
Kid Icarus Uprising - Boss Battles Hard with 5x net power Lancer Staff, 3 Drink limit
If you need the math:
4 Range Stars = range attack damage modified by 15 / 7
Overall DEF +5 = damage taken modified by 13 / 20
Health +6 = HP multiplied by 77 / 50
15 / 7 x 77 / 50 x 20 / 13 = 3 x 11 x 2 / 13 = 66 / 13 = 5 1/13
Powers are only used for Great Sacred Treasure. Really, this punctuates how stupid good the Lancer Staff is in general, that Boss Battles Hard is still a difficulty jump from Boss Battles Normal, and that Great Sacred Treasure is generally cheap against anything that has problems kiting it.
Lancer Staff still isn't as broken as Artillery Claws for BBH, but it still takes the silver clearly. The only thing really holding it back is bad mobility and underwhelming projectile velocity, but the general damage output ability more than makes up for it. Compared to other Staves, the Lancer Staff's Shots are definitely bigger and there's also some slight but definitely noticeable homing. Considering that the only way other Staves compete with Lancer Staff for raw power is at higher ranges that are generally irrelevant, this is absolutely ridiculous as far as Staves go. Dark Pit Staff does have comparable Rapid DPS at mid range, but its Shots don't have nearly as much punch.
Boss Battles Hard is still messily balanced. At least now it's far easier to determine that yeah, there's simply too much of a stat jump from Boss Battles Normal. Compared to in BBN, BBH has enemy attack and HP multiplied by 1.8 and 2 respectively. This is on top of the speed increases as a whole for bosses, which makes attack speed more precious to the point where stronger attacks become an infinitely more dangerous idea to use. Spin Shotting can alleviate some of that second point, but its usability has issues against attacks with horizontal coverage.
And yep, Great Sacred Treasure is asinine in its own right as well. I even notice the charged flame shot has laughably low telegraphing on 9.0, so have fun dodging that problematic attack. If not for GST in general, this would have been a full No Powers Run, but alas, GST pretty much forces me to use Powers to get its cheapness under control. That's more a testament to GST being cheap, than to any checks against Lancer Staff; I certainly recall needing to use Powers against 9.0 GST with my BBH Ball Cannon, when Ball Cannon deals MORE damage over distance to begin with.
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