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SvennoJ said:

I think if it works in reverse as well, as in you do a little extra damage if an enemy would have a sliver of health left after a hit. I've noticed that when they fight against each other they can be left with a sliver of health (and still hit max strength of course). Yet when I do my sneak strike attacks, there doesn't seem to be anything between 10-20% left and nothing. With all the time spend I've never had a hit where an enemy was left with just a pixel of health left. (Like what a Stalnox remains at if you don't hit its eye) A gimme, close enough, enemy dead. Very nice!

The last 20-25% of the Depths I have remaining is a big maze. I guess I'm under the jungle/tropical biome, lot of water there, thus lots of walls and a lot of backtracking. Now I wonder whether Zonaite regenerates as well, seems to be as I keep finding more empty camps with Zonaite repopulated. The boxes are still empty of loot and the enemies still gone, just Zonaite statues. I haven't seen anything come back in the mines yet, but I tend to go around them when backtracking as they are always in a deep hole.

At least kills of static enemies have been permanent so far!

It's my impression as well that sneak attacks either end with complete success or a notable chunk of health left.

Zonaite does regenerate, just like all the ore spots in the overworld; it likely takes around one in-game week. Crates do replenish with arrows too, but only if enough time has passed; if they merely respawned because you entered a shrine nearby, they are commonly empty. Treasure chests will disappear forever once they've been looted and you've gone enough distance away from them or entered a shrine; the game always makes an immediate auto-save after a chest has been looted. Destructible rocks (whether brown, blue or glowing like in the mines in the underground) are seriously saved exactly to the bits you have not destroyed yet.

I am not sure what exactly you refer to with static enemies, but my impression is that absolutely everything respawns once a blood moon has triggered. Minibosses on the map will be marked with a tag along the lines of "defeated before" when their health appears on screen; I still mark my defeated ones with stamps, because I wouldn't know what else I would do with 300 total stamps that can be added to the three maps. I am sure somewhere in this game is an NPC that awards you with a medal if you you've killed all minibosses of a type just like in BotW, so my stamps will help to easier check what I've missed. Up till now I've used around 60 stamps, but I am expecting around 200 minibosses in this game.

I really wish TotK's map was segmented like the one in Xenoblade Chronicles X, because this made it more fun to complete the game and more manageable to do it on your own without a guide. Of course it would also be better if TotK wasn't as overloaded with little things; the reward for finding korok seeds has even be lessened in the sequel because the strongly increased durability of weapons makes the limited weapon slots much less of an issue. But the next Zelda won't be Breath of the Wild 3 anyway, so there's a good chance that many things will be reworked and improved for an all-new game that may or may not be released before the end of the 2020s.



Legend11 correctly predicted that GTA IV will outsell Super Smash Bros. Brawl. I was wrong.