Super Mario RPG Restricted Weapons/No Deaths Run - Nimbus Palace Part 1

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Published on ● Video Link: https://www.youtube.com/watch?v=G-7mm7fxEoQ



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https://www.youtube.com/playlist?list=PLO2o0_k4kOryI-6ur48Q1fjPRv3waRk57

Party: Mallow/Bowser

Now we have story shenanigans that look like they'll resolve Mallow's purpose for accompanying us, and in the process, we're able to smuggle in 5 people by simply disguising a single one of those people, now clearly the only everyman in the group at that, as a statue, so that we can re-enact the Trojan War upon the usurpation attempt by Valentina. Party In My Pocket fun!

Oh, and we barely get through a mini-game of dodging Dodo's pecks that gives us the Feather (spoilers: it's gimmicky) if we beat it successfully, before our stealth crumbles, forcing us to wade through the forces within the palace. But whatever, BRING IT ON!

Nimbus Palace has some actually interesting gameplay design with the baddies. Sling Shys can apply debuffs not covered by any of the individual pins (granted, the Safety equipment still shuts that out), and Orbisons have Recover bolstered by plenty of Physical DEF, a decent amount of Magic DEF, and elemental immunities to all but Jump. The Pinwheels aren't as remarkable in battle as they are outside it, but they can be accommodated by Muckles, which are palette swapped from Leukos and not as efficient about being magic walls but they get the job done.

Oh, and speaking of, I got a surprise encounter formation: 2 Sling Shys, 2 Pinwheels, and a Muckle. I did not have this encounter in my practice runs, so I was in a concerning state when I got the encounter. Thankfully, I do make it through by not panicking.

If you're curious about the convenient Poison Gas damage to Orbison, who has 30 HP exactly, Bowser at 59 Magic ATK dealing exactly that much against the 65 Magic DEF that Orbison has goes into how damage calculations work. Specials have their damage increased at a per input amount in the internal calculations, and the damage per input will ALWAYS floor at 1. What this results in is a minimum of damage equal to 1 more than the number of allotted inputs. Poison Gas gets 16 inputs of half-rotations, so there's that, and then there's the 14 base damage, because Poison Gas has 20 Magic Power, so we have 59 + 20 - 65 = 14.

The damage would actually be the same without the Spell Timing Bonuses Patch. Without the STBP, the per input damage would attempt to be 1/16 of 14, which is 0.875, but that is below the floor of 1, so the game goes with THAT. With the STBP, it's 1/8 of 14, which is 1.75, which gets truncated to 1, so for all intents an purposes, no change happens whatsoever. The result is the same.

Now I need to clarify this particular point because this could get changed up in the remaster. The remaster, by all indications, is no longer using the convenience of per input additions, which in general strengthens high enough stat advantages that had high modulo 8 or modulo 16 values be a problem, but with lower stat advantages, don't expect the antiquated calculations to aid you any longer, unless of course the remaster decides to have more established damage floors. If Poison Gas remains at its original 2x max modifier assuming none of the antiquated calculations shenanigans, that 14 base damage is bound to result in 28 damage, which is close, but no cut down of the ever pesky Recover user. However, Poison Gas IS a major candidate for getting buffed. With how questionable it is, I can guess that it will be.

Oh, and I use a fill-up mushroom as a checkpoint. This is far from over, naturally.




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Tags:
Super Mario RPG
Nimbus Land
Prince Mallow
Dodo
Nimbus Palace



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