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SMT IV - Red Rider (Low Level, Master Difficulty, No Fusion) скачать в хорошем качестве

SMT IV - Red Rider (Low Level, Master Difficulty, No Fusion) 5 лет назад

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SMT IV - Red Rider (Low Level, Master Difficulty, No Fusion)
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SMT IV - Red Rider (Low Level, Master Difficulty, No Fusion)

Challenge run rules broken: Grinded from level 60 to level 72. Based on almost all the guides and advice I could find online, most people seem to think that Red Rider is by far the most difficult fiend to beat. Don't get me wrong, it's a tough battle, but not for the reasons people believe. There's a lot of misinformation out there about this battle, but after messing around with him for about 30 minutes or so I was able to get a good idea of how his AI functions. I'll begin with his moveset. He opens many of his turns with War Cry, but he never uses it more than once per turn. He has Trisagion, Maragidyne, and Purple Smoke as common attacking moves, and uses Dekunda if his stats ever hit -3. Finally, there's the move that everyone complains about: Antichthon, a very strong almighty attack that also has a Debilitate effect attached. A lot of people report him spamming Antichthon when they think they're doing everything right, but the truth of the matter is that everyone has just been fighting him the wrong way for seven years. In general, most of the fiends spam almighty moves if your entire party resists their preferred element, so it would make sense for Red Rider to behave the same way. However, this is not the case. I'd need to run more tests to be sure about how it works exactly, but the most important thing to understand is that he will never use Purple Smoke if a member of Flynn's team is immune to physical attacks and he'll use Antichthon much more frequently to replace it. Similarly, he'll use Trisagion with varying frequency based on how many members of Flynn's team are immune to fire and will also use Antichthon to replace Trisagion with frequency proportional to the amount of fire immunity on Flynn's team. Interestingly enough, he seems to use Maragidyne regardless of fire resistance completely, and I've seen him use it on a team that completely drains or repels fire. So, to summarize: against a team with few resistances, Red Rider will use Antichthon rarely. As more targets null/drain/repel Fire, then Antichthon becomes more frequent. If any member of Flynn's team nulls/drains/repels Physical, then Antichthon will become very common and Red Rider will not use Purple Smoke at all. Honestly, it's kind of embarrassing that there's virtually no documentation of this stuff anywhere online, especially when there are people literally FARMING this guy 20+ times for incenses. Apparently people are willing to waste 30+ hours of their time to max their stats but can't be bothered to invest an hour or so to get a better idea of what makes him use Antichthon more. So anyway, on to my team. Due to the sheer power of Red Rider's moves, having high HP is a necessity. In addition, Physical resistance is highly recommended to tank Purple Smoke, but unfortunately there aren't any good demons that resist both Physical and Fire. Flynn also has to choose between one or the other, but Drain Fire armor is the superior choice to protect against Trisagion, heal with Maragidyne, and obtain free smirks. Purple Smoke is deadly to him, but like White Rider, it's a necessary risk. The other big problem with Red Rider is his constant debuffing. There are still no good Dekunda users, so unfortunately the team will be at -3 attack for the majority of the fight. Hekatoncheires can use Rakukaja, which allows them to survive, but how do they deal solid damage? Well, what if I told you that you could let Red Rider buff FLYNN'S attack? It all revolves around this game's least balanced mechanic: smirks. In this game, smirks act as a temporary +3 attack buff and grant attacks 100% accuracy. This means that at +3 attack, they're meaningless with respect to damage. At +0/-0, the attack will do 1.6x damage, and at -3 it will do 2.56x damage relative to no smirk. This is why Maragidyne is so great for the team; since Flynn drains Fire, he'll have a good chance to smirk and receive a massive attack buff. If Flynn is wearing the High Ice Pleroma accessory and smirks with Concentrate, suddenly he's hitting Red Rider for 4000+ damage on Master difficulty, which is 25% of his total health. I was very lucky that this happened twice early in the battle, allowing me to deal 8000 damage in only two attacks. I was fishing for a third smirk so I could seal the deal with my signature killing maneuver, but he wasn't using Maragidyne enough. I ended up just whittling down his HP normally, but it was certainly getting dicey near the end with some team members going down. I got really lucky when he used Maragidyne after I used Bad Company in a last-ditch effort to survive, and Pendragon came up with two clutch smirks down the stretch to protect the team defensively. Overall, this was a very satisfying victory, and I'm thankful that I chose to fight him despite being deterred by all the misinformation about Antichthon spam online.

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