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Iseedeadpeople.png
In all honesty, I actually scared myself a few times play-testing this area last night lol. When the bodies on the floor react (not all of them, to make it even more scary), they make this growling/hissing noise, and if your volume is just right...definitely provides a good jump scare.
Gameplay Footage: Boss Fight #3 - Minerva
MinervaBoss.png
MinervaBoss.png
Good job! ^_^ One of my attempts, she got to Ultima #2 and killed everyone off but Luna, and she got one Pilfer Vitality crit right on time and killed the boss, it was epic lol. When it came to balancing, do you feel she is too hard, or just right?
Remember, the demo I sent you has the characters at level 10 and no Tier 2 Runes, whereas in the actual game you'll have access to Tier 2 and Tier 3 runes, and will most likely be about level 12.
Remember, the demo I sent you has the characters at level 10 and no Tier 2 Runes, whereas in the actual game you'll have access to Tier 2 and Tier 3 runes, and will most likely be about level 12.
MinervaBoss.png
Hahahah, yeah, by this point in the game you pretty much NEED to have learned Flash of Light to be able to take on the bosses, who will progressively do more and more party wide damage.
Divine Aegis + Flash of Light = Super OP healing/shield combo for the party. Learn it, use it, love it.
Divine Aegis + Flash of Light = Super OP healing/shield combo for the party. Learn it, use it, love it.
MinervaBoss.png
Even during my own test plays (like 50+ to make things just right), the only way I was able to live through the 2nd Ultima was to have Damien learn "Divine Aegis" and have him preemptively cast a Flash of Light to get a shield on the whole party. On this fight, as much as you want to stay on the defensive, you really have to be full throttle on the dps very early on while her damage is low so you can kill her before she gets to casting Ultima the 2nd time. It's hard, but I was able to accomplish the dps check without even socketing my gear and being level 10, whereas the target level to beat her is level 12+ WITH gems.
EDIT - 12/23/15 @ 10am: Just did another attempt, I got her down, but she almost got me. She did manage to get a 350 damage Blood Burst crit on Damien, which 1-shot him from full health, lol.
EDIT - 12/23/15 @ 10am: Just did another attempt, I got her down, but she almost got me. She did manage to get a 350 damage Blood Burst crit on Damien, which 1-shot him from full health, lol.
Eternal Twilight
@Firefly84: Bosses start the battle with "Immortal" status, and it's not remove until the turn that they hit less than 1% of their HP in order to prompt the little events where Damien uses his Banish ability. Until I can figure out a smoother way to handle this, I'm going to have to keep it the way it is. :/
As for the Legendary Equipment, I will implement it as soon as the plug-in writer completes it. He's been running into a few snags/bugs here and there, so I haven't even gotten it yet.
As for the Legendary Equipment, I will implement it as soon as the plug-in writer completes it. He's been running into a few snags/bugs here and there, so I haven't even gotten it yet.
MinervaBoss.png
Major Boss: Minerva
Biography:
Upon learning that the Empire was targeting and killing off Magi, Minerva decided to retaliate in her own way. She dabbled into the forbidden Blood Magic in order to take the fight back to the Empire, but was soon overcome by the evil magic. She is now cursed and no longer in control of her own body, and is attacking humans and Magi alike. If the Empire doesn't kill her first, then the corruption of the blood magic creeping through her body will.
Abilities:
Biography:
Upon learning that the Empire was targeting and killing off Magi, Minerva decided to retaliate in her own way. She dabbled into the forbidden Blood Magic in order to take the fight back to the Empire, but was soon overcome by the evil magic. She is now cursed and no longer in control of her own body, and is attacking humans and Magi alike. If the Empire doesn't kill her first, then the corruption of the blood magic creeping through her body will.
Abilities:
- Dark Blast- Deals medium magical damage to one target and boosts Minerva's charge level by one.
- Blood Burst- Deals large magical damage to one target and boosts Minerva's charge level by one.
- Darkness Falls- Deals medium magical damage to all targets and boosts Minerva's charge level by one.
- Vampiric Touch- Leaves a damage over time on a target that will heal Minerva at the end of every turn, multiplied by however many targets are currently effected. At the end of every turn, if a character if infected with this damage over time, they have a 50% chance of also infecting another party member.
- Dark Energize- Every 3 charge levels, Minerva will buff herself, which will make her next ability a guaranteed Critical Hit.
- Dark Ultima- Every 7 charge levels, Minerva will unleash her ultimate attack and deal massive damage to all targets. This can wipe a party that is not healed up to at least 75% or more of their HP and serves as a "soft enrage" for the boss. Typically, if she gets around to casting this a 2nd time, the party will be decimated.
- Charge Levels - Every time Minerva uses an ability, her "charge" level will rise, which increases the damage she deals. This will continue to rise throughout the whole battle and will not reset. This serves as a hard-enrage, where if she's not killed fast enough, she will get to the point where your party can literally get one-shot by her abilities.
Patch Notes 12/15/2015 - Updated (12/20/15)
Yeah, Frenzied Barrage is meant to do tons of damage since it's pretty much reliant on Wyvern's Call being active and has a two turn cooldown.
In fact, Luna is arguably the burstiest character in the game once you fully optimize her abilities by unlocking things like Critical Focus (+15%+ chance to crit) and Hunters Mark (Increases damage Luna deal to target by 20%). She does less base damage than Ryudo for example, but if she lands crits, then she can surpass him quite a bit. Ryudo does pretty solid base damage and doesn't rely on critical hits as much though, so that's the trade-off.
Anyways, thank you for your feedback Squall. I'll play around with the numbers a bit until I find something that works. You make it exciting for me to release new updates because you show such enthusiasm towards my game and it makes me happy, hahah! ^_^
In fact, Luna is arguably the burstiest character in the game once you fully optimize her abilities by unlocking things like Critical Focus (+15%+ chance to crit) and Hunters Mark (Increases damage Luna deal to target by 20%). She does less base damage than Ryudo for example, but if she lands crits, then she can surpass him quite a bit. Ryudo does pretty solid base damage and doesn't rely on critical hits as much though, so that's the trade-off.
Anyways, thank you for your feedback Squall. I'll play around with the numbers a bit until I find something that works. You make it exciting for me to release new updates because you show such enthusiasm towards my game and it makes me happy, hahah! ^_^
Patch Notes 12/15/2015 - Updated (12/20/15)
Thank you for the feedback. In all honesty, I'm really struggling with balancing the multi-hit abilities. If I make them too weak, nobody will bother. If I make them too strong, then well, that's obvious that people will use them. I added a cool-down to them, but that only really matters if the enemies have tons of HP to warrant needing to wait a few turns to use them again. I increased their cost from MP to TP to slow down the rate they're used, but that only does so much to remedy the issue. I contemplated adding a 1-2 turn "warm-up" to them, but that would defeat their purpose of being used to wipe out trash mobs. The only thing I can think of at this point is one of the following two options:
#1: Reduce the base hit chance of the multi-target abilities (every hit re-rolls the hit chance, so if one of the hits misses, it doesn't mean that they'll all miss).
#2: Reduce the damage by a pretty hefty amount that will still make them useful for clearing out trash mobs, but not as OP as they are now.
#1: Reduce the base hit chance of the multi-target abilities (every hit re-rolls the hit chance, so if one of the hits misses, it doesn't mean that they'll all miss).
#2: Reduce the damage by a pretty hefty amount that will still make them useful for clearing out trash mobs, but not as OP as they are now.













