Secret of Evermore - Self-Imposed Challenge Run Part 9: Long term preparations

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Published on ● Video Link: https://www.youtube.com/watch?v=FehOUoOrCn0



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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 Sword and Spear weapon restrictions to be determined
-Most rules disabled for convenience in non-threatening areas

Yeah, you see I make use of the convenience of the screen with only Wimpy Flowers and Mosquitos to showcase about chain-casting, which I can determine IS intended, despite the display of game lag that crops up. For reference, chain-casting is done by manually controlling the Dog, bringing up the Boy's menu to cast a spell, and then repeatedly bringing it back up upon confirming the target(s). How can I be sure it's intentional? Simple: there's a hard limit of how many shots can come out of shot spells such as Flash and Hard Ball (a maximum of 8, with multi-targeting reducing the cast count), and to my surprise, how many non-shot spell charges can be casted simultaneously (a maximum of 8 that ignores multi-targeting), the latter allowing Acid Rain to be chain-casted with multitargeting to a limit of 8 times. While casting too much at once can cause the game to lag, it does allow for an incredible burst of damage.

This does display that the developers had to have known about chain-casting when directly controlling the Dog, and they would have been incentivized by the Escort Mission involvement to double check on as much, because nobody will want to have the Boy on aggressive without good reason when he's fragile and his death is an automatic Game Over. Chain-casting is still the reason I'm restricting dog switching in general, but its handling does convince me that the real brokenness lies in alchemy spells' power curves.

Of course, I'm going around handling alchemy business to grind certain spells up, and while I'm thinking Level 2 will suffice, this is of course in preparation for a case of That One Boss who is a good 2/3 of the way through the game, and obviously, with that boss's design, I'm wanting to have a backup plan ready, because more relaxed rules for that boss isn't going to cost much with design display If I need to resort to as much. It's worth pointing out that the boss in question even shows signs of attacks that deal RIDICULOUS damage with alchemy attacks. Oh wait, I should shut up because I forget that the game uses division defense for Magic DEF. Yeah, it does, only for enemies taking your spellslinging to mitigate alchemy level grinding against the more vibrant enemies. The Boy and Dog taking enemy alchemy spells have to work with subtraction defense, and while Magic DEF isn't fractioned at all there, what they get isn't going to be nearly enough to blunt the absurd attack spells from the TOB case.

The ONLY mercy with the TOB case is his absolute dearth of DEF stats, clocking in at 0 for both. Unfortunately, he still has a serious case of HP bloat, and this is on top of him being, likely absolutely, unreachable with melee attacks.

But he's a ways yet. I'm just having to have a backup plan ready for that scumbag boss because with how long any Level 3 attack takes to charge up (about 6 1/2 seconds from most recent attack), having the Horn Spear ready for this may be nowhere near sufficient for standing a reasonable chance.

Really, there isn't much to this part going on.




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Secret of Evermore
Self Imposed Challenge



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