Hmm, lost against Quetzalcoatl due to a couple of major misplays.
1st mistake: I really underestimated full bursting with Uriel, as I'm used to doing low damage with my water and thunder teams xP
I attacked on turn 1 to trigger the buffs, waited them out, threw out my stuff, then bursted. Hit reload to find out that was enough to knock into raging.
2nd mistake: I burned Joan's damage cut on the first instance of the raging overdrive. Without a way to remove the defense debuff, that led to me wiping against the second raging overdrive. Also, I could've dodged that second one if I had gotten double attacks from soul + second slot to enable another full burst, but that didn't happen :/
I do keep updates on what you will be facing in the OP, if you guys haven't noticed.
That said, do feel free not to check it out if you want the DMM blind run style experience.
Last edited by Cobblemaniac; 09-09-2018 at 07:52 PM.
I went in blind as usual, but did not learn anything at all about what all the different mobs do because everything died too fast.
About the only thing I learnt is that quetz buffs herself with DATA on turn 1. She died on turn 2.
It's possible to kill her in 1 turn I guess; I carried pf into stage 5 instead of just using pf on stage 4 and procc'ing up FB there to be ready earlier. So other ppl have killed her on turn 1, while I took 2, due to not planning pf proc earlier/properly. :<
✦ Union Leader of Ixion (Kamihime Game ID#: 1318886 | Discord ID: VeryVoodoo#0081)
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Most bosses have around 8-9m HP as far as I'm aware, and besides you're literally using the rocket launcher element as advantage here
Also I could list the exception but I don't know if this counts as boss spoilers, so in case it does...
Hmm, fire Rs are better than the thunder ones. Soooooo about that full R hime run....
Last edited by nonsensei; 09-10-2018 at 02:40 AM.
Guide for using JP wiki
1/2 - https://youtu.be/hPK8vpqmkCg
2/2 - https://youtu.be/GhvZJXjngO8 Y U NO WATCH 2ND PART!?
This is not the kind of game sold on super-polished gameplay mechanics you know
I've already stated my viewpoint: if you're using inconvenience as a means to balance encounters, your encounter design is flawed. Games are supposed to be fun (right?). The damage check should either be hard and very difficult to circumvent (acting as a gate), or soft and permitting alternative strategies (e.g., a debuff clear). If you want to make an encounter hard, make it hard. Don't make it inconvenient.
Magicami Starter Guide: Rerolling for Success
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Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.