Рет қаралды 2,636
Same rules as last time...except this time I use my Plan B, which really should have been Plan A. The reason why I didn't start with this is because it feels like I went against the spirit of the rules, given that I never even bother with Holy, and am using an equipment/accessory setup that completely circumvents Training Ring.
Equipment:
Earthbreaker (+69 ATK, +20% HP wall rush)
Chainsaw (+20% HP wall rush, max HP penalty)
Drill (just for the max HP penalty)
(none)
Accessories:
Hyper Ring
Earring
HP = 100%
No Damage
Pre-Guard
Armorless
Destruction Incense
Destruction Resin
Arcane Resin
Training Ring
Knowledge of how the game's damage formula works really came in handy for this one. Here's the deal: Training Ring gives -100% damage, but critical hits always add at least +100% damage. If your opponent's current Brv is at a certain ratio above your own max HP, then your critical hits give more than +100% damage, up to as much as +700%. This amount adds with your damage % bonuses from Hyper Ring and stuff, but any +ATK gear gets multiplied rather than added, so if you're relying on scoring critical hits, then +ATK will yield much greater damage than +damage%.
Thus, my strategy is simple: lower my max HP with machine equipment to raise my critical hit multiplier, raise my ATK as much as possible, and rely on Goblin Punch to do the damage. Remember that Goblin Punch's base damage becomes much higher when your level is the same as your opponent's, so it becomes quite a formidable weapon in this match.