New Horrid Projection Strategy (Updated 30/05/2020)
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New Horrid Projection Strategy (Updated 30/05/2020)
Aggiornato 4 years ago di BurmySlap

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The battle strategy is designed so you kill both the Guard and Horrid Projection without them having a chance to attack, so the fight is consistently fast.

In short, you don't heal on the sofa in the afterlife after the second death warp, and instead go into the Horrid Projection fight with each party member on 1HP, and hope that Hypno Sigils puts both Guard and Horrid Projection to sleep. Time is saved not having to heal in the afterlife, there's a much lower chance of getting stalled via Horrid Projection healing itself/Guard guarding, and the death warp is faster.

The chance of the fight going perfectly is 41.26% (Scuffed maths that might be wrong lol)

Turn 1: Wayne uses Hypno Sigils, Somsnosa Space Shurikens Horrid Projection (400 -> 270), Dedusmuln Space Shurikens Horrid Projection (270 -> 216). Turn 2: Wayne passes, Somsnosa Space Shurikens Guard (150 -> 30), Dedusmuln attacks Guard (30 -> 0) Turn 3: Everyone attacks Horrid Projection. (216 - 16 - 65 - 27 = 108) Turn 4: Everyone attacks Horrid Projection (108 - 16 - 65 - 27 = 0)


Data: When you wake up an enemy with an attack, they will not act until the next turn. Hypno Sigils has a 70% chance of putting each enemy to sleep, so it's a 49% chance of putting them both to sleep. On the first turn, is a 3/19 chance of the Horrid Projection using Enemy Ablative, and, since Enemy Ablative has increased priority, but not as much priority as Space Shurikens, it will go after you hit it with Space Shurikens, but before Wayne uses Hypno Sigils. Since Enemy Ablative heals Horrid Projection for 120, this means you won't be able to kill it before it attacks. So technically you have a 41.26% (49*(1-(3/19))) of the fight going perfectly. Speed (Fastest to lowest): Wayne, Guard/Somsnosa (Tied), Dedusmuln, Horrid Projection. Guard has 150 HP, Horrid Projection has 400 HP.

Statistiche del gioco
Follower
70
Runs
60
Giocatori
21
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