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Скачать или смотреть Flexing on the Final Mecha Boss in NG+ - Chroma Squad DX (Heroic Difficulty)

  • JSlayerXero
  • 2020-12-12
  • 592
Flexing on the Final Mecha Boss in NG+ - Chroma Squad DX (Heroic Difficulty)
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Описание к видео Flexing on the Final Mecha Boss in NG+ - Chroma Squad DX (Heroic Difficulty)

The final Mecha battle of Chroma Squad is a major highlight of the game. The Director's Cut update made not only basic defense but offense and most defensive abilities use Action Commands. Add a combo system that lets you press your skill and you get a fun system that lets you can beat anything into submission without your opponent so much as moving with enough skill. This save for the final boss which has enough health to make that impossible on the harder settings if not entirely. It's a pretty fun system to run a solo RPG under. Needs more fleshing out to carry a whole game but as a regular minigame it's a welcome change of pace from the usual strategy RPG segments.

Technically it's impossible to lose this battle, but you can challenge yourself to beat it without running your first health bar out and invoking plot armor. While it's true that none of these runs do that what this is is using the Level 9 parts to flex on the boss in various fun ways via the New Game+ feature. Each run has the common restriction that none of them share parts as there is four options for each part type. Most of the challenge comes from a second restriction that I never miss an attack which made this a lot more difficult that just winning. Tertiary restriction is that I defeat the boss with a Final Strike, though for only three of those existing the Max Combo run beat it using a skill instead.Lastly, the marketing firm A.R.M.O.R. is used most runs because it increases the combo multiplier by a flat 0.1 which results in slightly more damage dealt and Defense gained when using Defend. The final episode doesn't scale stats with NG+ either so the entire party is equipped with The Pointer which gives an additive +5% to your Mecha's Hit Chance which makes the bar to hit the boss larger and increases the maximum combo by a few hits since each hit reduces the Hit Chance until it reaches 0%.

0:00 The Turtle - Healing Run
Challenge: Out heal the boss's damage output
Difficulty: Low

The main challenge in theory lies in beating the boss with a bunch of parts I didn't want to use in other runs. The boss uses its special attack for over 50k damage on the 2nd turn and every 3rd turn after. While more than the base 38k due to Level 9 parts that's maybe 50%. Wonder Boots only has a cool down of 3 turns which means you can consistently use it after the boss's special attack to heal all of that damage back and you don't need a high combo to do that with Level 9 and good timing. Secondary challenge was to never hit higher than a 10-hit combo, though the boss had such little health that I only did a short combo for the second Wonder Wall just to flex and it was still a full heal. With this setup this thing really can't kill you even if you play it safe and only take a few hits each combo.

3:52 The Titan - Full Parry Run
Challenge: Never take damage
Difficulty: Moderate

The Titan increases how much Defend and Super Shield increase your Defense. Furthermore, a Perfect Defend doubles the damage reduction. Put together means that you can completely negate the damage the boss does. There is a timer on this as Super Shield has a cool down of 4 which prevents you from using it to negate all damage from the special attack multiple times in-a-row and even though Shield Shell gives you a lot more base Defense it's not enough even with The Titan to negate 50k. It is possible to defeat this boss in three combos instead of four by doing 12-hit or longer combos but I settled for fewer hits but a 4th combo because of just how difficult the next challenge is.

6:31 The Hunter - Max Combo Run
Challenge: Defeat boss using only 21-hit combos
Difficulty: High

Defeating the boss? Easy. Landing a 17-hit combo? A lot harder. This is the only run to use the Earth Defence Squad marketing firm because it can grant a 5% increase to the Mecha's Hit Chance which lets it score up to 18 hits with the Precise Puncher. While the True Strike can only get 17 hits at base, Precision Strike can't miss for the 18th hit nor Flurry Strike for the remaining 3. Hilariously, they still never drew new sprites when they swapped Precision Strike from the Precise Puncher to the True Strike so the arm goes invisible on use of the ability. Refresh is used to perform this long combo a second time for maximum flex as boss can't even special attack once. The hardest of these challenge run due to how easy it is to miss later hits.

8:42 The Dragon - High Damage Run
Challenge: Defeat boss in one combo
Difficulty: Low

Punch Arm is more ideal for boosting Defend and Super Shield than damage so this ends up being harder than necessary but can't reuse parts so no Aerodynamic Arm to make this a breeze. Secondary Challenge was to overkill as much as possible, though not as much as possible for use of Punch Arm. Still, Mega Drill Arm giving over triple damage when the boss is charging a special attack plus one combo make this the easiest and fastest run of the bunch.

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