
Secret of Evermore - Self-Imposed Challenge Run Part 21: The continuing journey
Rules so far:
-No switching to the Dog in an active combat area unless absolutely necessary
-Dog must not be dropped to 0 HPs
-Pixie Dust, Wings, and Call Beads are not allowed
-Alchemy restrictions to be determined
-Bone Crusher banned after Thraxx; all other Swords banned
-Horn Spear only allowed for a case of That One Boss or for demonstration purposes; all other Spears banned other than Bronze Spear
-Jade Disc, Moxa Stick, Armor Polish, Chocobo Egg, and Spiky Collar banned for Antiqua
-Most rules disabled for convenience in non-threatening areas
Out of the Desert of Doom at 48:36 for those who want the skip past the boring market stuff because the game allowed me to play as some spoiled rich kid and I'm needing plenty of Trade Goods for an upcoming section.
Mostly this is filler where I handle business in Antiqua towns going from Nobilia heading to Horace's Camp. Oh, and yeah, there's Fridge Brilliance with the handling of Alchemy in Nobilia backed by how Horace's evil twin had been in power for only a few weeks. I also shout out to davidvinc (I call him "davidinc" by mistake in the video) for this:
https://www.youtube.com/watch?v=ZvgqPB53rL8&t=6m19s
Oh, and a couple of funny graphical glitches happen here. I daresay they're unique ones at that.
I may as well provide my justification for potentially unbanning Double Drain at all for ANYTHING, even That One Boss. For starters, the caster is one the one who gets the healing from the Drain spell, and the Boy can cast it, but not the Dog. Seems backwards after my advocating troop care, right? Well, healing is only useful if you're injured to begin with. To make the most of the Drain spells, the Boy would have to be the one primarily taking the hits, when getting him killed does, of course, cause a Game Over. In effect, the Drain spells are really subtle risk assessment reward for the player.
But of course, that alone STILL doesn't justify enough, because attack spells in general hit always without fail, and Drain spells, by their very nature, can be problematic to balance, especially when Secret of Evermore doesn't have undead enemies to stop their usage and the Drain spells' Might values are still remarkably high for what they do.
So why potentially legalize Double Drain and not regular Drain? Because Double Drain has a nasty weakness: it requires Vinegar, which, I'm spoiling it now, is not available for purchase between defeating Aegis and a point in the game where you can get a spell that is an instant ban for being about a certain effect that turns the rest of the game from that point into denouement for gameplay. It's because of this weakness that I simply can NOT grind Double Drain, so it's stuck at Level 0 unless I opt to have less Vinegar for when I would really want to use it. Double Drain, for reference, has 50 Might, which would translate to damage range of 25 to 49 at Level 0, compared to Acid Rain, the weakest attack spell in the game, having its Level 3 damage range at 47 to 92. Drain can be grinded, so that's ban material right there. Oh, and if you're wondering how I did it off-screen, Sting can be grinded previous to defeating Aegis because Madronius is who is selling Vinegar, but as you can see, he's no longer providing his reagent peddling once Aegis is defeated.
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