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We're back, now in 60 FPS! Like the Shadow Witch, the Chairperson is a fight that is relatively simple when using high-powered characters, but significantly more complex when using weaker ones. Unlike Shadow Witch, this fight is non-deterministic due to random stuns and action delays, so we cannot formulate a full strategy in advance, and must adapt on the fly. Her gimmick grants her greatly increased attack power when your SP is 3 or above, and greatly increased speed when SP is 2 or below. So, you just need to go below 3 SP right before she attacks, and stay above it otherwise, right? Simple? Not quite. The first problem is that following the exact letter of this basic strategy is actually impossible. Sometimes you will have 2 SP right before the boss acts, being forced to end with 3 SP or 1. The boss's low SP speed buff is significant, so If you go down to 1, the boss may get another turn in the time it takes you to recover 2 SP, keeping you on the ropes. If you go above 2, you risk getting destroyed, especially if the boss uses her attack that deals bonus damage above 2 SP. The second problem is that oftentimes following the letter of the strategy is disadvantageous for other reasons. If we need to heal, but are at 2 SP, we're stuck between missing a heal chance (which we can rarely afford) or the boss getting her next turn a lot faster. While it may feel like you're being thrown about in ferocious winds, there are ways to counteract the above issues. The first trick is to realize that not every turn is actually dangerous, even with high SP. Patricia's actions occur on a 10-turn cycle, so if you can keep track of her turn number, you can always predict what moves she'll use next. On turns where she deals low or no direct damage, it is safe to stockpile SP beforehand. Not only does this deny her any additional speed ticks between your last and first characters' turns, it also gives you breathing room to heal, shield, and push for break. Having an excess of SP means you can stay above 2 consistently, not allowing even a momentary speed boost for the boss before the end of your turns, unless you do it intentionally. This leads to the other trick up our sleeve: careful speed manipulation. By precisely manipulating boss speed ticks, you can change the number of turns your characters get before the boss next acts. For example, at 7:34 it looks like we're stuck at 1 SP before the boss moves, but by using our basic attack, we slow the boss down enough that several other characters overtake her in the turn order. In this case we still fail to balance our SP, but get a vital heal and shield before one of the boss's most dangerous attacking turns. At 2:34 it also looks like we're going to have to go to 1 SP, but by using our skill and dipping below 3, the boss then outspeeds Meiyui, unwittingly balancing our books for us. This case is less sophisticated as we would have used a skill here anyway. The team here is mostly obvious. Among 3-stars, Kokoro and Konoha are the only viable sustains, and we need both. Even between them, our sustain is barely sufficient for the worst parts, so we need to stay on our toes with heals, and make sure to shield when the worst attacks are coming up. Riko is the only on-element breaker, and Kako the only on-element single-target attacker, making them also obvious choices. The flex spot goes to Meiyui, as she is a solid breaker, and is more SP agnostic than Hanna. Because she is off-element, this makes her a natural weak point, so I gave her Natsuki as a support to increase her bulk. Because Kokoro3 doesn't need defense (her attacks don't scale with them, and she doesn't use barriers), I give her a damage increasing portrait instead. I've seen one other person who cleared this challenge, using Yuma3 instead of Meiyui. That team is likely safer than this one, but slower. I haven't tested much yet, but I'm cautiously optimistic that 3-stars can beat Sandbox without Crystalis. Her gimmick involves shield stacking, so Hazu3 should counter her, but it's too early to say for sure. Music used: [0:00, 8:31] Chairperson Witch Labyrinth #1 [0:32] Chairperson Witch Labyrinth #3 [3:43] Chairperson Witch Battle This is the first video where I've only used music from the game. The vibes from the labyrinth are immaculate, and I didn't think I could easily find any outside tunes that matched it. Fortunately, the video isn't too long, so it doesn't drag even with only a few pieces available. As always, thank you so much for watching. Any likes, comments, and constructive criticisms are greatly appreciated. 0:00 - Team Overview 0:32 - Warming up 3:43 - The part where the music changes, but I didn't know what to call it, so we have this awkwardly long chapter name 8:31 - Party time!