This is the sort of thing you never catch if you don't have viewers and recorded gameplay, but I think the important detail on that last fight is from the first turn. At 16:45 you start the turn by pulling mana from Seer and Armorer, which does not get the boost from Pair. You do use Vampire's attack that turn at 17:06, so reordering that gets you the two missing mana, and probably a lot more than that because having the mana earlier means better options (or more Foretells) along the way.
Pretty sure the complex hard/easy option only affects just the hard and easy modes. All it does is add the point system to hard/easy's modifiers because normally you just choose one modifier for those difficulties and off you go.
24:16 I don't know if you figured this one out (I paused the video and did some testing to check if this line was possible), but if you burst on Brute before using their dice, they will have exactly 5 shield just before the Pain ticks off, which makes the Milita flee. I will do some more numbers
I did the numbers. We have 6 bursts. One defensive burst and the die take care of the slimelet and the Militia. You then burst the 1st to 4th skeleton once each, and burst the 3rd skeleton again. This kills skeletons 1 thru 4 (Skeleton 3 hurts 2 and 4, causing 2 to die and hit 1 and 4, causing 4 to die and hurt 1 and 5, causing 1 to die), and leaves Brute with (2hp + 3heal + 5shield -5thorns -3dmg)= 2 HP for next turn, and just one skeleton and the Wizz alive.
Super cool episode. That level was winnable with some more optimization i think, but yeah taking the random tweak was 100% throwing. Maybe this one could have made it all the way without the tweak
This is the sort of thing you never catch if you don't have viewers and recorded gameplay, but I think the important detail on that last fight is from the first turn. At 16:45 you start the turn by pulling mana from Seer and Armorer, which does not get the boost from Pair. You do use Vampire's attack that turn at 17:06, so reordering that gets you the two missing mana, and probably a lot more than that because having the mana earlier means better options (or more Foretells) along the way.
I was gonna comment the same thing as soon as he clicked End Turn. Didn't think that I'd be watching the same fight 15 minutes later
see? that's what makes you better than most of the rest of us. I would have given up on that bone situation 20 minutes before you did. Well done!
Pretty sure the complex hard/easy option only affects just the hard and easy modes. All it does is add the point system to hard/easy's modifiers because normally you just choose one modifier for those difficulties and off you go.
does he know
28:15 HE KNOWS
The brain of a gamer works in mysterious ways. As long as there’s a lesson to takeaway.
24:16 I don't know if you figured this one out (I paused the video and did some testing to check if this line was possible), but if you burst on Brute before using their dice, they will have exactly 5 shield just before the Pain ticks off, which makes the Milita flee. I will do some more numbers
I did the numbers. We have 6 bursts. One defensive burst and the die take care of the slimelet and the Militia. You then burst the 1st to 4th skeleton once each, and burst the 3rd skeleton again. This kills skeletons 1 thru 4 (Skeleton 3 hurts 2 and 4, causing 2 to die and hit 1 and 4, causing 4 to die and hurt 1 and 5, causing 1 to die), and leaves Brute with (2hp + 3heal + 5shield -5thorns -3dmg)= 2 HP for next turn, and just one skeleton and the Wizz alive.
Oh, he does do it, and even found a better way to distribute the damage than mine. Nevermind :P
Super cool episode. That level was winnable with some more optimization i think, but yeah taking the random tweak was 100% throwing. Maybe this one could have made it all the way without the tweak
Well done
11 minutes and only 32 views?
Blub fell off