Digimon Hacker's Memory - No Digivolution Part 2: Steam Dealers Battles (Hard Mode)
Features our second security wall fight, the game's first Domination battle and a the Growlmon boss.
The next security wall is harder to take down than the first one, and they do grow the further you progress in the storyline. Pierce skills are really helpful for denting them later on, but since none are available now, I train a magic-oriented party as INT damage does a number on it.
While Hacker's Memory may have fixed a lot of things that were broken in Cyber Sleuth, some things are still as good as they were back then. One is the stacking of support skills, hence the popular PvP team featuring all Imperdialdramons DM who get +30% def/int when all three are standing. I exploit this exact strategy by fielding two Elecmons for their Metal Empire support skill - it boosts the party's electric damage by 15%, and Tentomon's special skill also being electric, we have a 30% boost to damage for all three Digimon.
I guess I'd get even higher damage with 3 Elecmons trained for +50 Int, but scanning an extra Elecmon was taking forever without Researcher USBs and a Free-type Rookie to force encounters instantly. The boosts allow me to increase the damage to a sufficient level already, and the wall goes down in no time at all (comparatively to trying a physical strategy again that is).
I also show the game's first domination battle. Possibly taking inspiration from SMT Devil Survivor's mechanics, these aren't very fun at all if you ask me. They're slow, and a player with a poor team can rely on the allies' teams to win, which doesn't make them too interesting for a No Digivolution challenge as they unfold in pretty much the same way. Later on, when you've trained up a party of piercers, they do all the work for everyone.
Ofttimes, you needn't even kill everybody in the way - I mean, they respawn on the field with full HP shortly afterwards, so securing the necessary number of points (30 or 35 seems to be a theme) is the primary objective, though it's true that beating some of the foes can be seen as a way to quickly liberate the 5/10 point tiles the enemies may have occupied.
Something definitely changes about the game's main battle mechanics too, as there's no way you could inflict 800 damage to a foe with a Rookie otherwise. I imagine there's some kind of boost to non-piercing attacks, which makes sense since you don't want to spend a billion turns trying to make an enemy free up a tile to grab some points.
The foes in this particular mission seem to like being the Vaccine/Virus combo so I bring my security wall party to quickly hit the weakness on everything. Even though the MC is stuck with Rookies, unlike his allies with Champions in their parties, having the right party makes him the ideal candidate for ORKOing entire enemy parties on the map. The fact that we target the INT stat on physically bulky mons is only icing on the cake.
The last fight is against Growlmon, which I recall being the fight I began my Cyber Sleuth No Digivolution challenge series with. Poison was the thing that annihilated him last time, and some mechanics have changed since then. Namely, Venom Trap now has a 70% accuracy, like all the other status moves, so it's basically Focus Blast now. Furthermore, when poison has been inflicted, it wears off after either 3 or 4 turns, so you can't poison something once and be guaranteed success. Seeing how poison's damage grows every time the enemy acts, re-setting the status will reset the counter and make it start from the lowest fraction yet again.
Still, poison works really well, as does Panic, even though Panic is resisted apparently - I do appreciate how the game now displays why a status fails to inflict, and if it's blocked entirely or resisted. Say, if an enemy is immune to instadeath, 'Blocked' will be displayed every time you use the move with instadeath chances, and it doesn't even have to proc for the message to be shown.
Dracmon's Eyes of Nightmares is still the best source of Panic since it's 100% accurate, unlike Panic Wisp. I foresee this Rookie appearing in quite a few of my future strats, even if its stats are already not very good to say the least.
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