![]() Note that any attack that can be time-blocked, I'll tag its damage with a star. Anyway, I'll leave it up to the reader to decide how to deal with this. Now, the problem is, every enemy has its own unique timing which the player has to get used to, so just taking 0 from all physicals is not a trivial matter. If you're close to the mark, you'll reduce damage by half if you nail the timing perfectly you take 0 damage. In general, all physical attacks and some physical techs can be time-blocked. SMRPG has some important mechanics you should know about for bosses. Ideal Damage: 226 ( Bowser w/Work Pants ) 222 ( Bowser w/Heal Shell )Ĥ) Bowser w/Physical - 202 ( Work Pants ) 186 ( Heal Shell ) Speed: 22 ( Bowser w/Work Pants ) 21 ( Bowser w/Heal Shell ) Magic Defense: 90 ( Bowser w/Work Pants ) 92 ( Bowser w/Heal Shell ) Psych Bomb: 178 magical damage, non-elemental, 15 MP.ĭefense: 125 ( Bowser w/Work Pants ) 126 ( Bowser w/Heal Shell ) Sleepy Time: Adds Sleep 99% hit rate, 4 MP. Poison Gas: 89 magical damage, non-elemental adds Poison 90% hit rate, 10 MP.Ĭrusher: 160 (145) magical damage, non-elemental, 12 MP Terrorize: 76 magical damage, non-elemental adds Fear 90% hit rate, 6 MP. Geno Flash: 236 magical damage, non-elemental, 16 MP. Geno Whirl: 9999 damage, fails on bosses, 8 MP. Geno Boost: Causes target to do 150% with all attacks, and sustain 50% damage from all attacks. Star Rain: 171 magical damage, non-elemental, 14 MP Snowy: 132 magical damage, Ice-elemental, 12 MP Shocker: 178 magical damage, Thunder-elemental, 8 MP Attack, +1 Def/MDef, ignores target's Jump resistance), which is vastly inferior to Ghost Medal in general but a valid option. Mario also has access to the Jump Shoes (+2 Def, +5 Mg. The Ghost Medal provides no stat bonuses, but acts like a permanent Bracer, cutting all damage Mario sustains by 50% (it is, however, dispellable.) Mario also is the only PC who can use the Attack Scarf (+30 to all stats), if you allow it. Notes: The Lazy Shell's damage is quite random it could fluctate by over 40 points of damage either way. Ultra Flame: 168 magical damage, Fire-elemental, 14 MP Have no idea how this element translates to the RPGP, 11 MP Ultra Jump: 292 magical damage, Jump-elemental. This seems weird, but the overwhelming majority of monsters do have a lot more defense than mag. For everyone except Bowser, though, this also means a huge drop in the defense stats, so I don't have it listed.įinally, I assume the enemy's defense to be 108, and its mg. This doesn't change relative speeds at all make what you will of this.Īlso, everyone can opt for Work Pants for +5 Speed, +10 Attack, and +10 Mg. Given its name, I'd allow it to prevent Imp/Frog. ![]() The characters may opt for them when necessary: ![]() There are several storebought accessories in the game, all universal. Scarecrow: victim can not use anything except Magic and Defend.Īccessories: with the Attack Scarf being deemed illegal, I have removed it from Mario's listing. Mushroom: victim recovers 10% current HP, rounded down, every round, and halves all damage received, but can not act. Fear: victim takes 1.5x damage from all attacks and does 50% damage with all attacks. Poison: victim takes 10% current HP damage, rounded down, every round. The status is cancelled if the victim takes physical damage, or after the end of three rounds as usual. That makes them a lot less useful than they seem, but on the upside they very, very rarely miss - in fact, I believe the chances of a status effect special missing is exactly the same as that of a regular attack missing, i.e. Status effects: all status effects in SMRPG wear off after three rounds. This gives Geno an edge since he has no attacks that rely on these special methods of timing, but this reflects in-game results - Geno's specials are easier to time, and usually he will outdamage everyone due to that. All other specials, and all regular attacks, I consider to be timed perfectly. For all specials that require you to rotate the control pad, I assume that it is rotated five times, (around 1/3 extra damage for the sake of convenience, all damage values are taken at 1/3 extra damage when calculating) For Star Rain, I assume eight bounces, (1.5x damage) For Ultra Jump, I assume 12 jumps (2.5x damage). ![]() For all specials that require you to mash the Y button, I assume that it is mashed eight times (1.5x damage) ![]() Timed hits: SMRPG allows for some subjectivity when it comes to this. You may consider these levels a bit high, but that doesn't really matter since stat growth past level 20 is near-identical for everyone. ![]()
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