Super Mario RPG Switch Restricted Weapons/No Deaths Run - Mole Mines

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Published on ● Video Link: https://www.youtube.com/watch?v=ebmxoSc94ZA



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Duration: 45:20
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Original version video:
https://www.youtube.com/watch?v=aqP3SVHXY-c

Playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryFUHsFDdkj9f0n2YfuNKar

Super Mario RPG Remake Timings (referenced; bewarb spoilers due to alphabetical order):
https://pidgezero.one/remake_timings/index.html

New relevant rules:
-Weapon Restriction rule slightly modified with Geno to use the following approximate math of Max possible increase x 7/10 (effectively disallows Finger Shot for now)
-Armor increase for Geno reduced to 2/3 of max possible increase (reasons for original Cape embargo have been softened but are still around)
-Work Pants fully banned (equipment comparison reasons even ignoring the Speed improvement)
-Triple Moves will be used strictly at discretion (new mechanic that can have its usage avoided)
-Super Jump banned (ridiculous timing bonus)

I have a few talking points to cover, and this part is useful for going over them.

First off, I talk about Geno's Ally Buffs, and how they aren't broken. Speed can definitely help, but sometimes, you actually would want characters acting within precise positions of the turn order rather than having them act first, even if SMRPG doesn't have Mother Encore's Adrenaline Rush mechanic, so Speed boosting is all consideration in the end. Physical ATK would be the more worrying boost, since it theoretically would allow wall breaking for the Attack-Heal-Attack-Heal people, but you can see how I end up struggling to damage Magmites decently without Specials (and you see that Triple Moves are physical based too) because the 5+ Chain bonus to PATK is only 12%, so it's a show that it doesn't introduce any crazy wallbreaking that probably can't already be done.

Oh, and the PTAK boost at 3~4 Chain is also 6%. I think the developers went about and opted to make Geno more skill-based, and in case you're wondering why I would say that, it's because of the added point that Geno's attacks blatantly feel like they have touchy sweetspot timing despite indication of the high frame counts. The timing is merely confounding rather than anything obtuse, but it can prove problematic enough, and because of it and the involvement of The Price Is Right gameplay with timing in general, I definitely messed up at a key moment when I flubbed my very first attack on one of the Crooks, which costed me my Chain, my Speed boost with it, and the chance to get a lot of Coins from Crooks I could wipe before they could run. If anything, I do prefer this bite of imperfection on my part for displaying what I'm talking about; other people inevitably can showcase about the Coin collection.

Something worth bringing up is that vanilla TV Tropes considers the Special version of Enigma a Demonic Spider. Honestly? While Special Enigma does have 82 PATK, which you're not blunting outside full blocking for a long time, at least Echofinder's damage is blockable here even if the sweetspot timing is (again) confounding. No such luck in the original, and it made Enigma in the original worse than Special Enigma here could ever be. I'll upload a video about that soon enough.

As for Croco, once again, bomb throwing being blockable now makes him possible to No Damage Run. Once he shows off Monster Throw (originally known as Chomp, and already blockable in the original even if its timing was obtuse there), the only thing Croco has worth mention is his 50 Magic DEF, which is already the same as magic wall threats in the Moleville Region. I display that Mallow's MATK boost allows Mario to have 62 TMATK to actually capitalize upon Croco's Fire weakness. Think the 12 points of base damage doesn't add up? Multiply that by 3 with the Attack Up (from Geno Boost) and weakness to account for. You get 36. Add 33 from the timing bonus including the correction modifier. That's 69 damage, which besides being a case of being unintentional is already good enough for the point that I actually forgot to additionally equip Jump Shoes for the 5 MATK bonus. With Jump Shoes, Fireball in this scenario, with 68 TMATK, would deal 104 damage instead. If Specials had their own listed Magic Power actually modified by Mallow's MATK boost, Fireball would manage 135 damage to a 50 Magic DEF enemy with Fire weakness at this point. As that's with Attack Up and weakness modification, that would actually justify the 5 FP cost quite nicely. Please write that down, Nintendo and ArtePiazza.

Oh, and I don't have to restrict Geno Boost. It's actually a bit of a troll in my experience about whether you have the timing handled correctly now thanks to the undoubtedly deliberate delay in the game showing whether you got the timing correct. Besides, I can just get creative with how to restrict its generally boss-breaking usage. I know I'll have the tools for that much.




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Tags:
Super Mario RPG
Switch
Moleville
Mole Mines
Croco



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