theprof00 said:
Jumpin said:
And you can do that way easier by hitting twice each turn and keeping the enemy broken and unable to attack until it is dead.
All you have done is describe a bunch of actions which take more commands to accomplish the exact same simple task of attacking. After you repeat this chore hundreds and hundreds of times, it gets tiring. There are easier and less painful ways to go about a battle system.
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I must be missing what is hard to understand here.
Let's use this enemy. It takes 3 to break.
Then every second sequence, you break, and do some extra damage on the next hit. You go again and 2x. It is the enemy turn. you do 2x. it hits you back. you do 2x, break and do some extra damage. You use a boosted spell. It is enemy turn. You 2x, it attacks, etc etc. This sequence looks like this: 2x, enemy attack, 1Break1hit, 2x, unbreak 2x, enemy attack, 1break1hit, 2x, unbreak 2x, enemy attack With a net of Normal hits: 6 Break hits: 6 enemy attacks: 3 remaining boost: 0
Now if you do this sequence: 2x, enemy attack, regular hit break, charge, 3x attack break, boosted spell, 2x, enemy attack, regular hit break You get: normal hits: 3 Charged hits: 5 Break hits: 0 enemy attacks: 2 Spells: 1 + charge Remaining boost 1
Now, break hits deal 50% more damage, charged up moves do 55%, and every boost of a spell is 100% more
So the total damage breakdown is: (using 30 base) 1) 180+270
2) 90+250+750
The math is hard to deny here. on top of which, the enemy attacked three times in your scenario. Also, if you do 2x every attack, you dont get a chance to boost your skills, which do insane amount of damage compared to normal attacks. I mean look, even with primrose or the knight, a boosted skill does 750 damage with only 2 bubbles. That's 15 of your attacks. I just don't get how you're not seeing this.
This is a video of someone overhitting, as you say is the best way: https://www.youtube.com/watch?v=mJM7M7TdHs4
This is someone who used the system correctly: (her voice sucks, so just mute it) https://www.youtube.com/watch?v=ADsMx8Bl4G8&t=1261s
This is a level 4 (top) with an upgraded dagger vs a level 3, with the base dagger
I read the OP and saw the update. As far as I can tell, his sytem for the boss would be 1,1,1,1 break, max special, 1, 1, In this instance, within the same 7 turns as given above, he doles out 1500 + 180 for 1680 whereas my alternative scenario resulted in 1100. The main difference being that his results in being hit 6 times, (at from what I saw, 40-50 damage per hit) or 300 damage, which is within striking range of double the dancer's health bar. With 200 hp, the accurate actions would have to be 1,1,1,1,max special, potion, 1 -then 1,1,1 break for a complete repeating pattern of 1,1,1,1, maxspec, potion.
An alternative pattern would be 1,1,2break, 2xspec, 1, 3x break, 2x spec this results in 150 +1500 and being attacked 3 times for 130-150
so it's 1680 + 300 hp loss, potion loss vs 1650 + 150 hp loss
I understand your point that you can beat them anyway without the min-maxing (minimal strategy). But games like these ramp up over time, as others have said. It's likely that the game was simply at an easy enough level where you not giving af didn't affect win.
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