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SMT V - Hydra (Low Level, No Fusion/Demon Customization, Hard) скачать в хорошем качестве

SMT V - Hydra (Low Level, No Fusion/Demon Customization, Hard) 3 years ago

Shin Megami Tensei

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SMT V - Hydra (Low Level, No Fusion/Demon Customization, Hard)
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SMT V - Hydra (Low Level, No Fusion/Demon Customization, Hard)

"Ya just gotta hit 'em with the Bucketgetter Special" Challenge rules: 1. Hard difficulty on a New Game. 2. No fusing demons or using essences to alter the skillsets of demons. 3. EXP may be earned exclusively from battles required to complete the main story or side quests and from quest completion. When this is not an issue, any EXP gain shall be minimized as much as possible. 4. No Balms, Incenses, Sutras, Gospels, Grimoires, use of petrified demon statues, or Omagatoki: Luck. 5. No use of the Skill Manifestation miracle. 6. Demons with unique recruitment may not be recruited until the Nahobino reaches their level. 7. Resistance-altering passives may not be used on the Nahobino. 8. Null/Repel/Drain Phys essences may not be used on the Nahobino, and Phys Block may not be used (with one minor exception; Phys Dampeners are acceptable). 9. Taunt/Fierce Roar may not be used on the Nahobino alongside any Null/Drain/Repel resistances relevant to the current battle, and Tetrakarn/Makarakarn may not be cast on a target with Taunt/Fierce Roar. I have not set any specific restrictions on Accursed Poison use as of now, but I will minimize use of it whenever possible. Hydra isn’t a boss that I’m particularly impressed by from a gameplay perspective. However, with the restrictions of this playthrough, the window of execution required for victory is very slim, which makes this an interesting battle. There are very few viable demons this early in the game; only a few demons can deal reasonable damage, no demons can debuff, and only single-target healing skills are available. It’s extremely important to make the most of all the tools provided in order to win. Hydra has two phases, which are much more visually apparent than future bosses. In the first phase it uses Fire Breath and gathers Magatsuhi for Toxic Breath, both of which can be covered with dampeners. In the second phase, it adds the the extremely dangerous Frenzy to its arsenal to deal physical damage to the entire party. This can be catastrophic given that no party members besides the Nahobino can survive even a single hit beyond that, not to mention the complete lack of healing options. This battle is difficult enough that nearly anything less than a perfect team composition isn’t enough to win. Azumi is by far the best attacker and spams Bufu throughout the fight. The Nahobino has several duties to perform, as only he can use dampeners and Rakunda, leaving him with few opportunities to attack. Agathion serves a mixed role, both as a solid attacker with Zio and as a healer with Dia. Finally, Daemon takes the final slot exclusively for Tarukaja, which is important to maximize the damage outputs of Azumi and the Nahobino. Prior to facing Hydra, both Daemon and Agathion needed as much EXP as possible in prior battles so Daemon could get Tarukaja at level 10 and Agathion could get Dia at level 11. The first half of this battle is fairly simple; the Nahobino uses dampeners to protect the team, while each demon fulfills their role. The second half, however, is much more problematic due to Frenzy. The best way to deal with this is to swap in Sandman for Dream Needle, since sleep can incapacitate Hydra for a turn or two and it’s the only ailment that isn’t resisted. Once Hydra is just above 25% HP, a Bucketgetter Special can potentially finish it off with Omagatoki: Critical and five Ice Gems. This attempt was really crazy, almost exclusively for the events of the final turn. Frenzy criticaled on Daemon, leaving it with a single HP, then Hydra reduced the Nahobino to 4 HP before attacking into the Fire Dampener to fill the Magatsuhi gauge, which allowed me to just barely finish it off with a Bucketgetter Special on the next turn in truly cinematic fashion. I believe that Hydra has 1550 HP, and I dealt 1554 damage in total. It’s insane that I may have been only 4 damage over the threshold, and the Nahobino only had 4 HP left at the end to boot. Amazingly, that Frenzy critical was arguably beneficial to me, since it may have caused Hydra to use Fire Breath to fill the Magatsuhi gauge. Had that not happened, I would have had to wait until the next turn to fill the Magatsuhi gauge and risk a demon dying, which would have resulted in a less powerful Bucketgetter Special. All in all, this is quite possibly the coolest finish I’ve experienced for any boss battle. Something else really crazy about this is that I just barely eked by Hydra with 8 Ice Gems. While it’s possible (but very rare) to get more than that through Amanozako prior to this, 8 is generally the most you can get by this point. There’s a chest with three, beating the Mermaid abscess earns one, and defeating Apsaras earns one. Finally, Gustave awards three Ice Gems for finding 20 Miman, and only 21 Miman can be found up to this point. It’s almost like the developers knew that’s exactly what I needed and left that Miman reward for me on purpose!

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