7th Dragon 2020 ~ Sympathy for Chisa Inomiko (an LP EOV Anniversary Project)

Put your Let's Plays in here.
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Yeah this game does not fuck around in its tone, which can be a real stark contrast if you're coming off of VFD which is very oddly really lighthearted in comparison to the rest of the series. (DS while being more along the lines of a traditional fantasy JRPG in terms of tone, did have its share of some fucked up shit.)
Commander Keene wrote:
Mon Nov 02, 2020 11:34 am
It's great and really sells the Imperial Dragons as forces of nature and beings from not here rather than just "the next boss". This one inverted a tower and created a mess of floating debris orbiting a singularity just by deciding to live here. Looking forward to seeing if they keep up the trend or just kind of drop it like a hot potato in the future.
Wish granted. :v:

Chapter 1 was sure something but chapter 2 is where the game really got my attention and drew me into the setting. A cage made out of railroad tracks and trains and train stations is a pretty memorable setting.

Koron should be very glad the game being played is not 7th Dragon DS. There are far more out there dragon designs in that game. :v: (I don't even know how something like Eclipse would have worked as a 3D model for one.)

Ah Tower Dragons. They... certainly existed in DS. Then 2020 turned them into something the entire playerbase despises because they're so annoying to fight. There's absolutely no way to pierce that Jump, as every attack, even the ones flagged as "can't miss" are instead flagged as "auto-miss" so don't even try. (VFD added in the power of friendship to knock them out of that state at least.)

That Railgun is a scripted miniboss. By which I mean it's innate accuracy stat and the accuracy of its skills are set to 0% so it's nearly impossible to lose. (There's a lower bound of a 1% chance of being hit so you could theoretically lose the battle if you really tried for some reason.)
Last edited by Araxxor on Sun Mar 14, 2021 11:28 pm, edited 1 time in total.

Welcome to 7th Dragon 2020! Needless to say we're not getting out of the dracopocalypse alright and we don't have a very good boss.

There really is nothing good to say about Tower Dragons, they're not even particularly dangerous, just overly chunky and can just decide to not take damage whenever they feel like it and also easily thwarted by a psychic or cheap consumeables. Being able to knock them out of the sky in VFD made them a bit more tolerable but not much more. Why do people love dragoons (well ok EO5 dragoons are cool but they're also not Kain cosplayers.)

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Dragoons are cool in later FFs, FF5 Dragoon is terrible though
Also.... Gatou... at least the Bandana is ridiculously good... as you said last update: The Good News Is That We Get An Awesome Accessory
And oh boy I can't wait for the talk of Richter's New Move, its a goodun

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Part 16: Prayer
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In this one... well, you know...

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Part 17: Triple Laser Phase (Vs. Jigowatt)
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Fuck railguns, all my homies hate railguns.

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Trash Pickup is truly and utterly absurd and is easily one of the biggest selling points of a Hacker. The other selling point is luvshock + Feedback which turns your Hacker from a support class into an outright carry. Fun fact it was supposed to be called Garbage Collection in the fan translation but, Pokeytax ran into character limitations.

Unlike Etrian Odyssey titles past 2 or 7th Dragon DS, ailment duration isn't RNG based. Each individual skill defines how long an ailment lasts if it lands on your party. And Trash Pickup dumpsters on most of it. The other big selling point of Trash Pickup is that it means that as long as your party is fast enough, several ailments will do literally nothing if your party moves before they get inflicted. This also means that ailment defensive accessories are a complete and utter waste with proper usage of TP, and that means you can use stat accessories instead to finish fights considerably faster due to the DPS increase they give. Or to hugely neutralize big attacks with defense accessories. Trash Pickup is completely and utterly broken.

Jigowatt can be a bit of a toughie, and it's something of an infamous boss in the playerbase. While no means impossible, it's kind of a notable difficulty spike where it's placed at and demands you know what you're doing to get past it. It can take a few tries or you might have to grind up a a bit to get past it. Though the artbook and game data might provide some insight onto why this was the case. According to how the artbook organized the area and enemy art, it's likely that Jigowatt was intended to be fought later instead of in Chapter 2. Jigowatt's stats are also kind of a little odd.

War Cry's ailment resistances are set at 0.9 (meaning ailments are only 90% as effective relative to their base infliction chance), and for bosses, this gradually lowers to 0.5 with each boss fight as the game goes on in order to provide a bit of a difficulty curve regarding ailment usage. The chapter 3 boss has their multipliers set to 0.65. Jigowatt on the other hand? Its ailment resistances are set to 0.5 instead, while all the other bosses drag the number down gradually, meaning that only Jigowatt breaks that pattern. This suggests that it was dragged from elsewhere in the game, and they just didn't finish rebalancing the boss fight in time for the final release which could explain the rather large difficulty spike for most players.

Also another bit of an oddity. Bosses are unique in that they have 2 different basic attack animations for the purposes of the tier 2 Destroyer counters, and well to also add some more flair to them as only bosses and very few dragons have this unique privilege. As counters don't check for the damage type, but rather the animation flag (Melee, Ranged, Claw, Fang, and Breath), which are only used to activate counter skills. (This was sadly dropped in VFD since the tier 2 Destroyer counters were thrown out in that game, and the only animation flags used are now Melee and Ranged.) However Jigowatt is a bit weird in that both of its attacking animations, where it shoots at you, and where it headbutts you with an electro ball, are flagged as Ranged, despite it visibly making contact with the party member. There are a few other cases where the animation flags got screwed up and the counter move you're supposed to use doesn't match up with the enemy's attacking animation though fortunately not too many enemies and skills have mismatched animations and flags.

Oddly enough I never had any issues with Jigowatt, what with it just being a straightforwardly murderous that sometimes paralyzes you like Warcry. The third boss, on the other hand, is where I started eating resets on my first playthrough.

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...was that a KH2 Tron reference there? "I'm back in the game!" is Tron's revive line
Also the screenshots after Railgun goes off seem a bit out of order
Ok a lot outta order
Nice work though, Jigowatt might not be complex, but its easy to underestimate how much fucking DAMAGE he throughputs and have a damage control loop like that turn into a straight loss

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Fixed, thanks.

huh, I had way more trouble with Warcry then Jigowatt, the railgun attack seems like a complete joke, sure it hits extremely hard, but taking three turns (and six actions) makes it utterly garbage for something that can be pretty safely survived by defending (and when something is that telegraphed why wouldn't you?) and negated with a heal aero (maybe EX boosted if you're not confident in your speed)
Paralysis adds a wrinkle. but the game gives you plenty to prepare for that and it's not rocket science to expect the lightning dragon to use the "electric ailment"

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Addendum III: Richter Esslinger (Unit 13's Secretary, Class: Hacker) Tactical Overview Part 1
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Apoptosis, huh? You mean they contain cells that are created for the purpose of self-destruction?

Really regretting unfairly dismissing hackers when I first played. Now if only Richter could build his EX gauge...

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Oh god Hacker. This class is just so completely and utter absurd. They do have a considerable knowledge floor though, so it can be extremely easy to write them off as "worst class in the game" (in fact they are considered that by the playerbase overall.) due to the fact that they are a support class in a game with a 3 man party, so losing one DPS class is a huge setback in offensive power.

Then you look at the internals and the hidden mechanics and the way they interact with each other and realize "this class is fucking broken holy shit."

The stat boosting buffs essentially upgrade your equipment by 1 tier on top of amplifying their effects, so they're super good and make up a bit for the lack of damage Hacker brings to a party. And the flat stat buff stops them from being worthless at the beginning of the game. Oh sorry did I say lack of damage, cause as you all have seen, luvshock + Feedback is completely ridiculous! And basically turns the Hacker into a DPS class on top of just stopping the enemy from doing anything. That combo is what truly makes Hacker completely absurd, and separates the bad Hackers from the good ones. :v:

Regenerator is also a fantastic defensive buff to lay on top of that, and an A-Skill Caller boosted Airsoft Training also stacks with that, forcing your opposition to basically one shot you to truly take you down, and means you have to heal way less often, which means more opportunities to deal damage.

You all already know how amazing Trash Pickup is.

Feedback is legitimately nuts and seeing Curse actually be an unironically good ailment instead of something purely reserved for cheese strats was quite a bit of culture shock. (Except in 7th Dragon DS. Curse still sucks ass there.) Discounting immunities, the multipliers against Curse in the big fights are either 0.75 or 0.8. Which means you have a 71.25% or a 76% chance of landing it without any boosts! Which is really fucking absurd, and generally means you're good at fishing for Feedback procs without having to use it on a Hacked target first. Course if Quick Hack procced on an important fight that just guarantees Feedback will land and is one less thing you have to worry about.

Poisnjam probably won't see much use, but if you're using a a triple Hacker team (Yes it's possible to beat the game with one, I managed to 100% the game with it. It was a fucking absurd trip as Kinu can verify.) it's pretty much the main way for such a team to deal damage, as multiple luvshocks sadly do not stack due to it just being an AI overwrite.

Yes Buffer Overrun works on Hacking too, and its effects are dynamic, so you don't have to time it to only land on a Hacked enemy.

Oh god Shutdown. There's a reason this skill is locked behind tier 4 and it's because it enables the Hacker to straight up stunlock the enemy! Hack > Shutdown > Hack > Shutdown, rinse and repeat as needed. This combo gets even more absurd with multiple Hackers because as it turns out if a luvshocked target is asleep, they will attack themselves without waking themselves up! Not only that, enemies resist sleep far less than they resist hacking! So if you just need to buy yourself time to work that hacking magic, you can use Shutdown as an opportunity to fish for Hacks. It's nuts.

gg.bat is yet another bit of absurdity, only real weakesses are the Hackers can't build up EX for shit in 2020, and that it doesn't dispel existing ailments on cast, meaning stuff like Poison and such will still deal damage to you.

That being said, even though Hacker is the 2nd most broken class in the game, they do have their weaknesses. Their core hacking mechanics are pretty heavily RNG based, so if Hack fails to land, that does reduce what they can do. They're also incredibly terrible at building up EX and that would help a lot since it doubles infliction rates to give them more reliable Hacks. They have a lot of fantastic skills that they can be using, but they are ultimately only 1 party member, so they can oftne be choice locked in what they can be doing. Not only that, but they are easily the most SP hungry class in the game. With the way the skill system works from 2020 onwards, generalizing your skillset is encouraged more over min max specializing. And most skills are good from level 1 anyways, with further levels just being further optimizations. Not for the Hacker, due to the way their mechanics work and their skills scale, they heavily benefit from max level skills far more than most other classes, so they'll flounder quite a bit early on. Should probably let them guzzle down all the SP boosts you can find to alleviate that problem.

Hackers are such a weird class. they're stupidly powerful, but they need all of that power. when every turn is precious the risk of wasting a turn failing a hack can be extremely dangerous, their buffs are extremely strong, but they need to be. using a hacker means that a third of your party isn't able to deal damage most of the time. hacking is immensely strong, but it comes at a significant cost; it's unreliable and unless you spend more actions setting up react, you only get one action out of it.
they're also pretty action starved, between their buffs, hacking, and status inflictions they simply don't have the actions to keep up with the classes promise.

I'm also going to make a special note of 119 for a well hidden trap; it's a gamble when you can't afford to be gambling, sure it's a revive that makes sure that the target wont get knocked back down, but you only have two bodies to take hits and if the caster dies then it's nothing. and if someone died in this fight, it's dangerous enough that 119 could easily be an express ticket to the retry screen.
the potential to revive two targets exists, but unless the target is asleep then your gambling on an opponent that's killed two people (probably in one turn) not simply putting down the third. I suppose it's less futile then defending?

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Gespenst wrote:
Mon Apr 12, 2021 2:46 pm
Hackers are such a weird class. they're stupidly powerful, but they need all of that power. when every turn is precious the risk of wasting a turn failing a hack can be extremely dangerous, their buffs are extremely strong, but they need to be. using a hacker means that a third of your party isn't able to deal damage most of the time. hacking is immensely strong, but it comes at a significant cost; it's unreliable and unless you spend more actions setting up react, you only get one action out of it.
they're also pretty action starved, between their buffs, hacking, and status inflictions they simply don't have the actions to keep up with the classes promise.

I'm also going to make a special note of 119 for a well hidden trap; it's a gamble when you can't afford to be gambling, sure it's a revive that makes sure that the target wont get knocked back down, but you only have two bodies to take hits and if the caster dies then it's nothing. and if someone died in this fight, it's dangerous enough that 119 could easily be an express ticket to the retry screen.
the potential to revive two targets exists, but unless the target is asleep then your gambling on an opponent that's killed two people (probably in one turn) not simply putting down the third. I suppose it's less futile then defending?
119 has very good use cases, yet its worse then you're saying, it only revives targets that were dead AT THE TIME OF PREPARATION, not at the time of resolution, still an amazing skill to keep in your pocket because sometimes its just what you need(and look, T/D/H does not have a revival option other then items anyway so may as well have it)

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Yeah that's why I said it's basically a fancy revival item skill. It's not really a safety net, it's actually pretty terrible at doing so in 2020.

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Part 18: All My Pride
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An unexpected detour leads us to a lesson from Mama Fudoji. Thanks, Mama Fudoji.

Oh, Richter. :allears:

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Fighting Neko and Daigo: Golden
Listening to the SKY Battle theme: Priceless
This fight is a great checkpoint in the party's growth, and a wonderful chance for Mama Fudoji to strut her stuff, thank you Mama~

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Part 19: World is Mine
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In this one, there's a Very Special Guest Appearance.

Yeah I remember some of the sidequest instructions being annoyingly inspecific and misleading now that the whole cult subplot started.

Good Koron face though.

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Yeah I ultimately prefer the normal soundtrack more, though the DIVA version has a few really good ones. (Generally I tend to find the ones with actual lyrics instead of Miku just singing the notes out loud to be the really good ones.)

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Part 20: Demon Ruination
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It's Chapter 3. Let's have a trip with Mama Fudoji.

Speaking as someone who isn't usually big on that particular aesthetic, Yotsuya Evernight is pretty rad.

The gimmicks a bit less so.

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