4:10 Yoko reveals herself to be a double agent Speaking of which, you may have noticed that Yoko began this battle with 0 MP. This is because Charm has a 25% chance of causing the afflicted target to heal or buff an opponent if they have the skills to do so, but it will fail if the user doesn’t have sufficient MP. A few months back when I uploaded my Hydra battle at level 7 (without abscesses), I mentioned that I had continued the playthrough through the rest of Minato just to see what it would be like, and the Naamah battle was the lowlight of the bunch due to its horrendous monotony, RNG reliance, and overall length (coming from me that should mean something). Without the Divine Amalgamation Miracle, the Nahobino either has to guard or have protection from a Dark Dampener to survive Mudo and Mamudo, so I had slotted Yoko second and the Nahobino third to maximize his odds of survival. However, this meant that Yoko had to spend more turns being Charmed herself, so in many attempts she would end up healing Naamah three or four times, which got old really quickly. I realized that I could prevent that from happening if I simply had her expend all of her MP in normal battles first, which solved the problem without any drawback since her Dia was barely healing more than Medicines anyway. Returning to this playthrough, I decided to do the same for this battle, even though Yoko wouldn’t have as many opportunities to heal Naamah. However, having access to abscesses in this playthrough also resulted in me using the Magatsuhi Wellspring Miracle, which heals a small amount of HP and MP at the beginning of turns in which the Magatsuhi Gauge is full, and the Nahobino’s personal ability also results in further MP recovery. Although I was planning to have Yoko expend that MP as soon as possible, in this attempt she succumbed to her weakness at an unfortunate time, so all of my efforts were for naught. Every time I make an optimization like this only for the game to effectively slap me in the face, I lose a little faith in the existence of a benevolent god that watches over my Shin Megami Tensei playthroughs. It is very funny, though.
@BucketgetterАй бұрын
I forgot to mention earlier how I’ll be covering optional battles in this playthrough. Back when I did my original SMT V playthrough, I grouped a lot of the abscess battles and some less notable quest bosses into a collection of videos, but I gave the DLC bosses and the more interesting optional bosses their own videos, which was most of the optional bosses in the second half of the game. For my Vengeance playthrough, I’ve decided that I’m only going to feature bosses that I find challenging or interesting to some degree, which won’t include the majority of the abscesses and pretty much every boss that I featured in the Abscesses and Side Quests collections of my SMT V playthrough. Due to the changes in level scaling and some other factors, a lot of the abscesses and those optional bosses just don’t provide much challenge at all even with my restrictions and don’t have a lot of variety either, and I don’t want to divert attention from the truly entertaining battles with an excess of volume. Despite this, I think that I’ll still end up covering over 60 bosses in this playthrough, and I already know that many of those will be on par with (or better than) the most interesting battles that I’ve covered in any game.
@RealLifeAliasАй бұрын
Any recent thoughts on my favorite political youtuber?
@kyuubeniАй бұрын
That double miss on turn 1 was nasty wtf
@stingerredshock3418Ай бұрын
I think the fight is actually pretty well designed with respect to charm. In casual play where you would be completing side quests, you would likely push Naamah down into the phase when she starts using Life Drain before the probability of Charm landing runs out due to the hidden mechanic, allowing her to stall the team with the ailment and heal back up, but the game also gives you access to Apsaras at that point who nullifies Charm, giving you more leeway as she will lose her first turn. In the low level playthrough where you do not have access to Null Charm, you can stall her until her charm runs out and when you get to the Life Drain phase, you can lay into her. As it is a stall fight where the opponent has very little offensive prowess I agree it is not a very compelling exemplar of SMT VV’s entertainment value, but this kind of design philosophy that considers different types of play is something I appreciate. Or I would if it wasn’t so easy to just overlevel and brute force her.
@BucketgetterАй бұрын
The thing is, I don’t think the benefits of using Apsaras or her resistances on the Nahobino is really that much better than just running Dark resistances. And she’s just one demon that helps, whereas demons with Dark resistance that can help with this battle include Bicorn, Zhen, Obiyaron, Turdak, Daemon…there just doesn’t seem to be enough incentive to play it the other way.
@stingerredshock3418Ай бұрын
@@BucketgetterFor sure but some of my friends who are pretty new to V did just that, it worked reliably well. I myself endured the charms
@superbosssavageАй бұрын
Bro is playing SMTV:V Maniax version nice video
@stingerredshock3418Ай бұрын
I definitely didn’t click because I’m a coomer, I am very interested in the dissection of the game’s mechanics through a restrictive playthrough Typing this out with one hand is tough
@urameshitrev1851Ай бұрын
Namaah is a funny boss, because even if you're low level, if you have demons immune to Dark she really cant do anything. In theory you could just basic attack her with a Nahobino and Daemon and she'd go down through autobattle lol. Also thank god Charm isn't exactly the same way it is in other games, where allies end up attacking each other (They gave that perk to Confusion for some reason lol). At the very least we know the animaters for Namaah had tons of fun with "Capitulate to Pleasure".
@BucketgetterАй бұрын
Glad someone brought up the Capitulate to Pleasure animation. That eye flash and its sound effect are bad-ass! Whenever she uses it, my eyes are always glued to her…eyes.
@YurificationTrademarkАй бұрын
Naamah Backshots certainly has a nice ring to it
@yapyongliang7665Ай бұрын
Awesome 👍
@ToastieMcMuffinАй бұрын
the lack of naamah nsfw art is disappointing
@kyuubeniАй бұрын
Lack of SMT nsfw art in general, honestly Persona gets all the attention in that department
@ToastieMcMuffinАй бұрын
@@kyuubeni trying to rectify that with comms (if you know any artists lemme know wink wink)
@dmua9551Ай бұрын
"Hard" indeed, sir
@BucketgetterАй бұрын
Save it for Mara.
@hatsuneblacktrousersАй бұрын
this is another one i was anticipating cause of the whole aoe charm and phys weakness thing also, i'm wondering if you will end up having to use a new testament tablet at some point in this playthrough. my guess is that it might be used for poocifer because he might be hard even if he's a glorified yamato perpetual reactor in a normal playthrough. maybe tehom also
@BucketgetterАй бұрын
I’ll leave it to the viewers to guess if/when I’ll use New Testament Tablets, it’s probably more exciting that way.
@hatsuneblacktrousersАй бұрын
also thank god ailments get stale
@2tehnikАй бұрын
so many misses. What is this? IVA on Apocalypse? Anyway, care to tell us why you never skipped the animation for capitulate to pleasure?
@BucketgetterАй бұрын
I’ve skipped animations before? I can think of a few reasons. 1. That eye flash! That’s what I’m talking about! 2. Peak sound design. 3. That rhythmic execution of “It’s…all…YOURS” with a great beat drop, so to speak. I think that about sums it up.
@2tehnikАй бұрын
@ I think you did in the V fights, like Shiva.
@BucketgetterАй бұрын
Skipping skill animations in SMT V would have been contrary to my code of ethics. That Shiva battle is over two hours of uncut Shin Megami Tensei. If I can withstand the entire mid-Inanna Toki incident without skipping, then I can't imagine any skill animations that would force my hand.
@eratinuwu1952Ай бұрын
@@Bucketgetter I appreciate that you don't skip skill animations I watched all 2 hours of that Shiva fight and it was worth it
@shodanargie1574Ай бұрын
Isnt using an essence that blocks dark a modification? I mean this fight is pretty much made to teach you to change your affinities
@BucketgetterАй бұрын
"No modification" only applies to the demons I'm using, although my third rule limits the Nahobino's options as well. "3. The Nahobino may only acquire skills from Proto-fiend essences, and essences used for his resistances may only be Proto-fiend essences, purchasable from the Cadaver's Hollow, or be from recruitable demons at or below the Nahobino's level."
@Utka_IvanovАй бұрын
About abscesses. Are you going to put them into collections like in previous vanilla SMT V run? Or we will never see these fights? P.S. After recent rewatching of lvl 92 Demi Fiend fight, i noticed that they changed color of stroke of battle menu options (Skills, Items, Guard), from green to yellowish-orange
@BucketgetterАй бұрын
Mentioned this in the other comment but most of them will be off-screen unless I have to do them at a time when they’re legitimately challenging since even the new ones in Shinjuku aren’t that creative.
@apocalfailed8090Ай бұрын
I still cannot understand who at Atlus was like "Yeah she is some recurring story boss, let's make her weak to physical" During my run, Bicorn turned her into a bad joke. Beatdown and Charge hit like a fright train, Dark immunity meant she could barely hurt it for most of the fight, and Beast Eye counters her innate quite well.
@hoangnguyen6569Ай бұрын
they kinda should've taken a page out of en no ozuno's (from smt 4 apocalypse's twisted tokyo dungeon) book i think
@stingerredshock3418Ай бұрын
What they do is they make her resistant to Magic, meaning your demons have to either be good at physical or rely on basic attacks, meaning a lot of your arsenal would theoretically be neutered. Therefore it’s not inherently a bad idea, it’s just ass because base SMT V in that area already gave you access to decent physical demons and Vengeance didn’t change it.
@charlottewiltshire6076Ай бұрын
I honestly think this is more of a general issue with Physical in this series rather than a "Naamah problem": the fact that one of the two main playstyles/builds is tied to just a single damage type makes it pretty much impossible to properly balance. It's very "binary", because making a demon/character Weak to Physical means that they will get instantly demolished by anything and everything, but making them Null/Drain/Reflect Physical just completely shuts down half of the demons in the game (or forces you to use skills that ignore resistances - if they even exist - which is hardly better). This is exactly why most of the characters in every MegaTen game have a neutral resistance towards Physical or simply Resist it at best, compared to the Elemental/Light and Dark resistances that are a lot more varied. I honestly do not understand why (among modern ATLUS titles, at least) Persona 3 and Metaphor are the only two games that have a proper Slash/Strike/Pierce divide between Physical damage types - something that completely solves this problem. And, yes, I know that Gun also exists in a decent number games, but it is not much better than just having Physical and, frankly, sounds extremely fucking stupid from a logical perspective: "ah, yes, I command my bird demon to use a Gun attack and... shoot the enemy in the face with... their beak, or something?" - how does it even work?
@kichiroumitsurugi4363Ай бұрын
@charlottewiltshire6076 A lot of Pierce moves are also labeled as Gun. And certain Gun moves are like throwing needles, essentially (see also: Needle Shot). Blame Atlus for using Pierce and Gun interchangably
@charlottewiltshire6076Ай бұрын
@@kichiroumitsurugi4363 ATLUS naming conventions in general are extremely weird. Even among the very basics (in SMT, at least), we have the four traditional elements of Fire, Ice, Lightning and... Force? I understand the *idea* behind it (because, yeah, "wind" is pretty much just a force, so calling it that makes some semblance of sense), and Baldur's Gate 3 also did something similar with it's Force element, except that in MegaTen Zan is literally just Wind in everything but name, from the skill names (Tornado, Wind Breath, Floral Gust, Killing Wind) to the skill animations. Then we have the absolute absurdity that is the "Gun" damage type, which I'm not even gonna try to guess how *anyone* would think naming it that was a good idea - it's so asinine it seems straight up out of some bad joke about America or something, but nope. And Light/Dark elements also frequently change: they were called "Expel" and "Curse" in Nocturne, then "Bless" and "Curse" in Persona 5, Soul Hackers 2 just called Dark "Ruin", etc. It's weird.
@tespenkr9924Ай бұрын
Naamah's 80% charm chance and resistance to near everything is stupid broken early game. The only reason anyone has a chance at beating her is her Physical weakness.
@BucketgetterАй бұрын
The 80% base infliction odds are deceptive because there are a number of other relevant factors in the ailment formula. The Charm odds will naturally drop off heavily from the start of the battle. Because ailments work like that, as long as most of the party has Dark resistance and enough Medicines plus a few Chakra Drops, the battle should be winnable even if she didn’t have a physical weakness; that just makes it take way less time than it would otherwise.