Monster Rancher 2 Combo Breaker 2024 Live Tournament

Ultra Kaiju Monster Rancher
Research Data: Resting

Resting - General Information

In most games, you ask for your monster to rest and they will and regain a pretty fixed amount of resources back.  In Ultra Kaiju that’s not the case.  There is first a determination if your monster will rest and then what kind of rest will the monster actually get.

Parts of Resting

  1. Will the monster rest at all?
  2. If I rest, will I dream and if I do, how will it be?
  3. Resting Stat Effects
    • Fatigue
    • Stress
    • Dependency
    • Weight
  4. Resting Anger Effects

 

Will the monster rest at all?

The first part to resting is to determine will the monster rest at all.  The input to determining this is your current Anger.

Anger Percent = Anger / Anger Rampage Threshold * 100%

Anger
Percent
< 50 %50%-
 54%
55%-
59%
60%-
64%
65%-
69%
70%-
74%
75%-
79%
80%-
84%
85%-
89%
90%-
94%
95%-
99%
100%*
Chance
to Rest
100%90%89%88%87%86%85%84%83%82%81%*80%

*Note: 100% is not feasible because the action that took you to 100% should have caused a rampage

 

If I did rest, will I dream and if I do, how will it be?

Have you wondered why sometimes the Monster has a good dream or a bad/crazy dream or no dream at all?  Well there really is not much logic to it other than checking the random number generator system to see if we meet hard coded thresholds or not.

So, if a monster is going to rest, then the chance your monster has to dream is 30% (60 / 199 x 100% to be exact).

If your monster is going to dream, then there is a 20% chance that the monster will decide, 40% chance it will be a good dream, or a 40% chance it will be a bad dream.

When a monster decides, the determination is fixed based on the monsters main type as seen in the table below:

Monster
Main Type
Dream Type
GomoraGood
ElekingGood
ZettonGood
Red KingGood
King JoeBad
Gan-QBad
Alien BaltanBad
Alien MetronBad
DadaGood
Monster
Main Type
Dream Type
KanegonGood
GaramonBad
TyrantGood
GolzaGood
MiclasBad
NerongaGood
ReicubasBad
BirdonBad
BemstarGood
Monster
Main Type
Dream Type
WindomGood
NovaGood
SevengerBad
MelbaBad
Super C.O.V.Bad
TelesdonBad
Five KingBad
Ace-KillerGood
Thunder KillerGood
Monster
Main Type
Dream Type
Skull GomoraGood
Pedanium ZettonGood
GandarGood
MocchiBad
SuezoGood
*UltramanBad
Ultraman ZeroBad
Ultraman TigaBad

*If you were to play an Ultraman character, then this would be your personal dream type

 

Resting Stat Effects

So, if you don’t rest, then fatigue, stress, dependency, and weight will not be changed at all.  Anger will still be updated whether you rest or not and will be covered in the next section.  So, believe it or not, what type of dream you have does impact your rest, specifically it impacts how much stress and fatigue will be recovered.

So, for all stats, the following process is followed and all the tables will be listed, but fatigue and stress calculations will be summarized at the end for easy base referencing.

  • Good, Bad or No Dream effect on Stress and Fatigue:
    1. Bad dream – reduction in the base fatigue recovered by 5 and base stress recovered by 3
    2. Good dream – increase in the base fatigue recovered by 5 and base stress recovered by 5
    3. No dream – no increase or decrease in the base recovery for fatigue and stress
  • The base changes/recoveries for all stats are based on the current life stage a monster is in. A random value, chosen from the range given is used for all except weight which is constant.
Fatigue
Life
Stage
Base
Min
Base
Max
13639
23843
34047
44251
54455
64455
74047
83239
93237
103235
Stress
Life
Stage
Base
Min
Base
Max
158
258
3510
4710
5912
6912
7510
858
958
1058
Dependency
Life
Stage
Base
Min
Base
Max
106
206
306
406
506
606
706
806
906
1006
Weight
Life
Stage
Base
15
25
35
45
55
65
75
85
95
105
  • Next is to apply the aging type multipliers, these multipliers only impact fatigue and stress. The following tables are multiplied by the currently added dream effect and base value for fatigue and stress.  The multiplier is done as a decimal, and then the values are rounded towards zero.  The multipliers are as follows:
Aging TypeFatigue
Multiplier
1 (Normal)0.9
2 (Early)1
3 (Late)1.1
Aging TypeStress
Multiplier
1 (Normal)0.9
2 (Early)1
3 (Late)1.1
  • Next is to apply the cookie trait effects that come in to play due specifically to resting. There is only one cookie that has any impact due to specifically resting and that is Ancient Slumber which affects only fatigue.  The use of this trait will increase the amount of fatigue recovered by 20.
  • Next is to apply the cookie trait effects that come in to play due to general use. There are 3 cookies that have effects:
    1. Capsule Recall -> increase in fatigue reduction by 5
    2. Omni Attractor -> increase in weight by 5
    3. Spoiled Space Child -> Increase in dependence by 3 – this only comes into effect if the dependence from the base is non-zero.
  • Finally add the adjustments to the chosen stat and store away.
  • The following tables are only for getting the basis of good, bad, or no dream and applied aging type for fatigue and stress. Cookie adjustments are not included.

Fatigue

 Aging Type 1 (Normal)Aging Type 2 (Early)Aging Type 3 (Late)
Life StageNo DreamGood DreamBad DreamNo DreamGood DreamBad DreamNo DreamGood DreamBad Dream
132-3536-3927-3036-3941-4431-3439-4245-4834-37
234-3838-4329-3438-4343-4833-3841-4747-5236-41
336-4240-4631-3740-4745-5235-4244-5149-5738-46
437-4542-5033-4142-5147-5637-4646-5651-6140-50
539-4944-5435-4544-5549-6039-5048-6053-6642-55
639-4944-5435-4544-5549-6039-5048-6053-6642-55
736-4240-4631-3740-4745-5235-4244-5149-5738-46
828-3533-3924-3032-3937-4427-3435-4240-4829-37
928-3333-3724-2832-3737-4227-3235-4040-4629-35
1028-3133-3624-2732-3537-4027-3035-3840-4429-33
 

Stress

 Aging Type 1 (Normal)Aging Type 2 (Early)Aging Type 3 (Late)
Life StageNo DreamGood DreamBad DreamNo DreamGood DreamBad DreamNo DreamGood DreamBad Dream
14-79-111-45-810-132-55-811-142-5
24-79-111-45-810-132-55-811-142-5
34-99-131-65-1010-152-75-1111-162-7
46-910-133-67-1012-154-77-1113-164-7
58-1012-155-89-1214-176-99-1315-186-9
68-1012-155-89-1214-176-99-1315-186-9
74-99-131-65-1010-152-75-1111-162-7
84-79-111-45-810-132-55-811-142-5
94-79-111-45-810-132-55-811-142-5
104-79-111-45-810-132-55-811-142-5

 

Resting Anger Effects

Now that the stats have been updated, or not, comes the effects on anger being reduced.  The following process is used for updating anger:

  • The base reduction for anger is based on the monster aging type and whether it rested or not. A random value is chosen from the range given if needed.
Aging Type 1 (Normal)Aging Type 2 (Early)Aging Type 3 (Late)
RestNo RestRestNo RestRestNo Rest
15405-3030-501030
  • Next is the continued reduction of anger based on personality. The designers of the game struck out on this one as they calibrated all personalities to add an additional 5 reduction in anger during resting.
  • Next is to apply the cookie trait effects that come into play due specifically to resting on anger. There is only one cookie that has any impact due to specifically resting and that is Instinctual Resting.  The use of this trait will increase the amount of anger reduced by a whopping 30.
  • Next is to apply the cookie trait effects that come into play due to general use. There are 2 cookies that have effects:
    1. Acid Tears -> increase in anger reduction by 10
    2. Out for Revenge -> decrease in anger reduction by 10.
  • Finally add the adjustments to anger and store away.

 

Credits: SmilingFaces96 - original documentation
This page was last modified: November 13 2023
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