GeekyDad said:
EX1, since it's essentially the same. But you'll find it works great also on any of the regular majini missions, even better, since those guys are generally weaker than the monks. I rack up in the mine missions. Flash grenade + launch finisher + thunderstorm = broken.
Kills with Thunderstorm don't award the +5 routing bonus so I stopped using it.
I guess Hunk's load outworks great on any map without any enemies immune to flash but when there are it tends to break my combos or cause me to slip up.
Also, EX-1 has the giant chainsaw guy which makes keeping that 150 combo a little more difficult than on 4-1 with Hunk's load out.
MooMoo said:
I'm pretty sure Ken has clocked in over 90+ hours into this game.
I've been playing Dragon Nest and MvC3 a lot recently so my Mercs time could have been a lot higher. :s
Boney said:
Is there a detail analisis on what each costume does?
Different costumes have different "damage taken multiplier" and changes the healing amount of herbs.
From the JP Wiki:
Hank is Hunk, and Crowther is Krauser. Costume is default costume, and costume EX is alternate costume.
From what I understand (and Google Translate), all characters have 1000 hit points. Different costumes have different damage multipliers, so the greater the multiplier the more damage you take.
Number of hit points healed by a single herb with each costume. As far as I know, a character will heal himself and their partner for the same amount they heal themselves, so pairing a healer like Rebecca (Nurse) with Wesker (Ouroborous) can mitigate the latter's low healing attribute.
To sum it up: a costume with increased healing will take more damage from attacks, while a costume with lower healing will take less damage from attacks.