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California, USAWanderer_Jiyuren5 years ago

Ah I see. What language do you prefer to read?

California, USAWanderer_Jiyuren5 years ago

We've created the category Bad Ending% to account for this run, as it is not New Game+ and it isn't the fastest ending, this seemed the most reasonable resolution.

Bad Ending%カテゴリーを創りしました!このカテゴリー着くてください。君の状況で一番カテゴリーと思うよ。(日本語は下手でごめんね。 >_<)

California, USAWanderer_Jiyuren6 years ago

So, you're buffering inputs then for the menu selection? Good to know, starting a new run right now. Will try to see if I can reproduce it.

suparanger12 喜欢这个
California, USAWanderer_Jiyuren6 years ago

Alright, this is probably the last I'll say about this, I'm sure it's getting to be somewhat bothersome.

I've made a video detailing the nuances of the Diallo and non-Diallo routes in Sealed Land.

Main Bullets from Video: - Videos are offset by 0.680 ms to normalize timer synchronization (they are still offset due to software limitation - Menuing to a single Tochka requires about 1.1 s - There are 5 unique menuings in non-Diallo through the game, 10 or more for Diallo route. - Occasionally no knockback will occur in swords route, making it the fasest potential method - Perfect Dialloing may be slightly faster, but enemies will be auto-targeted, and positioning is important. Side Bullets: - Using Mystical Dodge saves no time, the rock is not removed fast enough. - Diallo takes a 12.550 second animation to retrieve, from start of animation to regaining control.

California, USAWanderer_Jiyuren6 years ago

There's a fairly long animation similar to ending a level. In addition to the animation played during the opening of the black box. It's my suspicion that these animations, in addition to the menuing required to switch between bomb and Diallo, and set up Diallo for switches, means that Diallo is unfavorable in at least most of these situations.

I also timed a run of Sealed Land with Diallo and without, and it was about ten seconds slower (despite me making fewer movement errors). I'll be putting up videos of that particular difference soon. Need to edit them first to make them presentable.

California, USAWanderer_Jiyuren6 years ago

I've done some tests of my own after grinding out my defensive gear a bit. Seems I had some Tochka bonuses in the way that were making it look more dangerous than it was. I still think no Diallo is faster, and here's my proof.

I should note that even at 200,000 fewer defense, I was still able to survive my bombs without taking damage. The current defense levels are mostly just from trying to max out my Stamina Drop and Stun Resistance as best I can on the charm that has almost a million defense.

No... It's definitely not excessive defense... >.>

California, USAWanderer_Jiyuren6 years ago

Ah, I see. As I said, I hadn't really looked into it at all. Maybe over spring break I'll do a run of Sealed Land with and without Diallo and try to minimize the differences to verify if the time difference is significant. Thank you for your input!

California, USAWanderer_Jiyuren6 years ago

Several months ago, I posted a video in the guides section displaying how to skip the use of the Diallo Tochka completely. The benefits of this seemed clear-cut to me.

  1. No Tochka menuing
  2. Could move away before switches were triggered
  3. The same resources used to capture the Cock Frighter could serve in place of the Diallo (Poison Staves)

But after watching suparanger12's first Bad Ending% run, I realized that the Diallo can serve to save time in Sealed Land, and anywhere where a Tocka bomb must be placed. The discussion is then this:

Is the time saved by the Diallo in those situations faster than simply waiting or finding another way to prematurely detonate the bombs? For instance, could one raise defense high enough for even Tochka bombs to have no effect? As I am in school, I don't really have the time to test these outcomes, though I will be passively working to improve my setup by grinding in the basement floors of the tower. I am simply curious about what other people think of this (as few as they may be at time of posting).

I suspect it is only relevant in terms of Bad Ending Percent, since the most Tochka bombs must be used in Sealed Land. But this is still an important consideration for optimization nonetheless.

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