Results for: sure shot redemption
Video results for: sure shot redemptionMore results from video
Doppelganger - The Last Humiliation (impact damage abuse) A way to instantly kill Doppel at low levels. Shot at Sigma: Serene Eternal Moonlight (LV. 146, (More) A way to instantly kill Doppel at low levels. Shot at Sigma: Serene Eternal Moonlight (LV. 146, Light element only).
This technique consists of three parts; setting up the fight with Doppelganger and a single small monster whose level is much higher than Haseo's (say, maybe 28 higher minimum), annihilating Doppel, and then destroying the monster.
First, the setup. Lure Doppel near an enemy group that has the monster you want to use. Altars and bridges make the best places. Try to get him in a position where the cage will encompass at least part of the enemy party's path or territory, and make sure the desired enemy is on the far side, away from you.
Once Doppelganger is close enough, start a fight with him, not the monsters. This is important because while starting a fight with the monsters may still include Doppel (if he's within the cage when it pops up or if he could see you (had the ? or ! mark over his head)), starting the fight with Doppelganger himself fades out any nearby enemies. They stay faded out if you're near or in their vicinity when you escape or finish combat, so the trick is to go where they were before using the Smoke Screen.
Once you're out of the cage, back away from where the desired monster is while staying near the other two and keeping as close to Doppel as you can. Once the enemy reappears, make sure Doppel can see you, then pick a fight with your small enemy. If Doppelganger isn't in the cage, don't worry, he'll break in within seconds of starting battle assuming he knows where you are.
Now, for the actual battle, Doppelganger must die first. This is the part that doesn't really require luck, just skill and either dual swords or a broadsword (the latter is recommended since you can move while it's charging). All you have to do now is use a guard break to chunk your monster at Doppelganger. That's it! If the monster has enough levels, it will be an instant kill. If not but you did at least several hundred damage, throw the monster at Doppel until he dies.
Now why does this work so well? There's a third type of damage that armor doesn't appear to cover, what I call impact damage. This is the damage done when you hit the wall or something else goes sailing into you (though not the damage done by enemies flying from a surprise attack as the video demonstrates; that is apparently just physical damage).
The trouble with impact damage is that it ignores every attachment in the game, maybe even Alchemy (I'm not totally sure on that). Even with monsters that ignore physical damage completely, impact damage still harms them. However, level still plays a key role in impact damage, which is why what you see in this video is possible. I'm at level 87, Doppelganger is at 95, but the Barbarous Ankh is close to or at 146. Once the Ankh hits Doppel, Physical and Magic -75% are ignored, Damage Change is ignored, and Doppel dies horribly from a 9999 damage hit.
The flying object only takes more damage from hitting the wall. If a flying object hits one of its allies, the object receives no damage, but its friend does. Should that friend be a medium-to-large monster, the target will be saved from the wall's wrath.
Finally, the battle has to end with the monster's defeat should you hope to make the victory over Doppelganger count. For this, I consult my trusty friend, the damage counter! Because Barbarous Ankh doesn't have a lot of HP where these attacks are concerned nor any Magic -% attachments, a 2 slot counter might be enough to end the fight if you don't have a 3 slot available for whatever reason. Otherwise, consult the Low Level 3-slot counterattack demo elsewhere on this channel, or the LLG test segment commentary, for more info on counters.
Yes, that was a long explanation, but again, I cite the fact that I haven't had the chance to explain two key processes to making this video happen in any prior footage, so it had to be done now.
If you're wondering how I figured this out, I learned about the attachment-ignoring part from the Forest of Pain a long time ago (specifically phase eighteen, where I bat the Vicious Seeds around a lot), and I learned about level's impact from Antares (I charmed him on an LLG Arena match attempt and forgot that Charmed flying objects consider everyone their friends, or rather, their targets, including whoever launched them; I was lucky to survive with 100 or so HP, but the segment wasn't good enough otherwise to make the run). (Less)
Skeith 2nd form - versus Corbenik the 2nd: no damage Thanks to Cl0udEu for unintentionally inspiring me to try the ol' five-hit combo against (More) Thanks to Cl0udEu for unintentionally inspiring me to try the ol' five-hit combo against Corbenik one more time. It turns out I was dead wrong; it does work against the 2nd, and this is the result.
On that note, I'm really sorry if I wasted anyone's time with the first video; I like to post things that go against conventional wisdom in G.U. for fun and "profit" (in my case, gameplay videos I don't mind watching at all), and I mistakenly thought that attempt was truly under par. I'll leave it up though; there's no good reason to take it down.
Anyway, this ~15 second gain (33 seconds minus however long the Data Drain cutscene takes) on Corbenik's second form may or may not be practically flawless, though I still believe he could be stunned before Variant Summon is ever used (and using the Chakram on that first combo was probably a waste of time as well). Even so, I barely got him before he could use Data Drain (well, unblockable Mental Vampirism, almost the same thing), so it appears as though the pre-shield portion turned out for the best in the end. I had a leeway of one more shot I could have taken before he recovered, and maybe whatever I could get in before he attacked (if it counts for anything, which it sure doesn't appear to), so everything added up to too much for Ovan to take right at the very end.
Aside from the old five-hit combo making a comeback (slash, reset combo, full combo attack), there's not much difference between this video and the previous upload. Back and forth dodging of arcing bullet bursts, dash and shoot during Celestial Wrath, an early slashing at Mental Vampirism all appear here (you don't want to mimic the timing on blocking Mental Vampirism, though, that first slash was way too early and barely connected). The differences, of course, are the lack of a cutscene where I have to smash buttons afterward (more like calmly rotating an analog stick, I'm not busting my controller for that crap!) and only Variant Summon repeats itself when it comes to named attacks.
That's it, really. I hope you enjoyed/will enjoy the humiliation of Corbenik's vicious second form. :D
Oh, and you can check out Cl0udEu's avatar fights on his YT page for a much more normal perspective on Skeith's terrific march through R:2:
http://www.youtube.com/Cl0udEu (Less)
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