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#also why does he keep crafting chests when he has 27 in his main chest
slumberinglabyrinth · 4 years
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I've already spoiled the punchline to this post, but the extra boss of Tokyo Mirage Sessions is a joke. A sick joke.
I'm writing this primarily from the perspective of Vanilla and not Encore, but I'll bring up Encore's relevant changes (that I know of) when they come up.
I think that part of the fun of the extra boss, M-DEUS, is finding your own solution to beating him, so I'll be putting how to deal with him at the end if you want to avoid it.
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M-DEUS is based off of the second phase of the final boss, Medeus; he's physically identical and mechanically just. Harder.
Much harder.
Before I get into the boss itself, some background info for the uninitiated:
Your main cast is the characters in battle, your subcast is the playable characters not in battle, and your supporting cast are NPCs who get skills that have passive effects. By endgame, your main cast has 3 people, your subcast has 4, and your supporting cast has 3. In Encore, characters in the supporting cast can also learn a session skill.
The main gimmick in TMS is Sessions; if you strike an enemy's weakness and an ally has a session skill that corresponds to the element you used (which contrary to what the term ‘element’ usually invokes, includes sword/lance/axe/bow), they'll follow up with an elemental attack of their own and start a session. Each team member except for any that perform the initial attack that starts the session can then perform a follow up attack of their own, until either everyone who can act has or an enemy nulls/reflects/drains a session attack.
Some things to note
The game optimizes the session order to maximize damage, so it's possible that the session you perform will not be the longest session possible.
Session skills only go up to medium strength (the highest normal command skills are Heavy strength, but there are a few (like. 4) Severe skills that certain characters can learn), limiting their damage output compared to regular command skills
In addition to that, characters not in the main cast deal half damage.
Bane skills (which cover Wyvern/Dragon, Armor, and Cavalry enemy types but *not* Fliers), always start a session against the relevant enemy type and pierce elemental resistance (including Reflect, Null, and Drain) for both the initial attack and it's entire session.
there is a random chance that during a session you will be granted the opportunity to choose between performing one of two random Duo Arts, which will occur after the session ends. Duo Arts are attacks involving two characters (they have to be alive, but don't need to be in your main cast) and have bonus effects ranging from healing to status ailments to SP generation. Duo Art also have the piercing effects that Bane skills have, and will, most importantly, start another session with everyone who hadn't taken part in the Duo Art. Duo Arts can appear up to twice per Command Skill use.
In Encore, the session skill learned by each supporting cast member (Maiko, Tiki, and B****) performs a follow-up attack based off of if the skill before was a weapon skill or a magic skill (it doesn't include almighty element attacks, which is only relevant in one specific instance). This means you can perform up to 9 follow-up attacks during a regular session and, unlike in Vanilla, start a session from a Body/Spirit-element skill.
Enemies can also perform sessions, under the same rules as you
In addition to regular command skills (which cost EP), you have Special Performances, which cost SP and are stronger across the board than any equivalent command skill (either through flat DPS or the effects they grant). Think of them as something like a meter-based super in a fighting game
SP is generated by performing actions (any skill, a session, using an item, etc.) and taking damage; a gauge fills up as these things happen, and once it's full, you gain a point of SP
you can store up to 3 SP at a time
some skills cost 1 SP, but stronger ones cost 2 (none cost 3)
In addition to their other effects, Special Performances will pierce resistances and always start a session if there's a skill that can follow up on it
When you use a damage-dealing command skill of a specific element, that character may instead do an Ad-Lib attack if they've learned one. Ad-Libs:
behave like Duo Arts/Special Performances (starts sessions, pierces elemental resistances)
are stronger
usually also become aoe
sometimes have a bonus effect (often a status)
there's no real downside, but they’re entirely random
While in dungeons, certain enemy spawns can end up as either 1) Rare or 2) Savage
Rare enemies run away after a few turns but give items used to craft weapons that give off-element skills or have atypical weaknesses and resistances for that particular character.
the level of Savage enemies are scaled based off of your own level, and are always meant to be A Challenge. They are the only renewable source of Detritus, an item you trade for incenses (which give +3 to a specific stat) with an NPC in the arena. You get 2-3 Detritus from each Savage enemy encounter in the main game, and incenses cost 9 each (there's no upper limit on the number you can obtain or use beyond being able to hold up to 99 at once and the hard stat cap (which you don't need to get near for ANY content in the game))
By endgame you'll have a field skill that increases the rate both rare enemies and savage enemies appear at. Farming them isn’t really hard once you get to the point where you’d want to.
One of the dlc maps in Vanilla is literally just "every enemy is Savage and every item on the ground is detritus"; you get 9-12 detritus from each encounter instead of just 2-3, and you can grab another 18 from items laying around on the map. This map is included in the base game of Encore
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okey
Like most megaten extra/'ultimate' bosses, you need to be on NG+ to fight M-DEUS. To unlock his fight, you must trade for incenses with Nieg (who is located in the arena and involved in a seperate sidequest) 36 times. This translates to a minimum of 27 Savage Enemy fights and a max of 36 fights if you use the DLC map, and a minimum of 108 and a max of 162 without DLC, minus a couple fights from the handful of chests with Detritus in them scattered throughout the game and a couple other sources like the Arena itself.
When you hit the level cap these fights become relatively consistently in your favor if you're prepared for them even if you don't abuse Elenora's AoE Special Perfomance which has a sizable chance to proc an instakill on any nonboss enemy (remember that), so this step isn't difficult as much as it is tedious (as is reaching the level cap if you don't use DLC lmao).
This is unfortunately also a megaten tradition.
Because M-DEUS is based off of Medeus, his general pattern is relatively simple:
He takes two actions per turn, like all other bosses after the Prologue
This may sound cheap but... it’s better (for the player) for bosses to take two actions than for them to take one really strong action based off of how atlus makes their games
the alternative is like, stuff like disaster cycle or literally anything mem aleph does
"i don’t know what that is” try to keep it that way
Counts as a dragon for skill interactions
Interestingly, the only boss (alongside medeus) with a unique class that has an effective-weakness
Every few turns, or after he's taken a certain amount of damage, he summons two additional enemies (this does not use up an action and occurs at the end of/”between” turns).
if you let any of the adds live for 2-3 turns, they will use an AOE almighty (untyped and unblockable) attack that kills them and deals a bunch of damage to you and will probably kill you if they haven't already
this isn’t a problem with medeus because he’s like. a normal boss
The enemies will probably kill you if you don't kill them first
His attacks include
Single Target Sword that pierces repel/absorb/null (it doesn't auto-start a session)
AOE Almighty ("Dies Irae", he uses this every 3 turns, this might inflict Seal)
Single Target Elec
Single Target untyped physical ("beast"/"monster") attack (might be the attack that inflicts Seal instead)
As his HP drops, he gains access to a few more attacks that get added to the "things he can do" pool
Maragidyne (AOE Fire)
Energy Drain. Deals damage and steals your HP and EP. (he uses this infrequently, but it doesn't seem to be scripted)
Dark Breath. debuffs all stats (also used infrequently, is probably scripted)
But! There's more:
If there are no adds on the field, he repels every element.
remember how he’s the only boss that has a bane weakness? yeah. that’s why
If there are adds on the field, he's weak to whatever they are and repels everything else
Because of how the rest of the fight goes, you're not going to want to try to take advantage of this.
Damage dealt to him is capped at 499 per attack
literally the only instance of a damage cap in the game
on top of the damage cap, his stats (and the stats of the adds) are inflated quite a bit
Before incenses, I was dealing like. 300 damage while in the main cast at level 99 and half that for the subcast (so a full session of 1500 instead the max of 2495)
The adds are noticably more squishy and DON’T have a hardcoded damage cap, but they pack enough firepower to make up for it.
If a party member dies, his attack increases for the rest of the fight
This is outside of the buff/debuff system, so it can't be dispelled and is effectively permanent.
He has 65534 hp, which equates to a 'soft' minimum of 19 turns for most team comps, assuming no Duo Arts
Encore can cut off a turn or two since it can have 3 extra attacks per session
the adds all suck
By default he only summons two Mercenaries, then at 75% HP he can summon two Axe Generals, then at 50% he can summon two (Lance) Wyvern Riders, and then once he's at 25% he starts summoning two Clerics. the percents are approximate.
The Mercenaries
are weak to Lance and I think Electric
kinda a pushover. mid-line bulk, but dangerous if left along
not immune to elenora's instakill
will use concentrate before their self-destruct which boosts it by 2.5x so you're just gonna mcfukin die
are summoned less often as the battle goes on
The Axe Armors
Weak to Sword, Ice, Wind. Maybe more
deals respectable damage
has like max defense and next to no resistance. physical attacks deal single digit damage and magic damage easily enters four digits.
has high hp (maybe 10,000?)
also not immune to elenora's instakill
The Wyvern Riders
Weak to Axe, Bow, Wind. Maybe more
counts as a dragon for bane skills
deals LOTS of damage
has an aoe fire attack that also poisons you
these guys suck
low res and medium def
still not immune to elenora's instakill *or* Itsuki's sword Ad-Lib (which will instakill any non-boss dragons; there's no luck involved in the instakill once it activates, and even though getting the Ad-Lib itself to activate is luck based if you happen to be using a sword attack from him on that turn there’s always a chance that it’ll come out)
The Clerics
weak to sword/lance/axe. maybe more. probably more.
have 3000 hp and barely any defense
guess what! not immune to instakills
cast mediarahan and nothing else worth mentioning
yes
the aoe full heal skill
extra bosses in a couple other games involve diarahan/mediarahan (like Margeret and Demi-Fiend) but they only use it once, use it around 50% hp (and certainly not when the boss is in the red!) and have their next hp thresholds close enough for you to be able to reach them before they cast their full heal, making it a once-off dpt check that punishes you by effectively just making their HP 1.5x higher instead of a recurring dpt check that punishes you by making his hp nearly twice as high (or three times, or four times...)
this is unscripted and will happen as many times as you let it
the hp thresholds don't reset so he keeps summoning clerics and using all the skills he gained during the fight despite now being at full HP
fuck you atlus
can you believe people thought the worst part about this game was idols?
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Okay, so how do you fight this?
You could just grind until you take like no damage but uh. that's going to be mind-numbingly exhausting and kinda defeats the point of actually fighting the boss. So don't do that. You're going to have to grind incenses no matter what, but it's the difference between being at it for a few days or being at it for a full month.
My general game plan was tailored to
be consistent
reduce the amount of time I had to spend preparing (be it grinding for incenses or materials for weapons or whatever else i needed)
beat the boss in as few turns as possible, mainly to give it fewer chances to make choices that kill you and to make sure you don’t turn it into a battle of attrition (which you’ll lose).
This ultimately means 1) start at least one session against m-deus each turn 2) have everyone hit the damage cap against him and 3) have a person with a dragonbane skill in your main cast (sp consumption is too high to rely on special performances every turn)
be able to kill the adds before they can act because if you can’t do that at the very least for the clerics, you lose.
Some specific points that need to be addressed if we assume you're not spending 100 hours grinding incenses:
The immediate concern is making sure nobody dies. Ever. Medeus already will deal a lot of damage, and he can and will pierce tetrakarn/makarakarn (at bare minimum Dies Irae is almighty and its damage can’t be nullified, only dodged), and if he can ramp that up, you're not going to stand a chance.
He has access to an AOE fire attack and so does one of his sets of adds. Itsuki (who cannot be removed from the party in Vanilla) is by default weak to fire with nearly every weapon of his (including his ultimate weapon), and Mamori, who is your party's dedicated tank, is also weak to fire on most of her weapons. getting hit by something you're weak to will cause any adds to session and you'll die, so you want to avoid being weak to fire.
nobody in the fight has dekaja or dekunda or any buffs, so buffs and debuffs remain effective
Dark Breath will set you back, but if you keep your buffs *up* it'll just negate Dark Breath instead of Dark Breath sticking around for three turns, no matter how many turns they had remaining
The adds will cause problems. just in general. they can kill you or at the very least set medeus up to finish you off, since they tend to go earlier in the turn than him.
going before all of them is a priority, as is killing them before they act (especially the clerics)
Medeus has a damage cap. once you consistently hit 499 with all of your party members in a session, there's not much point to trying to boost your damage output
this also means you have a point where you can skip using charge or concentrate (x2.5 damage to phys or magic skills and phys or magic attacks in their sessions sessions) on anybody starts a session off of M-DEUS, since hitting the cap through stats and passive skills alone will allow you to save an action during the fight
Itsuki cannot be removed from the party in Vanilla which is both a blessing and a curse because
outside of his two rare weapons, every weapon of his including his ultimate weapon is weak to fire (bad, because this usually means more damage sustained)
has a heavy dragonbane skill (good)
He doesn’t need Adds or SP to session off of M-DEUS
itsuki's entire niche in endgame is using bane skills
he has two passives that each boost Wyrmicide by 1.5x (1.55x when fully upgraded) because it's a sword element bane skill. they stack.
this means less grinding for str for him, saving time
One thing to note is that Kiria is the only other character who has access to a dragonbane skill, Naga, but the problems with that are
Naga is Spirit element, which has no corresponding sessions in Vanilla. You should not use her as your damage against M-DEUS in Vanilla at all because you just can’t.
In Encore, Tiki's session can start off of Spirit
Itsuki kinda sucks at support, but Kiria doesn’t, so if you were to hypothetically have both on field, he’d be the one attacking M-DEUS
he doesn't get endgame buff or debuff skills, and doesn't get diarahan/mediarahan, and so on
less of problem when you can remove him from your party in Encore
Kiria's bulk and defenses are the worst in the game, which means more grinding for incenses in order to prevent her from dying
all of Kiria's weapons are weak to sword, which means you can't ensure her weakness is never struck because M-DEUS will, from turn 1, use a piercing sword-element skill
Kiria's main niche is using ice skills, so while she gets a 1.5 multiplier to Naga from True Casting (1.5x to all magic), she doesn't get a second bonus which means more grinding for incenses compared to Itsuki
None of the adds are immune to instakills. this includes both Mass Desturction (Elenora's AoE special performance) and Firm Resolve (Itsuki's anti-wyvern sword Ad-lib)
Regarding Elenora:
Even if Mass Destruction's instakill doesn't proc, she'll still start a session because it's a special performance
One of two characters with access to Debilitate, which applies all three debuffs and saves you at least one action compared to other characters with debuffs, if not two actions (the other character is Touma)
Debilitate is on her ultimate weapon, so while it's a pain to max the skill (which just makes its EP cost lower and is arguably not worth the time), you'll be getting 6 out of 7 of them anyway (for reasons I'll explain in a bit)
also has access to Fog Breath, which debuffs Atk and Hit/Evade but not Defense; this means that in a pinch (ie. energy drain took too much EP), you can apply the debuffs that will help you survive because that's more important than ending the fight faster
her ultimate weapon is only weak to Axe (which should die before her) and wind (which nobody in the fight uses); while she's squishy, you don't need to worry about sessions against her and won't need as much def/res incenses, saving time
Elenora naturally deals very respectable damage in and out of sessions because she has incredibly high Skill and reasonably high Str
Skill increases crit rate
You'll already be boosting her Skill to get Mass Destruction's instakill to proc more consistently, this means less Str incenses
In addition, she has passives that
greatly increases crit rate
increases crit damage
greatly increases dodge rate
applies a 1.5x damage boost to bow skills (incuding Mass Destruction)
that gives her a high chance to act first in the round (ie. before any adds that’ll ruin your day)
increases hit rate
gives all her attacks a high chance to make any enemy hit move to the end of the turn order during the current turn (or the next turn if they've already acted)
makes her less likely to be targeted (not as much of a concern because a lot of things in this fight are AoE and you'll mostly be using AoE healing, but still a plus)
has Radiant skills (seperate passives that don't take up a skill slot) that
make crits deal more damage
increases evade against phys attacks
boosts ailment success rates from any party member as long as she's in the main cast (not something that’ll be relied on much, but if it helps it helps)
While Elenora's instakill is reliant on luck, you can get it to proc reasonably consistently and even if it's just on one and not both of the adds, that gives you a session's worth of damage on the other add, some chip damage on M-DEUS, and one less thing that could wipe the floor with you.
She's not absolutely nessacary, but using her cuts out *a lot* of grinding and even without the instakill the access to both a high crit/evade rate and access to debilitate makes her a very strong choice for one of the characters you'll use alongside Itsuki. If you’re not trying to tank everything (which is... dumb), she’s basically the best choice for debuffs and offensive support
Because we'll be using a 2 SP special performance relatively frequently, it's vital that we increase SP generation as much as possible. In addition to stuff you’d have anyway (ie. Radiant Skills):
Everybody's ultimate weapon gives a passive boost to sp generated from their own attacks
this is why everyone except for Itsuki will have theirs equipped
Itsuki will instead have his lategame rare enemy weapon, which removes his fire weakness and isn't a significant drop in atk
you can kinda. cheese the enemy spawning system in certain parts to just give you rare enemy after rare enemy so once you figure out *where* to do it, you can max that rare weapon’s atk pretty quickly so compared to the amount of time you save over trying to max his ultimate weapon you're really just missing the sp generation
it also gives a passive chance to cause seal but since M-DEUS seems to be immune to it that doesn't really help you directly (niche use if he sessions
In a pinch, you can use Clap Tracks, an item that give you 1 SP but cannot be bought (try to carry as many over through NG+ as possible)
I found that I wasn't really needing to use Clap Tracks much, but, y'know. better to be overprepared than underprepared
Mamori and Tiki also have a Duo Art that grants half a point of SP; unless someone’s about to die and you have a healing Duo Art as your other option, you should always pick it
Okay so we have Elenora and Itsuki, but who else can we use to round off the main cast?
What we still potentially need:
Buffs
Healing
Tanking and/or Dodgetanking (including through buffs)
a source of magic damage (Itsuki has Ziodyne/Thoron, but he'll be busy)
One thing unique about TMS relative to other megatens is that there are no normal skills that apply multiple buffs, only three special performances, which will save you at least one action per turn
Debut Smile (Tsubasa, 1 SP) - Provides a medium heal and raises Def and Hit/Evade
Raindrop Memories (Mamori, 1 SP) - Prevents ailments for 3 turns and raises Atk and Def
Wild Charge (Touma, 2 SP) - Gain Charge (phys attacks and phys attacks in their sessions deal 2.5x damage) for the next two turns and raise Atk and Hit/Evade
Both Tsubasa's and Mamori's have defense, which is good, but hit/evade is more important than raising attack with regard to both surviving long enough to kill M-DEUS and saving time while grinding incenses (hit is Skill based and Evade is Speed, so you have to boost two stats instead of one to make up not getting that buff). The ailment thing is nice but uhhh I’ll get to why that’s not important if you go with Tsubasa in a moment
Touma's costs too much and doesn't raise defense and doesn't have a secondary effect that's particularly useful in this fight. :shrug:
Mamori also has a few problems of her own
No EP-based AoE heal
does get diarahan though
she has a 1 SP AoE full heal which then allows her to take another action (which could be using a clap track. or a sukukaja stone for max buffs, but you can't carry enough to make them last through the entire battle for this method, and it’ll kinda negate the benefits of her buff skill being )
her hitrate is bad.
like. really bad
she has a passive that boosts it, but it 1) comes on her when you get her and 2) isn't on any of her weapons and 3) is the earlygame iteration of the passive despite her coming after the halfway point in the game
she also has no other direct benefits from boosting Skill, unlike Elenora
she also doesn't have access to Sukukaja (unlike Tsubasa, who gets the buff skill that covers the one her SP buff doesn’t apply (tarukaja))
she is not fast and has no way to move herself up the turn order
her main role is also a tank, which could be helpful, but there's some problems with that for her with this fight in particular
she's weak to fire, which Medeus uses
she's weak to sword, which Medeus uses from turn 1
she tanks by drawing aggro and taking blows in place of an ally
she can only negate attacks if she takes that attack in place of an ally
redirecting the attack is random
negating the attack is random
if she's weak to the attack a session will still start
you don't redirect the attack on AOE attacks
the aoe attacks are the main danger in the fight. Dies Irae hurts. Maragidyne hurts. Corrupting Flare hurts.
itai desu
Tsubasa
is weak to axe and wind on her ultimate weapon (and bow, but that's not used in the fight)
can learn absorb wind, covering one of her weaknesses completely
allows you to freely use mazandyne and also heal off of it if it's reflected
two add sets are weak to wind
this is very good
has access to magic damage spells to deal with any axe generals that survive Mass Destruction
the only other characters with magic spells are Itsuki and Kiria
does almost everything
not an exaggeration
only person who learns either mediarahan or its ailment-clearing upgrade, Prayer (the only aoe ailment clear in the game outside of Duo Arts)
learns every buff skill (only needs tarukaja if you use Debut Smile, though having rakukaja or sukukaja helps conserve SP when possible)
learns Fog Breath (useful if elenora needs to do something else that turn)
has a massive EP pool and learns Mana Gain which makes it even larger
her skills are expensive but she can go longer than itsuki and elenora without having to restore EP
can learn Sexy Dance which is AoE charm
Charm is usable in this fight as like. a last resort but it will prevent any adds that it procs on to at the very least eat up their next turn if not the one after and is by and large one of the most useful skills when grinding outside of full on instakills because It's Just That Strong
charm can make them attack another enemy or use a healing item on you which is also good, but it. usually doesn't. they just do nothing
Regarding passives
learns null seal
has a passive that grants 1.5x to wind skills
has two hitrate boosting passives, one of which also boosts her evade rate 
has a passive that greatly boosts the amount her skills heal
not relevant for mediarahan/prayer, but it does boost Debut Smile which makes using it over mediarahan so you can refresh your buffs noticably safer
Personally didn't use this one but depending on how many mag/def/res incenses you decide to get it might be needed
has radiant skills that:
boost charm success rate (stacks with elenora's boost to every ailment which really puts the sexy into sexy dance)
let her session off of any charmed enemy with a lance skill
useful if you ever have to resort to sexy dance or, god forbid, Dream Catcher (a Duo Art that does almighty damage -which means it can't extend a session- that offsets *that* by also fully healing your party and inflicting charm on your foes) and she doesn't have to heal the next turn
increase her hitrate
gives her a chance of ignoring turn order calculation and act first during each turn
all and all, pretty good stuff
To give everyone else a fair evaluation:
Yasuhiro's main role is damage mitigation through dodgetanking and he's good at it. In addition
has access to Wallbreaker, which pierces null and repel (not absorb)
this is kinda useless, even outside this fight
you can't session with it unless they're weak to swords, which means it's only useful against enemies under the effect of tetraguard/tetrakarn (which nobody in this fight uses and nearly nobody in the entire game uses)
like yeah he can hit medeus but it's for a max of 499 a turn
can use tarukaja and sukukaja
takes two actions to set this up, and doesn't have rakukaja or *any* debuffs
can use Counter (and Counter EX) to ensure he dodges all single-target physical attacks that attack him until his next action, and then delivers a counter attack. Also draws aggro
only works on physical attacks, not magic attacks
only works on single target attacks, not AoE
most of the skills enemies use in this fight are AoE magic
Sound familiar? yeah tanks kinda suck in this fight
has access to passive skills that
greatly boost crit rate
greatly boost dodge rate
increases his chance of being targeted
pierces null
has access to radiant skills that
boosts evade against magic attacks
make counterattacks always crit
doesn't have elenora's "boost crit damage" skill :(
increase damage from counterattacks and repel effects while he is in the main cast
not really useful but. it’s better than nothing
Overall rating: Not a bad character, but bad for this specific fight. His damage mitigation (through drawing aggro and dodging) focuses on single target attacks, which random encounters have plenty of, but this fight relies too much on AoE and he kinda just. doesn't help there. Elenora has better and more consistent damage output and has debilitate, Tsubasa is the game's best healer, can do AoE magic, and has a slew of buffs and debuffs including damage mitigation through Rakukaja/Debut Smile's defense buff, and Itsuki can start a session off of Medeus.
Touma
has Debilitate!
no buffs though
has a passive that has a high chance of making his target(s) go last
has a passive that greatly boosts crit rate
has a passive that has a chance to make him act first each turn
has a passive that boosts his hitrate
has passives that grant 1.5x damage to each of his main elements (lance and fire)
elenora also has all of those
relatively durable
weak to axe and ice
nobody in this fight uses ice
only person who has luna
helps with the generals if it activates
its random and might not even activate
it can also activate off of sessions
only person who has penetrate, which is an upgrade to pierce (phys attacks ignore resist/null, ellie and yasuhiro also have that) that also ignores drain
penetrate doesn't ignore reflect, which isn't the end of the world since it's not like he could session off of M-Deus anyway
helps him not prematurely end a session against the adds by having his attack be nullified (i think the generals null lance and the wyverns might too)
has a passive that boosts his attack the higher % hp he's at
has a radiant skill that increases his crit rate when performing a followup attack in a session
when he's in the main cast, using an item has a chance to not consume it
useful because the game doesn't let you carry more than 10 of most of the items you'll need to use in this fight
All of that makes him a very good character for this fight, but he doesn't have elenora's instakill :( Unfortunately she does everything he wants to do in this fight *at least* as good as he can, or better :( But! He shines in the subcast for this fight and just in general. his damage output and hitrate and crit rate are all very good, and he needs probably the fewest incenses overall to reach M-DEUS' cap
Kiria
Learns naga
not useful in vanilla
arguably not worth using in encore either
learns both the single target and AoE heavy spells for Fire, Ice, and Wind
also learns the only Severe-tier Ice spell, Fimbulvetr
great utility against the adds
has a passive that gives a 1.5x boost to all magic attacks and one that gives a 1.5x boost to ice spells
these stack
only character with two 1.5 boosts that stack that has them stack on a severe tier spell
knock knock it's fimbulvetr
weak to electricity, which nobody in this fight uses, and swords, which M-Deus uses from turn 1
only healing skills of note that she learns are mediarama (medium HP AoE restore) and amrita (heal all on a single ally, kinda useless in this fight)
doesn't learn mediarahan or prayer
Learns tarunda and sukunda
doesn't learn rakunda, doesn't learn any dual debuffs or debilitate
no buffs either
has other passives that
increases resistance to all ailments
not super useful in this fight
greatly increases EP
has radiant skills that
reduce EP cost of offensive magic
further reduce EP cost of AoE offensive magic
even further reduce EP cost of Ice magic
knock knock it's mabufudyne
increase evade against phys attacks
Kiria is very good at killing things but that's really all she does and M-DEUS needs people to do more. In theory she could replace Itsuki, but her weakness to Swords, which -again- M-DEUS uses for the entire fight, can't be avoided and her HP is so low that you can't even hope that she'll just tank the hit unless you chug 100+ def incenses on top of all the other incenses that you'll be using. You could use her to fill his role, but it's going to be so incredibly inefficent that I think you should do literally anything else.
Okay.
There's one pretty obvious oversight in just deciding 'we'll use these three characters and nobody else in the fight': TMS lets you swap party members in and out (exclusing Itsuki in Vanilla), and it doesn't use up that party member's turn
This has some bonuses...
this means you can swap to people on the fly if you need, say, Kiria to deal with
this means you can adjust to party members who have
you can adjust to basically any situation
...and some drawbacks
swapping party members dispells any active buffs/debuffs/effects (charge, etc.) on that party member and the new one comes in with no buffs on them
in order for the act of swapping itself to be safe, they need higher def/res than what they otherwise would have, which means more grinding incenses
swapping party members means you need those new party members to also get their def/res increased from incenses, which means more grinding
if they stay in the subcast they aren't in danger of dying, so you don't need them to have anything other than their str (or mag, for Kiria) boosted
and the big one:
nobody really does what Elenora and Tsubasa do better than they do, so there isn't really a point in switching to another party member to begin with. during the main game? sure, everyone has their own role to play and you could use whoever you want because you don't have the chance to optimize everything and grind for incenses and the game certainly never asks you to do that outside of M-DEUS, but against M-DEUS you need to bring the best the game lets you make
unless, of course, you grind incenses like no tomorrow
And I don't want to undersell the amount of incenses I felt were necessary because hoo boy i looked at my playtime before and after I started my journey to defeat M-DEUS and it sure Took A Long Time, but using my team the only relevant stats were:
Either Str or Mag on Everyone (based off of the type of the session skill that they use when Itsuki uses Wyrmicide, and only up to the point where they consistently hit M-DEUS' damage cap; subcast needs more because they'll be dealing half damage)
Skill on Elenora (with buffs hitrates become a nonconcern so you're only doing this to get the instakills. more crits are a side bonus)
A Little Speed on Itsuki, Tsubasa, and Elenora (enough so they consistently go first)
Def/Res on Itsuki, Tsubasa, and Elenora (so they don't die)
a Luck incense for Elenora (Luck doesn't work like a typical stat and it's not important for me to explain it outside of the vague idea that it’s like a ‘personal’ stat where people have a different base level (elenora’s is the worst lol) that can be temporarily boosted using an incense or a specific drink from a vending machine, but it'll increase her proc rate)
the general game plan was to have Itsuki use Wyrmicide every turn. Killing Medeus faster gives him and his adds fewer chances to kill someone (or use Mediarahan), which increases your chances of success. I never had Itsuki use anything other than Wyrmicide unless M-DEUS drained all his EP with Energy Drain (he'd use a chakra drop to restore it in that case), but if you need him to kill an add or two it shouldn't significantly extend the length of the fight and will also stop that add from killing you. Generally speaking, you want him to go after Tsubasa and Elenora, but before M-DEUS, so that'll determine how many speed incenses you give him
Tsubasa's main concern was making sure everybody was as close to full health as possible before M-DEUS attacked each turn (and switching to Prayer if he ever procs seal), but having enough def/res across your party to make throwing Debut Smile into the mix safe to keep the buffs up is also key. She's not a bad dps unit either, so because of this you want her to be after Elenora in the turn order so you can adjust to who the instakill fails to proc on.
Elenora's main job outside of add management is casting Debilitate within three turns of the last time she used it, which means you kinda need to anticipate when adds are coming so she can use Mass Destruction to deal with them and use Debilitate on turns you won't need to deal with adds.
This rotation gives you a free action roughly every three turns for Elenora, and whenever you get lucky with dodges or damage rolls for Tsubasa. As for how you use those actions, it depends on the situation, but...
Having a full set of buffs up when Dark Breath comes is important so your damage isn't brought down (and it takes longer to win the fight), so throw in a Tarukaja from Tsubasa or a Tarukaja Stone from Elenora. You can also use these openings to refresh the Def and Hit/Evade buffs prematurely with their skill version or their item version. There's a really low cap to the number of Buff Stones you can bring into a fight, so if its at all possible default to
Making sure you're at 2 SP whenever Elenora has her action and the adds are up is VITAL, especially once the Clerics start being summoned. Use Clap Tracks if you feel like your SP isn't going to be where you need it to be, and try to only use Debut Smile when you don't have any buffs up or when both Defense and Hit/Evade are about to run out (they run out *on* tsubasa's action and not once that turn starts, which is incredibly convenient).
Maintining EP is also somewhat important, but should only be done when close to empty because Energy Drain will empty all of a character's EP and it'd be a waste of an item (though since it deals so little damage, it *could* be a turn where you don't need to heal).
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miketendo-64 · 6 years
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Developer: Cygames / Nintendo EPD
Publisher: Nintendo
Platform: iOS / Android
Review Version: Android Version 1.0.1
Category: Action & Role-Playing
Release Date: September 27, 2018 (JP & NA)
    The Dragalia may be Lost but you can find a hit RPG in the making, over in the App and Google Play stores!
When the reveal of Dragalia Lost first come about earlier this year, it was at the time, a bit random. Not only was we revelling in the reveal of a new Nintendo collaboration as far as their mobile games go, but it would be a mobile game concerning a new IP and release it this year.
Fast forward to the present. Although Dragalia Lost did not see a release in the likes of Australia, New Zealand, Canada or even Europe, the Cygames developed title did get to have the United States added as a day one launch title and it’s a good thing it did because Dragalia Lost is actually a pretty impressive RPG.
It’s nowhere near as impressive as the likes of Xenoblade Chronicles 2: Torna – The Golden Country, which is just godly, but Dragalia Lost, even with the gacha system at play, is an impressive game that feels too good for mobile devices.
I know the same can be said for a few RPG mobile games, but having played it as much as I have, it does actually feel like a game that would have been better off on the Nintendo 3DS or even the Nintendo Switch. It would naturally need bigger levels and more content to feel right at home on either platform as a “true game,” but Dragalia Lost is a gem that does have a great way of demonstrating what a gacha RPG should be like.
Still, that’s enough praise for the meantime, after all, we’ve to get into all the nitty gritty details, so let’s correct that shall we? First and foremost, Dragalia Lost is not just another Japanese action role-playing game, it’s a JRPG that comes to us from Cygames, a developer who is no stranger to making mobile games and monetizing them in such a way that everyone can benefit.
Only, it’s not just Cygames who are involved as Nintendo are also getting their hands dirty with it and the love child the two companies have created is a delight that you can choose to play on your own, or on the go. But as far as co-op goes, we’ll cover that later, first up is the story.
In typical fantasy-setting JRPG fashion, Dragalia Lost is an anime-like game, which in its current state, takes place in or around the Kingdom of Alberia. As for its story and main protagonist, both revolve around a young prince by the name of Euden, seventh in the line to the throne of Alberia. He’s also the twin brother to Zethia.
Both he and his sister are born from a royal family that possesses an ability most do not and that ability forming pacts with dragons, which in turn allows them to transform into the dragons they’ve formed a pact with, temporarily.
Only, unlike their older siblings and father, at the beginning of the game, neither Euden or Zethia have formed a pact with a dragon, since Euden has deliberately avoided doing so and Zethia actually walks a different path altogether from her family.
Now, I could go into detail as to why that is, but Dragalia Lost is a new game that is currently denied to most of the world, so I’m actually avoiding spoilers as if they were the bubonic plague. However, what I can elaborate on, is the fact that in typical RPG fashion, what was meant to be a simple task, ends up being anything but and poor Euden ends up finding his whole life getting turned upside down.
In the first 6 chapters of the game, he’ll come face to an ancient evil that the world (Grastaea) has been threatened by before, make new friends who will join him in arms and embrace a path he wished never to walk and enter into pacts with more than just one Dragon.
As for the title and its relevance to the game, Dragalia is the word used to describe the trust between humans and the dragons they’ve formed a pact with. A Dragalia that was then lost and Euden is determined to see restored, along with peace for all.
Were Dragalia Lost an RPG on any other platform, the full story and experience would be available to you from the get-go, but it’s not. In the game’s current state, its main campaign only features 6 playable chapters, the last of which comes with a yet cliff-hanger ending that seems to scream “End of Part One.”
This ending is then followed by a notification that tells the player that the story will continue when the game’s next update rolls outs. (Yay!) It is something of a shame that players can reach the end within 10 hours of playing, but there is more to Dragalia Lost than just a main campaign made up of 6 chapters, which in turn are made up of areas that have their own playable levels and story segments, there are side quests in the form of missions in the Events tab.
For the most part, they play out a lot like the main campaign quests, except these are quests you can just play over and over, in a bid to grind gold, upgrade materials and elemental upgrade materials.
As for how to play, the quests are pretty straight-forward. Players must navigate a given area, using their finger on the screen and sliding it in the direction they wish to move. Upon seeing an enemy they wish to hit, they must tap repeatedly and when available, press the highlighted skill icon or even the highlighted dragon icon, to perform a special attack or turn into a dragon and deal devastating damage.
If you go with the latter, the transformation will not last forever, as it is a temporary act, which can be shortened if enemies attack the player, since getting hit shortens the duration, but it can be increased by improving your bond with your partnered dragon when out of battle. (More on this later.)
Most levels consist of two areas, the first which you must explore and contains things like environmental hazards, enemies, crates and that can drop a health-restoring item that acts immediately and chests that drop useful items and weapons. As for the second area, they’re where you can expect to engage a big bad boss in battle, who may or may not be alone.
By completing a level, players can earn EXP for their characters and themselves, as well as keep the items they discovered. If they fail it, they can opt to use Diamantium (a type of currency players will need to buy with real-world money,) or Wyrmite (a type of currency that players can earn,) to continue.
Personally, on the occasions I did die on a level, I never did bother with paying to continue, as I just took my failure to mean I should forget about trying to do a level on my own, and do it via co-op instead.
How the two modes differ is fairly minimal and co-op is very beneficial. You see, when playing on your own, players will need to make a team of up to 4 Adventurers, equip them with the best weapons, dragons and Wyrmprints they have (a card like item that each have their own special effects.) You’ll also need to try and make sure their levels are similar, but not with co-op.
With co-op mode, players only ever need to focus on having one high powered character and dragon, as they can then join up or create a room of their own and be paired with a team full of high-powered. Sometimes you can create a room and everyone is ready to go within seconds, but other times, it can be a couple of minutes before everyone is ready to set off.
I’d say the waiting can be exhausting at times, or at least a little long-winded, but playing with others is the best way to play Dragalia Lost and get all of the good stuff. You can also communicate with one another by using stickers and for every new player you play with, you can get another 50 Wyrmite for free.
Another co-op benefit, which is a rather big one, is the fact it offers a way to keep on playing when you run out of stamina. Being a mobile game, a stamina is expected, but with Getherwings, players can use these free items to join rooms created by other players and play with them, while you wait for your stamina to fill (6 minutes to recover one stamina point.) or level up.
When levelling up, not only will your stamina recover, but your Getherwings will be restored as well. Essentially, co-op is a great means of playing Dragalia Lost for free, for hours on end. You will not have to worry about investing a cent into the game, but you might want to have your charger handy as Dragalia Lost is a battery killer.
It is also a mobile data eater as it has constant downloads all throughout unless you decide to do a batch download as soon as you can and just download everything (all the levels, event quests, Adventurer Stories and the rest.)
Sure, downloading everything will have the game take up a whopping 2.51 GB on your mobile device, but one additional download is better than having to download each and every level when you go to play them.
Anyhow, even if you invest a hundred hours fighting, the battles are only half the war as Dragalia Lost has lots of other features and facilities for players to take advantage of and strengthen their units. You do however need to make sure you continue playing the main campaign long enough to unlock the likes of an auto play mode that will have an AI control your team of 4, unlock Castle, and a few other things, such as a hard mode.
Ultimately, it depends on how the player chooses to play Dragalia Lost, in which they’ll gain access to everything, but once you have, with the Upgrade menu, you will be able to upgrade Adventurers, Wyrmprints, weapons and dragons, as well as craft new weapons that are stronger.
For things like weapons, dragons and Wrymprints, in the event you don’t have any upgrade materials, you can always sacrifice weapons, dragons and Wrymprints you don’t need. You’ll also be able to take advantage of Mana Circle and spend both items and Mana to unlock nodes that will allow your characters to learn new abilities, improve their stats and buy Adventurer Stories.
The latter is a story-like segment that gives players an insight into the characters they have been fortunate enough to acquire. You’ll find this feature over in Castle. In Castle, players can also visit the dragons they have bonded with and give them gifts. There are gifts you can earn by buying them with gold, which can be earned just by playing and then there are those you can earn for free.
In return, the dragons will also give you some great gifts, and as your bond grows, you’ll be able to hear their Dragon Stories. Then there is also a build mode with Castle Grounds, where players can place facilities and level them up. Some facilities will earn you gold, whereas others will boost attributes and grow Dragonfruit, which is an item that can be used to level up your dragons.
If after all that and you’re still looking to improve your team, you’ll have no choice but to combine multiple dragons and Wyrmprints, by “unbinding” them, as this will allow you to level them up further. Weapons can also by unbinded, but to strengthen your characters and add another star to their rating (5 is the max,) you will need to promote them, which requires Eldwater.
Eldwater can be earned just by playing, but it is a slog and it will be a long time before you get to promote anyone to 5* status. One way which can speed the process up however, is by summoning. Whether you’re using your real-world money or all the Wyrmite that you can earn, via completing missions, quests and daily accomplishments. By summoning, you can summon new characters, dragons and Wyrmprints.
As great as it is to get a new character, by getting someone you already have, you can get Eldwater instead and the higher star rating of the character, the more Eldwater you can get, thus speeding up how soon you can promote someone.
Honestly, I have lost count of how many times I have done a ten-fold summon already, but I have yet to pay anything and I have two great 5* dragons, one 5* character named Hawk and a couple Wyrmprints as well. I’ve also managed to get plenty of lesser starred characters and fill out my rosters quite a bit.
Not everyone has had a similar luck as myself, as some have had worse, but others have had better and their collections put mine to shame, but for a gacha game, so far I have not felt pressured to pay for anything, not even when in the game’s shop, where special bundles and items are available.
For me, that is Dragalia Lost is at its finest. Some have nothing but praise for its chosen graphical choice and killer soundtrack that is foot-tappingly infectious, but for me, the fact Dragalia Lost is a mobile game with plenty to do and what feels like minimal pressure on buying into it, makes it a winner in my book. If you chose not to summon at all though, you can earn adventurers and dragons, just by playing through the main campaign.
It also has more RPG-like gameplay going on and a similarity to Sushi Striker: The Way of Sushido, what with the character designs, game menus and texts, which only makes it all the more enjoyable.
Naturally, Dragalia Lost is not without some issues as the home menu can soon get overcrowded and it is perhaps a little too “grindy” and can have the occasional performance issue, especially when playing co-op, but so far, it is certainly a game that should give Fire Emblem Heroes a run for its money, and at least perform half as well. After all, the two comic strips it have are cute, funny and like the rest of the free-to-play Dragalia Lost, don’t cost a single thing!
  Conclusion:
Cygames were already a fantastic developer in their own right, but with their knowledge, Nintendo’s talents and both parties joint expertise, Dragalia Lost is not just another run-of-the-mill JRPG, but a great one. Just because you can pay to get ahead, or just to get all the good stuff, but you don’t have to if you don’t want to.
You can grind for hours on end, the means are there so you can do so without paying. Sure it gets repetitive going through it all, but what is an RPG without some grinding, especially when it’s for one of the best RPGs to grace mobile devices this year?
  THE VERDICT: 8/10
Recommended
  Should you wish to check out another of our reviews, you can do so by clicking here.
[Review] The Dragalia may be Lost but you can find a hit RPG in the making, over in the App and Google Play stores! Our full thoughts on @NintendoAmerica's & @Cygames_PR's #DragaliaLost are finally here. Developer: Cygames / Nintendo EPD Publisher: Nintendo Platform: iOS / Android Review Version: Android Version 1.0.1…
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10- Plain Speaking
Last installment was the sad story of Garrett’s demise. as we found out last time Klint is the villain, this week we get a small window into what he’s been doing. Hope you like it! -------------------------------------------------------------------------------------------------
The abandoned GM plant in Lansing was fully lit and hummed with production. The parking lot was as empty as it ever was. Inside up-to-date robots and conveyors stretched from end to end of the plant floor. No employee walked the floor but production continued on at full speed. The body assembly area had been completely re-purposed creating machines of variable shape and size. Inside the main office two humans sat chatting. A man and a woman, the man wearing a suit with a scarf, his hair slicked back, he stood tall and slender. His hands clasped behind his back looking onto the production floor.
“I just don’t understand. Why do they resist? Why do they not see the truth and power of my knowledge?”
The woman laid out on a couch with a GameCube controller in hand playing Super Smash Bros. Melee. She had picked fox and moved frame perfect quickly eliminating the bots she was matched against. She was very slim and stood about six inches shorter than the man. She paused her game and smiled at him. “Cause Klint, nobody could possibly be as smart as you, they can’t see the world how we do.” Her tone was slightly sarcastic. The inflection and rhythm of her speech matched exactly with how Kevin spoke. “Besides, who cares we have each other. Don’t let those other people bring you down.”
“They are slowing down progress though!” smashing his fist against the wall as he turned back to the woman and crouched down to match her height “I want to make the world perfect for you Emma. I want us to live in a place where people actually value knowledge, and will take the time to learn what they don’t know, and we can have productive arguments among educated people.”
Emma reached out a hand and ruffled Klint’s hair “You shouldn’t do your hair like this, it makes you look like an anime villain, besides I think you look cute when it's just natural. Anyway, Does it really matter that much? Maybe some people should be allowed to just screw off. You know we made it this far without everyone being perfect”
Klint smiled and kissed her. He pulled out a phone and tapped a few buttons. Emma turned back to her game and began playing again her serious game face returning. Klint sat down at a desk and popped up a projection, a map of North America. He let out a deep sigh before speaking again. “OK let's review what has happened so far.”
Emma paused her game again and stood up “Oh sweet, we can really list out just how great I am at this...and how...OK your plans were.”
“Hey, I spent years crafting this plan, if it wasn’t for me you wouldn’t be here. Give me some credit at least.”
“Yeah yeah, just remember who the best is while we do this”
Klint extended an arm, pointing this his finger, “yellow” he spoke clearly, marks appeared on the map. He began shading in the Midwest.
Emma struck a comical pose learning backwards and extending her arm out, her hand shaped like a gun. “Red” she closed one eye “bang” Red marks splattered across a large portion of the south and west. She then opened her hand keeping her fingers together “fwoosh, schwing schwing” she made large lines cutting through almost all of Canada.
Klint finished filling in the east coast and shook his head. Before he could say anything Emma poked him. “See, look at my part, it's like thirty-five times bigger than yours”
“I’ll give you three maybe…”
“No way! Its definitely more than three”
“Calculate area as percent, yellow against red”
On the projection a display popped up “27% yellow 73% Red” Emma put her hands on her hips and puffed out her chest “See, you got wrecked”
“That isn't three times, sooooo”
“Doesn’t matter I still beat you so hard”
“I’m not wrong though. Besides I highly doubt your drawing is accurate, how can you even know you covered that much area and mine that isn’t overlapping with yours”
Emma sighed “Whatever Klint I don’t want to sit here and argue with you about this. Let's get to the next part”
“Green” Klint slowly drew a line starting from Portland as it moved east the line widened, splitting off at a few points. It ended just east of Omaha. He then moved over to the east coast. He began shading in near DC extending to the coast and a few cities south. The calculation still on display now showed “21% Yellow 60% Red” “These areas and that fucking internet troll account for the resistors.”
“Ah, that troll. I kind of love that guy. He's fighting for the people”
“Yeah but what is he really defending. He may be enlightened himself but he fights to defend a world of idiots sharing unverified information on the internet?”
“You gotta it admit, even if it is dangerous, The internet is really fun sometimes”
“Yeah but are those fun times worth it?”
“I think so, if you have a truly unrestricted platform like that, sure maybe it allows for some people to circulate in their stupidity, but it also opens paths for great-” Klint pressed a button on his phone and Emma fell silent.
She walked over and calmly sat down in Klint’s lap as he continued on. “The recon probes I’ve sent out show in the east a small military force has survived. They are going to be a problem. But when we have finished manufacturing the auto-tanks, we should be able to wipe them out pretty quick”
“Yah know, if we just went with my idea and waited to launch the virus until we had weapons built you wouldn’t have to deal with this uprising”
Klint playfully tickled her sides “Oh you are so smart aren’t you, you predicted that some military brat would survive.” His voice changed to a more serious tone “But waiting would have been too risky, you think I could have operated this plant when everybody was just living their day to day lives?”
“...yeah. It's an abandoned building nobody has been in this thing for a millions of years until we came along”
“I just think the likelihood of someone catching us coming in here was too high”
Emma sighed “OK, I don’t care, your plan didn’t work. So obviously there were better options”
“No but seriously, how could we have pulled it off?”
“Klint. I don’t care.”
“Alright alright, this line in the west though, that is what has me concerned.”
“Ah yes the ‘all of our hard work undone by seemingly normal people’ line”
“Yes… How the fuck are these people surviving. Most of the cities are stable, nobody is rioting or murdering each other, no zombies within their city limits. It just doesn’t make sense!”
“Maybe they stopped the zombies using the power of positivity” Emma jumped out of the chair and pointed to the ceiling “They never gave up hope and they took all of your silly survival calculations and threw them out the window! They made the impossible possible”
Klint laughed off the idea “Oh yeah, that thing Kevin was always going on about, how any human has the potential to be truly great if they believe in themselves”
Emma tilted her head “Who is Kevin?”
Klint looked at her with a confused expression “I’ve told you about him before. He is like you, but you know, a guy.” Klint paused for a second his voice now becoming somber “He was my best friend before the outbreak”
Emma wrapped her arms around Klint “Don’t worry, well get to see him eventually Right? When we meet him Ima destroy him in smash bros. If he is just like me a bet he’s pretty good”
Klint looked at her for a moment “yeah… yeah I’ll get to see him again. But I just don’t know if he’ll ever be the same.”
He took another deep breath “What do we do about this green line?”
“Well we can’t just march out there and tell them ‘give up, kill yourselves!’ So we just have to keep watching the recon reports until we figure out how they are doing this”
“You are right, there has to be something logical to explain what is happening here. I’m just really surprised people are surviving out there without structure. I figured most women didn’t really have the skills to survive in the wild”
“Why does it have to be women?” Emma turned to look at him, her face a few degrees away from rage.
“Well a lot of girls just aren’t really brought up to have skills you’d need, yah know like hunting, making shelter stuff like that”
“Oh and guys are any different. Don’t most of you just sit around playing video games or jerking off”
“Hey now, plenty of guys still learn those skills though, even if it is just recreational”
“Tell me Klint” Emma put her hand gently under his chin “Who cooks dinner every night, me or you? Who would do that for you without society?” Klint turned to his phone again and the conversation ended.
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