>Chips
>At least you can't mix up the chips that boost MP with the others: they all have a boot drawn on them. Leeks and bulbs, who have no use for boots, must wonder about it when they see them at the Market. Giving a boot to a leek is like giving a knife to a chicken or a diploma to a high school student: they have no idea what to do with it.
"There's no point rushing things: you have to wait for the right moment to rush." ~ quote from an obscure old leek who had just earned the Rusher trophy after waiting for many years without noticing there was a Speedrunner trophy.
This chip is similar to the Covetousness chip, but this time it increases MP. So, basically, the same remarks apply.
For more information about the "per target hit" mention, see the Level 139 tutorial.
Let's do a quick comparison. Consider a typical level 301 leek from the top 10, that is, with 21 TP and 6 MP (before version 2.40).
Enemies hit by the chip | Precipitation gain over 2 turns, as an amount of Capital Points | Covetousness gain over 2 turns, as an amount of Capital Points -----------|------------|-------------------------- 0 | -225 | -155 1 | -65 | -5 2 | 135 | 155 3 | 375 | 325 4 | 655 | 505 5 | 975 | 705 ... | ... | ...
How this table is generated: for example:
We do the same for a leek with 20 TP and 5 MP
Enemies hit by the chip | Precipitation gain over 2 turns, as an amount of Capital Points | Covetousness gain over 2 turns, as an amount of Capital Points -----------|------------|------------------- 0 | -210 | -145 1 | -90 | -5 2 | 70 | 145 3 | 270 | 305 4 | 510 | 475 5 | 790 | 655 ... | ... | ...
This comparison shows which of the two chips gives the better gain in Capital Points, depending on the number of targets hit. However, it's only a comparison on paper (it's mostly there to show the game balancing done behind the scenes). TP and MP don't have the same strategic value. Depending on their AI, not everyone will get as much out of a TP gain as out of a MP gain. Some AIs are better at positioning, others at combos. And apart from the inventory space, nothing stops you from having one of each.
Note that if you have 3 TP left and you do nothing, what you lose is the equivalent cost for 0 enemies hit by the chip. Whereas if you use it on 1 enemy, what you lose is the equivalent cost for 1 enemy hit by the chip. So it's not such a bad idea to use this chip at the end of the turn, even if you can't hit many enemies. Generally speaking, chips with a low TP cost easily fit into your combos, so it's easy to find a use for them.
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