rendered), and have no recoil, also it lets you lock on to enemies so you can fire without giving it much thought. They have the special ability with R+B or R+A while on blade mode to do a large back leap and keep shooting bullets rapidly, even Aragami ones. Their bullet customization allows up to 6 modules in a bullet.

Snipers have a scope with 2 adjustable levels for precision aiming, and shot much slower than assault guns (about 0.7 bullets per second), they also get a 10% oracle discount when using laser modules. Their special ability is the Stealth Field, which when used outside combat, you are completely invisible to passive Aragamis. Their bullets allow for up to 8 modules in each bullet.

Blast guns get a discount on radial modules, and also have a slow fire rate comparable to the one of Sniper guns. Their special ability is to store your current Oracle into the reserve gauge, which can have up to 9 bars of 100 Oracle each, allowing you to shoot very expensive bullets, or to keep shooting less expensive ones for ridiculous amounts of time. Be warned though that the storing of Oracle can only be done in gun form, and its kinda annoying to keep doing it all the time. Their bullets also allow up to 8 modules per bullet.

Shotguns are comparable to assault guns, but with a slower fire rate, about 3 shots per second with no recoil, and get discounts on shotgun type bullets, which really prefer being shot point blank for extra effects, and also share the lock on feature of assault guns. Their special ability is Rush Fire, where your character dashes forward as if she was using a melee weapon, and stops when you shot a bullet, you can also roll out of the dash for better maneuverability. Their modules only allow up to 6 modules.

I'd suggest Assault guns if you like mashing buttons from afar and hate your fingers, Sniper if you want to play a precision style or just want to unload high power bullets from time to time while focusing on melee, Blast if you don't mind the requirement to keep using the Reserve to store oracle and unleash devastating bullets later on, and Shotguns if you want to enjoy those AP rounds and get close and personal to your enemy.

All these suggestions are based on how I feel about the weapons, feel free to use whatever you want in your build.
The bullets
This is what you probably came for, these will be divided in sections for each gun except Assault since I didn't use that kind of gun at all.
Sniper Bullets
Shadow Haze?

Tried to recreate Shadow Haze bullet from GEB, the fabled Anti Dyaus Pita bullet, doesn't seem to work too well on this version.

Vulcanus Divine

Radials come from below and cook your enemies, good for when the weak points are below. Also works with Blast Guns

Miso Beam
Uses a penta formula to strenghten the distance shot module, better dps than just shooting strengthen shots without more modules.

HDH
Delayed with a control module in the middle to optimize damage/oracle ratio

Autoaim Snipe
Works really well for the quick draw challenge missions, or for killing trash in general, when HDH damage is way too overkill

Blaze Ray
A radial that keeps moving forward in a vertical angle, works well in Blast guns too

IOD
Hits instantly and keeps damaging the spot with lasers, works better with a sniper gun

Blast Bullets
Healing Trident
2 Healing Radials from the sides heal whoever is in the center, high-ish cost but can heal multiple easy

Blast HDH
2 kinda aimed explosions home on the enemy and deal big damage, its good when it lands but not 100% reliable.

Blaze Ray
Like the Sniper one, but better damage since its a radial in the gun it rightfully belongs
aaaaaaaaaaaa

M-Nova
A melee explosion, high cost, high damage, and works well with hidden attack

Asador
I made this one thinking about a fast food place that had a lot of fried chickens in an oven just spinning all day, better DPS than blaze ray if both hit.

Triple Radial Up

Like asador but triple and all come from below, a bit less DPS but allows you to unload your oracle faster
Shotgun Bullets
Autoaim Barrage
Shoots the enemy multiple times at point blank and ignores defense, and has slight autoaim.

Barrage
Same as before but without autoaim, feel free to change the bullets to other kinds of spread, but defense ignoring is the most versatile
Skills and equipment recommendations
HP/Oracle/Stamina
Self explanatory, allows you to withstand more hits, fire for longer, and run/dodge for longer, easy to get and should always be used.

Frugal
20% discount on oracle at level 10, pretty much giving you extra free bullets, if your bullet has a 90 or less oracle cost, it allows you to fire it twice instead of once with a 150 Oracle bar.

Trigger Happy
THE gun skill, no matter what playstyle you use, this skill always comes in handy, cuts Oracle cost by HALF, but every shot you fire uses some stamina too, but stamina regens on it's own pretty fast already so it's literally free bullets, stacks with frugal for even cheaper costs.
If you mainly use gun, this skill is a no brainer, if you mostly use Blade and want to unleash one or a few big powerful attacks, its also good since you can make a custom bullet that uses up to 300 Oracle and unleash it, then swiftly go back to blade mode. HDH kinds of shots that home into the enemy work well with this strat.
It can be aquired as a module upgrade at rank 10 or in skills in high end equipment.

Stamina Regen Speed
For using with Trigger Happy, 20% at level 10, effectively reducing the dead time between shots due to no stamina

Shot/Laser/Radial/Bomb Master
10% more damage with each correspondant shot type, not the biggest damage upgrade but more damage is always good

Gun Attack
10% Extra damage with all bullets, can't go wrong with it

Devour Oracle Absorb
Increases oracle received when devouring, pairs very well with cornix

Devour Burst Oracle Absorb
Same as above but when you are on burst, the two can combine for an even higher absorb

Oracle Absorption
Increases oracle gain when hitting with the blade, good when you don't have cornix,

Need to update add some equips here
12 Comments
RhondoDio 21 Feb, 2023 @ 2:07am 
Hey! I just wanted to let you know, I found a weird quirk with your IOD bullet design. if you set the first 2 lasers to the same time, 0.2 after, then the 0.5 after, and 1.0 after, for some reason it does a significant chunk more damage. Like, It's about a difference of 7-10% but it's 100% consistent. Also These things WORK, wow. this is a comepletely different way to play compared to my assault run n gun nonsense
Archael  [author] 14 Oct, 2022 @ 4:14pm 
In the item usage menu, there should be one button to change it to Signals, don't remember exactly which rn
General Winter 13 Oct, 2022 @ 5:37pm 
what and where is the "signal order" menu? I can't find it anywhere in game or online
Archael  [author] 12 Oct, 2022 @ 9:15pm 
You go into burst mode by devouring any currently alive Aragami, as a new type you want to stay on Burst Mode always since it buffs you a decent bit for free, and activates the correspondant Predator Style Units.

You can split up Aragamis by using the signal order menu, there is one that tells your team to spread over the map, and that one tends to split Aragamis since the will follow a teammate to the other end of the map.

Single bullets compare to Customized Bullets in an odd way, you get more Oracle mileage by using single bullets but proper bullets recipes let you unleash all your saved Oracle much faster and only having to aim once. DPS wise they are also better since you can just go back to Melee and keep dealing damage.

Plus some bullet combinations simply deal more damage than single bullets when they have modules like "Strenghten Over Distance" or the one for gravity for Blast bullets.
General Winter 12 Oct, 2022 @ 7:27am 
im not sure how to get into burst tbh; i just know i get it sometimes from the NPC's and it makes my OP meter go up ever so much faster

also is there any way to split up multiple aragami? in MH you use smokescreen and/or gates when there's multiple monsters in an arena, its really annoying when you can't land your hits because you're being hit by something else off screen

running away doesn't help because the story mandated NPC's typically drag whoever they were fighting with them to where ever i want to go to isolate it


thanks for all the tips

also how do your blast bullets compare to simply using rocket shells; i do 200-300 per hit with hammer on weakspots and about 1200-1300 for rocket shells on weakspots
Archael  [author] 11 Oct, 2022 @ 8:40pm 
Also forgot to mention, there is also a Predator Control Unit that's called Melee Attack HP Absorb, which lets you heal when you do melee attacks for a little bit of HP, just stay on burst and activate it by using the linked Predator Style
Archael  [author] 11 Oct, 2022 @ 8:36pm 
Lost Arcs were added to the later games so they sure feel a bit out of place in this rerelease. You don't need them tbh, they are more of a bonus on top if you care enough to grind them, and get even more powerful until you reach ridiculous unkillable level.

For your HP issues, you should focus on not getting hit and stocking up on heals before a mission, as long as you have teammates in it, they will revive you so it shouldn't be a big problem going down a few times.
Also never forget this is God Eater, you can step in any direction after a combo, and some weapons allow even quicker step, others let you guard faster.

Try to find a gear that has Automatic Recovery, and stay in burst mode for continuous healing, having New Type God Eaters helps a ton since they always prioritize keeping you on Burst mode via Bullet Transfer.
Oh and no crafting on mission, just make sure you are stocked up before leaving on all healing items and you will be fine.
General Winter 11 Oct, 2022 @ 4:45pm 
that's pretty annoying tbh; coming from monster hunter some of these systems are more complicated than needed while other things are easier

I know it's a different game and all but armor skills make more sense to me than RNG equipment skills

I just got into difficulty 5 and I basically burn through all my heals in 1 or 2 missions (idk how to craft mid mission which makes me question why herbs are so much more expensive than health pill 2)
Archael  [author] 11 Oct, 2022 @ 2:39pm 
You get skills from equipment and from Lost Arc fusions, just equip them and you will get the skills on that equipment piece
As you upgrade equipment, the skills become better or more abundant, sadly there isnt a way in game to see what skills something gives before crafting it and upgrading it.
General Winter 11 Oct, 2022 @ 11:57am 
I see i missed one small thing with the typing

also how to do invest in skills? this game's UI is lackluster