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Innocent Rules - Postgame Boss #7

1.8K views
Sep 9, 2023
16:54

Ver 1.10 Holy crap, the goat is ready to tear up another game. Only this time, you're going to be the one getting destroyed instead. Anyways, the other final postgame boss marks the end of the high-level postgame dungeon of Innocent Rules. I mentioned earlier that I'd try to finish the entire postgame without investing in any Mana bonuses. A daunting but interesting task that I thought was barely possible given the strategies in the previous videos. Unfortunately, this fight is the one obstacle that needs Mana bonuses due to the way it is designed; it is not possible to do a pure virgin run for 100% of the game. While it's too bad that the final part of the postgame turned out this way, let's still try to aim for the next best thing for Ino and our comp. In the last video, I talked about the titles you can get when you modify your sex stats. We can still get the title "Innocent Rule" by having low sex stats, which means we only supply Mana bonuses four times to our party members. I'm happy to say that the "Innocent Rule" run is entirely possible to achieve with a comp that potentially requires the least amount of grinding. First, let's start with my notes on the boss: The goat 3800000 HP Weak to Earth, 1.5x damage multiplier At ~33% HP, the boss gains access to Annihilate, an attack that inflicts damage equal to target's current HP - 1 to all party members, and they can use it at the end of a turn in addition to their normally scheduled attack, every time they use this attack, they gain an ATK+ and MATK+ buff. They seem to be able to spam the attack randomly, so you had better finish them off before this attack gets too annoying to deal with. Turn pattern: 1. Overkill Physical Wind AoE, need to defend 2. Two Physical Electric random-targeting attacks, inflicts paralysis 3. Single random-target Physical attack that hits twice 4. Physical AoE 5. Two Physical Electric random-targeting attacks, inflicts paralysis 6. Weapon Change - Spear, evade all attacks for turn, seems like boss takes 1.2x more damage from magical attacks?, execute a physical counterattack when the enemy attacks you with a physical attack 7. Overkill Physical Wind AoE, need to defend 8. Two Physical Electric random-targeting attacks, inflicts paralysis 9. High-power single-target Magical attack, lowers AGI 10.Magical AoE 11.Overkill Physical Wind AoE, need to defend 12.Weapon Change - Bow, evade all attacks for turn, seems like boss takes 1.2x more damage from physical attacks?, executes a follow-up magic attack in the subsequent 4 turns 13.Annihilation (9999999 damage) 14.Two Physical Electric random-targeting attacks, inflicts paralysis 15.Unlimited Arrow Works (16 random-hitting Magical Wind? Attacks on entire party, seriously what is with this attack?) 16.Single target physical thunder attack 17.Generally overkill wind attack 18.Weapon Change - Spear 19.Overkill Physical Wind AoE, need to defend 20.Two Physical Electric random-targeting attacks, inflicts paralysis 21.High-power single-target Magical attack, lowers AGI 22.Magical AoE 23.Overkill Physical Wind AoE, need to defend 24.Weapon Change 25.Overkill Physical Wind AoE, need to defend 26.Two Physical Electric random-targeting attacks, inflicts paralysis 27.Unlimited Arrow Works 28.Single target physical thunder attack 29.Overkill Physical Wind AoE, need to defend 30+. Annihilation (9999999 damage) ^There may be some turns with random actions, didn't test thoroughly due to my party comp. And now for the approximated party action sequence: 1st 1.Cure(4) 2.Evasion Buff(4) 3.Step Force 4.Super Guard 2nd 1.Communion Charge 2.Mind Force 3.Attack 4.Sharp Force 3rd 1.Communion 2.Power Force 3.Mad Strike 4.TP Heal(1) 4th 1.20 TP Heal 2.TP Heal(4) 3.Mad Strike 4.Guard Weak 5th 1.Communion 2.TP Heal(1) 3.Mad Strike 4.Sharp Force 6th 1.20 TP Heal 2.Mind Force 3.Crystal Grind 4.Step Force 7th 1.Communion 2.TP Heal(3) 3.Mad Strike 4.Guard Up 8th 1.20 TP Heal 2.Power Weak 3.Mad Strike 4.Step Force 9th 1.Heal(4) 2.Evasion Buff(4) 3.Murder 4.Super Guard 10th 1.Heal(4) 2.Evasion Buff(4) 3.Defend 4.Super Guard 11th 1.Asylum 2.Mind Force 3.Power Charge 4.Guard Weak 12th 1.Communion Charge 2.Bind 3.Crystal Grind 4.Sharp Force 13th 1.Communion 2.Special Skill 3.Mad Strike 4.Guard Weak 14th 1.20 TP Heal 2.TP Heal(1) 3.Mad Strike 4.TP Heal(4), uses physical attack here 15th 1.Communion (Delay the Communion if it looks close to 33%) 2.TP Heal(1) 3.TP Heal(3) 4.Step Force 16th 1.Heal(4) 2.Evasion Buff(4) 3.Mad Strike 4.Sharp Force 17th 1.Starfall 2.TP Heal(3) 3.Power Charge 4.Ice Impact 18th 1.Communion Charge 2.Mind Force 3.Crystal Grind 4.Step Force 19th 1.Communion 2.TP Heal(1) 3.Mad Strike 4.TP Heal(1) 20th 1.20 TP Heal 2.Power Weak 3.Mad Strike 4.Step Force 21st 1.Heal(4) 2.Evasion Buff(4) 3.Defend 4.Super Guard Should play logically and burst the boss down after this point Rationale and strategy in comments.

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Innocent Rules - Postgame Boss #7 | NatokHD