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0:00 Equipment, Innocents, and Evilities 2:16 Dark Assembly & Cheat Shop 3:13 Battle Start (Prinny Day + Friends for a Day) 7:38 2 Clears at full speed (Prinny Day + Friends for a Day expired) Similar setup to the previous video. Some small changes were made due to auto-battle since among other things I can't manually drop the HP to 1 to trigger some evilities. Auto-battle quirkiness/bug allows me to setup all the enemy generic units for back attacks on last phase rather easily which was an unexpected buff. Once again, I got exactly 200 hits to bring Baal def power buff to 0% before the Witch hits. Changes from previous setup: More counters to the combo prinnies to get to 169 combo (170 hits). I get the defensive buff to +18 percent before the main team attack and the 2 combo toons do at a minimum 18 hits before the witch hits so I'm guaranteed to hit 0%. I lost 1 "Podriatric Upgrade" and due to some quirkiness of auto-battle (towers and dispatch order importance), I had to add some movement to ~3 toons. I used some item points on the lv9999 shoes of Asagi to avoid using barefoot X. Added some attack stuff to Bieko to be able to consistently bring my witch to 1 HP from out of range of her counters at the cost of "Podriatic Upgrade". Pleinair got a bow to hit Majolene while still activating "Taunt" on Baal. Flonne would not use her "Power of Love 2" in auto-battle on max health units. Swapped "Powerful Bonds" to "Precious People" since for auto-repeat I won't be able to pass the bill "Friends for a Day". Swapping one All Digger to a Berry Picker was also an option. I lost a metric ton of damage on phase 1 since I can't cast/attack then move to the position of another toon to build the tower. I have to lift to build the tower hence why it's only a 2-man tower on phase 1. I got some minor buffs due to better positioning in phase 2 & 3 by putting my War Lady next to the witch (Mermaid Choir +25%) and still far enough to activate Hawkeye. Also exploiting auto-battle so that all throws end up with the enemies in back attack position helped a bit on the last phase since surprisingly the warrior was harder to kill than Baal. The warrior is surprisingly tanky and it may survive with some bad rng so I tried to get more consistent damage while still maintaining Carnage Limits and practically no stats from gear. Luckily, I can't buff this fight anymore unless I got out of my way and use "Magnificent Splendor" and other buffs on Baal which will probably help him more by just nerfing my tower. Edit (5/18/2023): To be clear bad rng means that there is a 1% chance of getting a Nick hit and this will make you do a non-critical hit with -50% damage. Phase 3 Baal and Phase 4 Warrior/Armor Knight will survive if the hit is a Nick (Armor Knight died to poison last time I saw it). This is partially the reason why I switched from "Powerful Bonds" to "Precious People" but the issue can't be fixed unless we beef our stats enough to overkill them by hitting them for around 3x their max HP (basically compensate for the loss of critical damage) or play manually to use Melodia's Passionate Approach. Phase 3 Baal can be overkilled if we do a big combo on him, and the armor knight dies easily to poison before we wipe. The issue is the warrior's regeneration that would heal him for 30% of the damage done by the nick and would require manually using Passionate Approach since their D.I. attacks the closest enemy (the Witch) and one-shots them if we let auto-battle continue. Adding zombie revival, risking also getting Nicks on Phase 1&4 Baal, and doing some fancy D.I. in case we die due to a nick hit is not worth it for a 1% chance. The following changes were made to mitigate but not completely fix this issue: Once again added an Alchemist/Drainer to the War Lady. Very rarely one enemy unit was missing 1 ailment during phase 4 and this adds more damage on phase 1-3 in which the debuffing prinny was not present. Move the order of Generics (closest to farthest from the Witch) from Witch, Ninja, Warrior, Armor Knight to Warrior, Armor Knight, Witch, Ninja With this their status changes as: Warrior: -4% to -16% weapon resist, 0% to +10% stats, +45% to +50% def power Armor Knight: -0% to -8% weapon resist, +40% to +50% def power Witch: -16% to -4% weapon resist, +50% to +45% def power Ninja: -8% to -0% weapon resist, +50% to +40% def power Add the Psychic Force unique evility to "Prinny Debuff". To mitigate the +10% stats the Warrior gets by having 1 adjacent enemy unit. Fix my mistake of hitting the warrior a 2nd time via an explosion and giving him a free +10% def power. The debuffing prinny explosion (1 hit) + War Lady (9+ hits) already gives him 100+% def power.