@@aakashbasu3219 its not really remove, just lower the damage output. The only other alternative is blowing the HP up to ridicuous levels and making most other DPS pointless.
I know i'm a bit late to this, but it's pretty amazing how you did this, I wish you could explain the combo order of abilities used and character swaps. It goes so fast for me I struggle to visually comprehend it, and not many xenoblade players do a bit more detailed guides on how to actually perform their gameplay. Also its sort of hard to see what skill selection you use on each char.
i would have provided some explanation but this is pretty low effort, I spent like a couple hours on this, got a sub-minute run and called it a day. For perspective the current WR for this challenge is 13 seconds (th-cam.com/video/vlEh9Ah0EyI/w-d-xo.html). The general idea here is to exploit the high burst damage from smash to kill everything, and to use an accessory called the shackle ring to increase combo consistency and smash damage. I start by using a soulhacker (eunie) to apply a series of buffs (attack up, crit rate up, crit damage up, and power charge) to the whole party, then use glittering melody on mio to recharge everyone's arts and make the buffs stay on for a while. All the buffs will stay on everyone for a while except power charge, which will be consumed by a character whenever a damaging art is used. I then use the follow leader command because I don't want people (especially noah) to use this power charge buff before I want them to. This seems counterproductive (and is actually not optimal) but it was comfortable for me. I go to sena (ogre) and dash to the side of the enemy, then do cannonball>giant swing>hammerhead>flashback>shield bash>soaring tempest. This likely seems a bit strange, but I am using the shackle ring, which is an accessory that increases (among other things) reaction chances and reaction length the more arts you use in a row. Using my break as the fourth art in a row with the shackle ring, combined with a break brooch and ogre's reaction chance increase, means the break is pretty guaranteed, then i immediately topple and launch. Shackle ring will also make the launch super long, which is important, because smash damage scales with the amount of launch duration left when the smash happens, so the earlier in the launch you do it, the more smash damage you get. Once I use the launch art, I switch to Lanz (who's a troubadour i think), use glittering melody, then switch to noah, and immediately do ring-o-roses and airslash+mighty beat. I use ring o roses because I want the cancel bonus from air slash and I'm really bad at judging when an autoattack cancel should happen. The art damage from a canceled air slash+mighty beat with powercharge attached, multiplied by the smash multiplier, produces damage cap smash damage and kills kilocorn instantly. Then the glittering melody takes effect and recharges everyone's arts, so I can basically do the same thing again. I do the same thing on nizoont, with the modification that I apply the power charge buff to everyone (including noah) via my soulhacker. The previous powercharge got used up by my first air slash, so now I need a new power charge for this next air slash smash. I get it, smash, and don't quite get damage cap (6 million) because I no-critted or something, but it kills anyway. Ryuho, who spawned with nizoont, gets damaged because smash produces an AoE shockwave equal to a quarter of the smash damage which hit ryuho. Then i do the same thing to ceratinia, but I get messed up by Noah dying, but he revives in time to use an air slash smash which almost kills ceratinia despite how weak it was, but not quite. I really quickly improvise a combo with my ogre to get ceratinia launched again and smash, and the smash kills ceratinia and ryuho via the shockwave. The whole thing can be done in three smashes, and much faster (See the video link), but I couldn't be bothered.
Smash damage multiplies the damage of the art used by a large dependent on the duration of launch left. I am using a shackle ring on Sena, which increases reaction duration dependent on the position of the art in the queue, and I always use launch 6th so that it has a very elongated duration (x1.8). I perform the smashes as early as possible in the launch to maximize the amount of launch left at the time of smash, thus maximizing the smash multiplier. I am also using airslash as the smash fusion which does a lot of damage off cancel. I am also passing power charge to noah before every smash to increase art power, and Noah will have attack up, crit rate up and crit damage up buffs.
And here I am struggling to even beat this at all lmaooo
Maybe if they add any more challenges make the boss resist smash
or make it Elma with 1 billion+ health
@@rtmlhm I'm so hoping for gears characters
In general, I do not like when games remove mechanics for the sake of difficulty
@@aakashbasu3219 its not really remove, just lower the damage output. The only other alternative is blowing the HP up to ridicuous levels and making most other DPS pointless.
@@aakashbasu3219 it is quite different when a mechanic can lower the whole health bar of the strongest boss in one move though.
I know i'm a bit late to this, but it's pretty amazing how you did this, I wish you could explain the combo order of abilities used and character swaps. It goes so fast for me I struggle to visually comprehend it, and not many xenoblade players do a bit more detailed guides on how to actually perform their gameplay. Also its sort of hard to see what skill selection you use on each char.
i would have provided some explanation but this is pretty low effort, I spent like a couple hours on this, got a sub-minute run and called it a day. For perspective the current WR for this challenge is 13 seconds (th-cam.com/video/vlEh9Ah0EyI/w-d-xo.html).
The general idea here is to exploit the high burst damage from smash to kill everything, and to use an accessory called the shackle ring to increase combo consistency and smash damage. I start by using a soulhacker (eunie) to apply a series of buffs (attack up, crit rate up, crit damage up, and power charge) to the whole party, then use glittering melody on mio to recharge everyone's arts and make the buffs stay on for a while. All the buffs will stay on everyone for a while except power charge, which will be consumed by a character whenever a damaging art is used. I then use the follow leader command because I don't want people (especially noah) to use this power charge buff before I want them to. This seems counterproductive (and is actually not optimal) but it was comfortable for me. I go to sena (ogre) and dash to the side of the enemy, then do cannonball>giant swing>hammerhead>flashback>shield bash>soaring tempest. This likely seems a bit strange, but I am using the shackle ring, which is an accessory that increases (among other things) reaction chances and reaction length the more arts you use in a row. Using my break as the fourth art in a row with the shackle ring, combined with a break brooch and ogre's reaction chance increase, means the break is pretty guaranteed, then i immediately topple and launch. Shackle ring will also make the launch super long, which is important, because smash damage scales with the amount of launch duration left when the smash happens, so the earlier in the launch you do it, the more smash damage you get. Once I use the launch art, I switch to Lanz (who's a troubadour i think), use glittering melody, then switch to noah, and immediately do ring-o-roses and airslash+mighty beat. I use ring o roses because I want the cancel bonus from air slash and I'm really bad at judging when an autoattack cancel should happen. The art damage from a canceled air slash+mighty beat with powercharge attached, multiplied by the smash multiplier, produces damage cap smash damage and kills kilocorn instantly. Then the glittering melody takes effect and recharges everyone's arts, so I can basically do the same thing again.
I do the same thing on nizoont, with the modification that I apply the power charge buff to everyone (including noah) via my soulhacker. The previous powercharge got used up by my first air slash, so now I need a new power charge for this next air slash smash. I get it, smash, and don't quite get damage cap (6 million) because I no-critted or something, but it kills anyway. Ryuho, who spawned with nizoont, gets damaged because smash produces an AoE shockwave equal to a quarter of the smash damage which hit ryuho. Then i do the same thing to ceratinia, but I get messed up by Noah dying, but he revives in time to use an air slash smash which almost kills ceratinia despite how weak it was, but not quite. I really quickly improvise a combo with my ogre to get ceratinia launched again and smash, and the smash kills ceratinia and ryuho via the shockwave.
The whole thing can be done in three smashes, and much faster (See the video link), but I couldn't be bothered.
Care to explain how you're getting smash damage like that without going into chain attack?
Smash damage multiplies the damage of the art used by a large dependent on the duration of launch left. I am using a shackle ring on Sena, which increases reaction duration dependent on the position of the art in the queue, and I always use launch 6th so that it has a very elongated duration (x1.8). I perform the smashes as early as possible in the launch to maximize the amount of launch left at the time of smash, thus maximizing the smash multiplier. I am also using airslash as the smash fusion which does a lot of damage off cancel. I am also passing power charge to noah before every smash to increase art power, and Noah will have attack up, crit rate up and crit damage up buffs.
@@aakashbasu3219 cool. I tried it myself and it worked but was very inconsistent. Seems the trick is to smash as early as possible.
I’m not sure why everyone plays the game in Normal mode and is surprised they can just cheese everything.