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Icepool
เข้าร่วมเมื่อ 3 พ.ย. 2007
Shin Megami Tensei V Vengeance – Extremely Powerful Lucifer (Hard, Magic)
Canon of Vengeance route extremely powerful version of the Lucifer boss fight.
I’m very happy with this fight. While I loved the base game, one sad part of it for me was always that Lucifer felt a bit too weak on True Neutral compared to the required bosses to get there. The ability to fight an “extremely powerful” version of Lucifer solves this in a beautiful way. Lucifer really deserved the multiple phases and higher base stats.
Phase 1 notes:
Having enough damage to get through both stars in one turn while also getting a hit in on Lucifer is the key to this phase. Otherwise the pierce damage from the star hurts, and if Lucifer isn't hit at least once each turn then the extra press turn from the Star Fragment innate skill can lead to some tricky situations.
Zeus using Keraunos paired with Critical Zealot does a good chunk of the work here. The luck stat of the stars is low enough where a critical hit is guaranteed even without Omagatoki: Critical. The stars during this phase don't happen to have an Elec weakness, but the damage output on a neutral hit still does enough damage where it is worth it. Making Zeus a good damage dealer during first phase but also a great one during third phase when the skill actually is a weakness hit on the star. Agrat is also nice here, Qadistu Artifice paired with Murderous Glee and the 12 hits from Queen's Decree makes at least one of the hits likely to critical hit. Making extra action during turns where no stars are up likely, which helps in providing extra options during those turns.
Phase 2 notes:
Having everyone at least resist physical is important here, that way King's Ascendancy doesn't trigger. Was very pleasantly surprised to see a "return demon to stock on critical hit" effect, is a fun concept. Other than that, light damage is the main damage source here as Lucifer gains a light weakness for this phase. All other phases have a neutral dark resistance, which is why I ended up with a Light/Dark split on MC. In second slot it assures that MC can always hit either a weakness or at the very least a neutral resistance with severe damage.
Holy Wrath is a nice and quick way to counter Hot Dark Matter without losing any actions, while also debuffing Lucifer's attack and defense to minimum in the process.
Phase 3 notes:
Being able to handle the giant star is the key to getting through this phase. It has a lot of HP, so enough damage output is needed to be able to push through. Looks like Lucifer summons the star every two turns, so there is a bit of downtime to buff back up and do damage to Lucifer before it is summoned again. Star Fragment gimmick is also back up again, so damaging Lucifer at least once every turn is ideal. Otherwise Megidolaon and the severe elemental AOEs hurt. But having spread out nulls across the entire party reduces some of the negatives by taking advantage of that Lucifer uses elemental AOEs here. If the team collectively null every element then Lucifer is guaranteed to lose at least two press turn icons during the turn, counteracting the effects of Star Fragment. Doesn't look like there's anything severely punishing doing this here.
Zeus using Keraunos does a good chunk of damage. MC sadly can't hit a weakness here, but damage is still pretty solid despite that. Michael has Agibarion to weakness hit on the star with severe damage, Trisagion is there to be able to pierce Lucifer's resistance. Final slot ended up going to Hayataro here as Carnage Fang ended up being the best balance I could think of between still having a support/aid demon that could also do solid damage to the star. All these combined output just enough damage to be able to get through the star consistently by the second rotation and leave at least one action to also hit Lucifer. That way Lucifer does not get an extra press turn icon next turn.
Is possible to use Shield of God to tank through the star hit and then focus on doing damage to Lucifer on that turn. Could have probably used that to push through the third phase quicker, but I preferred to have that as my emergency backup plan here.
Timestamps:
00:00 Start
00:08 Lucifer dialog 1
00:31 Phase 1
09:13 Lucifer dialog 2
10:10 Phase 2
13:51 Lucifer dialog 3
14:23 Phase 3
27:07 Result Screen
Other notes:
19:20 & 23:54 These two moments in phase 3 were a bit scary, MC almost didn't make it through. It's tricky to have full coverage in terms of resistances and also have the skills/passives needed to make it through the fight. Some sacrifices have to be made to be able to push through. Megidolaon + Tornado of God is the worst combo that can come up for MC with the current build, but with at least one rank of defense and Lucifer's attack at minimum rank it is still just barely survivable. Just as in Nocturne, survivable is all you need. As long as that is the case then there is a path to victory.
Difficulty: Hard
Boss Level: 99, MC Level: 90
Highest level demon: 90
Location: ???
Recorded: 2024-11-09
I’m very happy with this fight. While I loved the base game, one sad part of it for me was always that Lucifer felt a bit too weak on True Neutral compared to the required bosses to get there. The ability to fight an “extremely powerful” version of Lucifer solves this in a beautiful way. Lucifer really deserved the multiple phases and higher base stats.
Phase 1 notes:
Having enough damage to get through both stars in one turn while also getting a hit in on Lucifer is the key to this phase. Otherwise the pierce damage from the star hurts, and if Lucifer isn't hit at least once each turn then the extra press turn from the Star Fragment innate skill can lead to some tricky situations.
Zeus using Keraunos paired with Critical Zealot does a good chunk of the work here. The luck stat of the stars is low enough where a critical hit is guaranteed even without Omagatoki: Critical. The stars during this phase don't happen to have an Elec weakness, but the damage output on a neutral hit still does enough damage where it is worth it. Making Zeus a good damage dealer during first phase but also a great one during third phase when the skill actually is a weakness hit on the star. Agrat is also nice here, Qadistu Artifice paired with Murderous Glee and the 12 hits from Queen's Decree makes at least one of the hits likely to critical hit. Making extra action during turns where no stars are up likely, which helps in providing extra options during those turns.
Phase 2 notes:
Having everyone at least resist physical is important here, that way King's Ascendancy doesn't trigger. Was very pleasantly surprised to see a "return demon to stock on critical hit" effect, is a fun concept. Other than that, light damage is the main damage source here as Lucifer gains a light weakness for this phase. All other phases have a neutral dark resistance, which is why I ended up with a Light/Dark split on MC. In second slot it assures that MC can always hit either a weakness or at the very least a neutral resistance with severe damage.
Holy Wrath is a nice and quick way to counter Hot Dark Matter without losing any actions, while also debuffing Lucifer's attack and defense to minimum in the process.
Phase 3 notes:
Being able to handle the giant star is the key to getting through this phase. It has a lot of HP, so enough damage output is needed to be able to push through. Looks like Lucifer summons the star every two turns, so there is a bit of downtime to buff back up and do damage to Lucifer before it is summoned again. Star Fragment gimmick is also back up again, so damaging Lucifer at least once every turn is ideal. Otherwise Megidolaon and the severe elemental AOEs hurt. But having spread out nulls across the entire party reduces some of the negatives by taking advantage of that Lucifer uses elemental AOEs here. If the team collectively null every element then Lucifer is guaranteed to lose at least two press turn icons during the turn, counteracting the effects of Star Fragment. Doesn't look like there's anything severely punishing doing this here.
Zeus using Keraunos does a good chunk of damage. MC sadly can't hit a weakness here, but damage is still pretty solid despite that. Michael has Agibarion to weakness hit on the star with severe damage, Trisagion is there to be able to pierce Lucifer's resistance. Final slot ended up going to Hayataro here as Carnage Fang ended up being the best balance I could think of between still having a support/aid demon that could also do solid damage to the star. All these combined output just enough damage to be able to get through the star consistently by the second rotation and leave at least one action to also hit Lucifer. That way Lucifer does not get an extra press turn icon next turn.
Is possible to use Shield of God to tank through the star hit and then focus on doing damage to Lucifer on that turn. Could have probably used that to push through the third phase quicker, but I preferred to have that as my emergency backup plan here.
Timestamps:
00:00 Start
00:08 Lucifer dialog 1
00:31 Phase 1
09:13 Lucifer dialog 2
10:10 Phase 2
13:51 Lucifer dialog 3
14:23 Phase 3
27:07 Result Screen
Other notes:
19:20 & 23:54 These two moments in phase 3 were a bit scary, MC almost didn't make it through. It's tricky to have full coverage in terms of resistances and also have the skills/passives needed to make it through the fight. Some sacrifices have to be made to be able to push through. Megidolaon + Tornado of God is the worst combo that can come up for MC with the current build, but with at least one rank of defense and Lucifer's attack at minimum rank it is still just barely survivable. Just as in Nocturne, survivable is all you need. As long as that is the case then there is a path to victory.
Difficulty: Hard
Boss Level: 99, MC Level: 90
Highest level demon: 90
Location: ???
Recorded: 2024-11-09
มุมมอง: 706
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It's very nice to see Khonsu Ra finally get a signature move that he lacked in the base game. As I'm catching up to your other fights, I've noticed you've finished up with Lucifer as it's your latest upload. I'll give my thoughts on it once I get around to it but I was curiously wondering what alignment did your run end up hitting in the end here if any at all?
Tried out the opposite sides of some quests to switch things up, so I wasn’t sure up until the alignment cutoff. In the end I ended up on law route for this playthrough.
Having now finished the game would you say it’s in general an easier experience than vanilla V or the new fights and rebalanced old fights make the game around the same level or harder? From what I’ve read some CoC bosses like the 3 nahobino are more difficult than in vanilla thanks to the new innate skills.
As I mentioned on the Tiamat video, for a first playthrough the balancing in Vengeance does on average feel more forgiving than vanilla. Bosses do go down a bit faster than what I am used to, but are still very fun to figure out, build for, and fight. The new bosses so far have been the highlight with Vengeance for me, serving as an opportunity to go in without any previous information and experience what I loved with vanilla all over again. There are also bosses I feel were balanced and handled better in Vengeance. Lucifer here being a very good example. In vanilla it was always a bit sad to me that Shiva ended up feeling like the true final boss if you are going for True Neutral. The final section in Vengeance feels better balanced in this regard. Tiamat, Tehom, and Lucifer all put up resistance despite having met the level requirement to enter and defeat Shiva. Getting the ability to fight an “extremely powerful” version of Lucifer on top of all that felt extra rewarding. Three phases and higher stats made the fight feel a lot more like a final boss fight, which I feel was very deserved. All in all, I am very satisfied with the difficulty balancing on Hard in Vengeance. I can not speak on CoC, as I have not played through it yet, but the plan is to go for it once I am done with things in CoV. I look forward to seeing how the innate skills change things there, as well as how the other new bosses feel.
I wish Satan and Lucifer as Demon Allies had Armageddon fusion magatsuhi like in Persona 2 fusion spells.
Why has Zeus been a crit machine lol
How did you change the position of your main character?
This can be done using the party menu before initiating a fight. Selecting the main character like you would any other demon allows you to then select another active party slot to swap with.
How would you rank vengeance’s difficulty compared to the original version? Do old enemies and bosses exploit their new innate skills ?
I would say that Vengeance on average feels more forgiving than the original version for a first playthrough to me, this in large part is due to the level scaling. In the original version being a few levels below the boss had a large impact on the fight with noticeable detrimental effects. As my goal back when I played the original was usually to beat the boss below its level, I got used to this scaling. Not having the team be as weakened because of level difference and fights being shorter because of it took a bit of getting used to, but I wouldn’t call the balancing change a negative. I still feel that Vengeance both has the difficulty and feeling I would expect from an SMT game, at least on Hard. Can not say anything about Normal as I have not tried it out. One aspect regarding difficulty which I really feel Vengeance improved on was the endgame. In the original, if going for the True Neutral ending, I felt it was a bit sad that fulfilling the criteria for the ending resulted in being too powerful for the final section and final boss. Which then made Shiva feel like the true final boss in terms of difficulty there. Vengeance felt like it fixed this situation in a fun way for me. I also look forward to eventually trying out Godborne Mode and seeing how that feels in terms of difficulty. As for the question regarding innate skills. For battles with regular enemies, I felt the innate skills did not play a large role in how I approached the fights. For bosses they sometimes did, most often for the bosses which are new in Canon of Vengeance. The earliest example of a fun innate skill on a boss that made me reconsider my approach and added a fun aspect to the fight was Matador. I also really liked how the fight with the Qadištu had their innate skills play into each other and the effect it had on my planning and approach there. I also enjoyed the innate skill design of the next boss after Tiamat (on Law route) as well as the final boss. In the situations where the boss did not make use of its innate skill as a part of its design it felt like the innate skill was instead for when the demon is on the ally side. An example of this is Zeus, who’s innate skill “Herkeios” increases Zeus accuracy and critical rate of electric attacks based on the number of able allies in the stock. An effect that is not useful during the boss fight but is substantially more useful once Zeus is on the ally side. Other examples are Fionn’s “Healing Hand” innate skill and the Four Horsemen whose innate skills are related to keeping buffs and support effects when swapping from one of them to another during battle. As for innate skills in the context of ally demons, I feel like this is where Vengeance shines. It made for an enjoyable extra strategic aspect to consider when team building. Adding both value to some demons that I would have moved on from and gave me a reason to fuse some others. Was also very rewarding to find an innate skill that plays well into a boss fight.
Bruh it took me so long to take down this side boss. Now I just gotta take down shiva.
This character was so stupid. He betrayed everybody because he was insecure about himself. On top of that he was still weak in this fight. 😂
You have to take him out fast before he lets out that giant fire ball. I died so many times trying to take him out. At least for me. I’m not sure how you didn’t get one shot by that move. GG!
For Heliopolis Dawn (the giant fireball) everyone needs to end the turn with Shroud applied to them from Khonsu Ra's counterattack on the turn before. It is this effect which reduces the damage of the follow-up and allows everyone to live through it.
@ oh wow did not know that.
Finally got around to watching your trumpeter fight and now you've put up your next set of bosses haha. About this fight I certainly enjoyed being able to do it without dlc. And agree this was one of the most nocturnefoghts out there at this point in the game. I'm sure you'll love the demifiend as well
The game: yea oni oni oni oni oni he not makeing out with this one him: yay i suvive
Its a huge crime that they didn't use ao Oni's chase theme
bluetooth impale 😭😭😭
Ao oni drifts to cat h a Lil girl
Where do you find him in canon of vengance? There literally isnt a single answer as to where to find some of them in cov 😭
I had the White Rider fight appear on the map after a cutscene featuring the Four Horsemen in Shinjuku 2nd Block (upper right area of Da’at: Shinjuku). Unsure if any of the other Menorah holders have to be defeated for it to show up. The rest of the Horsemen are unlocked by defeating the previous.
Finally got around to catching up to your SMT journey after a long August vacation. I definitely enjoyed fighting Daisoujou more than Biker in my run due to his Biker's confusion shenanigans primarily. Anyway you've gotten done with 3 of the skeleton bosses. Can't wait to see the upcoming Trumpeter match soon and hope you're having a good summer as well!
Ah just an extra note but what particular ending are you going for if any this run? There are only two in COV but I'm sure you already know the requirements for each which are incredibly simple compared to getting main game neutral, as in you don't need any specific quests for either
I’m aware of how the endings in this work, but for a first playthrough I usually don’t aim for any specific ending. Main plan for now is to enjoy the game and see which ending I end up getting once I get there.
thanks dude
that is funny🤣🤣🤣🤣🤣
Damn... is this a Mod? Or did they legit make an Easter Egg of this in Death End Request 2? Probably a mod, right?
neat! you make it look easy!
when using omagatoki critical, better attacking him than others, because you would get one turn
Thank you for your concern, I’m aware of the extra pass turn received when attacking during Omagatoki Critical. I’ll admit this fight didn’t make the most efficient use of it.
Now this was a truly fun one and I didn't expect matador this early either going through it. I also love how you've modified your magic strategy based on the new gestalt skills. Makes me excited for how your upcoming fights will go. Keep up the good show!
Fuck this boss
And with that the new run begins. This'll be a really fun one to watch I feel. As you mentioned before the hydra strategy is not too different and mermaid is clutch here as always. Good fight
I got caught up to SMTV:V news a bit later than usual but it's possible that you wont need DLC in it to fight Demifiend this time. If you do get the game as well I look forward to seeing you take on the Gaunlet once again this time with the much larger roster we have available to us now. I honestly just wish we got the entire package first time but hey at least I'll be able to transfer my Metatron over
My copy should arrive on Monday, will be interesting to see what fun bosses the game has to offer. From what I’ve heard SMTV:V will include all the DLC demons and their related quests as standard features in the game, which does include Demi-fiend.
@@Icepool_Wolf That's pretty fantastic. Hope you have a great experience with it as well and look forward to any Boss fights you show in the future as well!
Don't let PewDiePie see this
GG🎉🎉🎉
Isso é um jogo? Eu posso jogar?
Death end re quest 2
Hes trying to phase shift
gg. You don't know the greatness of the OG starting club lol. Kidding
That car drift got me dead bro 💀 why was he driving backwards like that 0:16 it sounded too futuristic when they pulled up on her like that
with how much damage you did, i cant imagine doing it myself
This was impressive
This is good sh1t man
Remember me when ur famous I believe in you
That was insane
One more thing I suppose since I imagine it'll be a while till you attempt demifiend, but what were your final builds at this point? Just curious what you were using on your demons at this final stage as a closing point since fang breaker on asura and Odin is pretty neat
Yeah, it will be a while before I get around to buying and playing the DLC. But it is still something I want to eventually get around to doing. As for my final builds at this point, I’ve uploaded a video compiling the builds I used on a boss-by-boss basis. th-cam.com/video/QwPFnlMBlKU/w-d-xo.html
Man idk what hurt you but I wish you the best of luck on this journey 🤞
W video, also that would have taken painfully long, to get the perfect no hit run, and also to get to the fire giant in the 1st place.
The level of patience and skill is mad
Honestly pretty happy I found your run through this game. Watching from the beginning to the end was fantastic and I just couldn't dislike your playthrough at all. Looking forward to watching you attempt demifiend in the future as well as checking out your other stuff. Well done
Banger
How?
This fight sucks
good job on dodging those arrows
Everyone got that one homie who reflects physical
Wah
Nice job
my stomatch hurts what is this 💀