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Dragon Quest 11 - Timewyrm in 11 Actions
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Fitting that this is where I end it. I saved turns by cutting out the pep pops. This is the lowest action-count that's viable with any semblance of reliability. The biggest things that need to happen are the 75% chance to poison the head with Cobra Strike and someone needs to get killed by the bolts, because the Timewyrm only uses them if it can kill, else it'll go for a Disruptive Wave. The best realistic time is 10 Actions, if you get pre-oomphed by holding the dark stars, like I did in the 13 actions attempt, but the strat stays the same, the only thing that changes is that veronica gets switched out on erik's turn. If you get some TAS level luck, you can save 2 turns by not needing the second magic burst, but you need to reflect pretty much every spell. That's not happening and because the 10 actions kill would look the same as the 11 actions one, just that I only get 1/10 tries, I'm satisfied here.
And some things that might need explaining are that the hare raising suit gives Jade an extra turn if she dies without having acted on that turn, so if you waste her action with Line-up, like you see me doing in the video, but she dies afterwards, she would get her action back, so I'm not using the suit. Also the tail is weak against fire, so I use the flame tang and the damage you can do in a phase is capped at like ~13k, so you can't kill the tail instantly. There is a lot that went into this, so I'm not mentioning everything, but this is the fastest Timewyrm kill I've done and that to my knowledge has been done, tell me if you know of anyone doing it faster, or you have an idea to get it under the 10 actions with more rng and the ~8 actions for theoretical limit (I don't know about every japanese player out there, so who knows, what I'm missing). Or even if you know how to make 11 Actions more reliable. You could probably even skip the oomph if you got triple crits, but I don't think that's even possible.
And the seed grinding doesn't change the amount of actions, but it makes everything more reliable. The str seeds on Erik are necessary though.
It's truly mindblowing, so check it out.
And some things that might need explaining are that the hare raising suit gives Jade an extra turn if she dies without having acted on that turn, so if you waste her action with Line-up, like you see me doing in the video, but she dies afterwards, she would get her action back, so I'm not using the suit. Also the tail is weak against fire, so I use the flame tang and the damage you can do in a phase is capped at like ~13k, so you can't kill the tail instantly. There is a lot that went into this, so I'm not mentioning everything, but this is the fastest Timewyrm kill I've done and that to my knowledge has been done, tell me if you know of anyone doing it faster, or you have an idea to get it under the 10 actions with more rng and the ~8 actions for theoretical limit (I don't know about every japanese player out there, so who knows, what I'm missing). Or even if you know how to make 11 Actions more reliable. You could probably even skip the oomph if you got triple crits, but I don't think that's even possible.
And the seed grinding doesn't change the amount of actions, but it makes everything more reliable. The str seeds on Erik are necessary though.
It's truly mindblowing, so check it out.
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