Notes/Corrections: 1. Lady Luck was missing from the recoil list, it has a stat of 1. 2. All critical hits deal bonus damage depending on the attack used (regular finisher, blitz, etc) but the keyblade can add to that bonus. The stats I showed were the keyblade's bonuses. 3. The soft cap to stats only applies to bosses based on what I could find. And critical hits cannot bypass the cap in boss fights.
Basic enemies do have a damage cap! It's a LOT higher than against bosses, but that's why you can't kill Wizards in one swing despite your swings doing so much more damage against Defenders! Also, the "nerf" for critical hit bonuses isn't exactly a nerf for most of them since the -2 bonus was just put into the base strength stat, so your crits still do as much damage as they'd normally do, while your main combos have 2 more strength
And now you know why I like combo pluses but i hate the names. Realistically they should be called "critical extend" as combos will always result in a critical but the crits themselves will not only extend the combo but double the power of every combo, which basically means Increases the critical damage. In addition, beserk charge to compensate not having a combo finisher, will _ignore the damage cap_ It's why lingering will just melts under beserk charge horizontal slash, its got a hidden pierce mechanic
Deflection was a thing I didn't know or understand when I was a kid, but it was something I felt so I naturally gravitated to harder to deflect keychains.
in kh1 weapon length IS actually a stat. there are mods that change weapon length and you can see the weapon swing trails and the actual hitbox are directly proportional to the length value. if you increase it your trails extend out of the keyblade's model.
Something you didn't mention is that KH2 has a hidden stat for non-elemental magic damage. I think the lasers of Xemnas count as that for example. The only equipment that increase your resistance to this hidden "element" are the Ribbons.
Small correction for 3:19 : All keychains do more damage when they deal critical hits. Different abilities have different critical hit bonuses: Blitz and Slapshot are +4, I believe your basic combo finisher is +2. A keychains critical hit bonus, if any, is added to the attack's critical hit bonus to determine effective strength. So if Sora has 30 strength when wielding an Oathkeeper and lands a critical hit with Blitz, his effective strength for that attack is 30 + 4 + 0 for 34. If Sora has 30 strength and lands a critical hit Blitz with One Winged Angel, he'd have an effective strength of 30 + 4 + 16 for 50. TL;DR all crits boost damage. Crit bonus keychains boost damage even further.
I didn't know there was a difference in mp recharge rate. But honestly makes sense when you think about it. The game recognizes those who are just starting as beginners. Thus, they gain mp easier to be forgiven if they use mp too fast. By endgame level 100 would indicate you're likely an expert who knows how to manage mp better. Interesting concept. I always missed the original mp bar from kh 1 because of the fact you could recharge mp and use cures as much as you liked basically. Then kh 2 and above you're punished by getting locked out of mp if you use cure at all. Which really sucked.
i would say it may be a different reason, because if you are level one you have 3 mp bars, and thus a full yellow bar will only give you like 4 more fire spells. if you have 10 mp, a full yellow bar will give you 10 more fire spells, which would be too much magic spam i would guess
yeah i really loved how if you were out of magic you could just go whale on the enemies a bit to gain some more magic. made it so when you are low on health and have no items you have to risk it and attack. now, all you need to do is wait until the bar returns. but yeah, it also makes it so you can do a magic combo and always finish it off with a cure.
@@abiean222 the kh2 change also made it so that you weren't realistically bogged down to only using cure, like you were incentivized to do in kh1, where elemental attack magic wasn't really all that effective for 90% of enemies, or at least not as effective as just swinging a couple of times with no mp cost. By having cure be the "use full mp bar" spell, with the added effect of having to wait for your bar to recharge after every drained bar, the player was incentivized to: A: Be more attentive to their hp bar, blocking, dodging and using your skills and magic smartly B: Rely less on single "swing and heal" strats, which meant you could focus on experimentation with different strats. KH1 combat is still a great deal of fun for me, and I in fact like the slower pace of it in comparison with all the crazy drive moves you could do in KH2. But there is no denying that the new combat system, while taking some time to adjust to, had it's advantages. I honestly can't even remember the combat in KH3, as that whole game is forgettable as is. I probably spammed heal when I needed to and completely ignored the "free disneyland ride moves that kill everything". The combat in that game was so boring, unintuitive, and lacking in proper rhythm. At least to me.
5:24 "Level" in itself is Stat. Which is what a few RPGs actually do to help balance the game more effectively. For some RPGs your "Level Stat" holds much more weight than others. For most RPGs "Level" just means how many more stat boosts you can obtain. But more clever RPGs will actually use that "Level Stat" to help balance anything with the game. Like give a percentage boost to all your stats with each level up as well as raise their base value. Or simply to gate off progression like for example fighting a Level 40 enemy as Level 30 but the game takes "40 vs 30" and basically ignores all other stats until you reach a specific Level threshold. It's a very complex and nuanced way to use your values and stats in an RPG. You'd call this "Level as a Stat".
you can see this stuff in games like Xenoblade Chronicles, where higher level enemies will just about one-shot you, and even Dark Souls, where you can unequip everything at max level and go back to the first areas, and enemies dont deal as much now as they did when you had armor at level 10.
i don't think that's necessarily more balanced. i think that using level in damage calculation, for example, can easily lead to a much higher damage scaling with a stronger party, making it more annoying to kill bosses when underlevelled, and given that i tend to dislike grinding in my games i wouldn't call this a positive.
That's totally fair if you want to include it, since it's specific to enemy drop rates I hadn't. From what I had found, the "lucky strike" ability is the only thing that can change it. It increases enemy item drop rates by 50% it's base rate for each equipped. So having 3 lucky strikes equipped across the party increases the item drop rate to 250% the base rate (i.e. if it's normally 10% chance of an enemy dropping an item, it goes up to 25% with 3 lucky strikes).
I mean there's more merit since later entries (idk if any others but at least Re:Coded) have a luck stat. In Re:Coded there's 7 Luck Chips in the game, and they increase enemy drop chances. While there are 7 Luck Chips, because you can overclock chips, the cap is 14. Also random: the stat caps in Re:Codes are: 400HP 200ATK 200DEF 200Magic 14Luck I needed to let this random info out somewhere
@@Mimiyan_or_Pikapikafan Actually, the cap for Luck in Re:Coded is 28, and only at that value will it turn yellow like the other stat caps. The only way to get it is to continuously open Scratch Cards in Tag Mode in the Avatar Menu. It increases your Avatar's "Happiness" stat, which once it is above 80 will double Sora's Luck. To go REALLY deep, it even doubles his luck when his Luck stat is at 0, increasing drop rates of enemies by 100% their base value. That plus a Luck stat of 28, which is 28 times 25%, increases drop rate to a total of 9 times the base value. Add in the Loot Cheat to multiply it with 16, and you have a maximum drop rate of 144 times the base value (which is still less than 5% for some of the rarest drops). AND, It's actually very slightly more than that, and I'm not even exactly sure why. Seems like the game adds another 0.01% bonus or something, resulting in ~145.44x drop rate? Maybe the game is generous with rounding errors because of all the modifiers. There's your dose of random info.
6:30, oh cool! When Sora gets hit here, the orange mp charge meter fills up a big chunk. I guess this makes up for the low amount a high-level sora will gain on dealing hits. I wonder if that amount is the same for lv 1 too?
That actually comes from the MP Rage ability which I think is proportionate to the amount of damage received/HP lost. So in theory higher levels would still give less due to you taking less damage from a hit, while on lv1 it would fill up way more, though I don't think you can actually obtain MP Rage through anything other than level up, meaning it's impossible to get on a level 1 run anyway.
Something that is directly calculated from your level is usually not considered it's own stat, because it can't be changed based on build or equipment. Nevertheless it's intresting they decided to make mp regeneration based on the level difference. Usually it's the opposite becuase the higher level you are the more MP you have, and it's not a long-term reward like XP.
yeah, and seeing as they said many stats effectively cap out at certain levels for most battles (like Strength and Defense), I’d feel like being at level 100 could actually make some bosses HARDER to fight
I was just about to go play Kingdom Hearts 1: Final Mix again because of nostalgia, so seeing this video is a great way for me to potentially optimize a lowest level Proud Mode run
Ultima Weapon is so long you can bounce off the ground. The length does affect the hitbox. There's a special Keyblade hidden in the code that's a Giant Keyblade they used to test the hitboxes. But yeah there's a few funny clips out there showing Sora swinging on flat ground with Ultima and hitting the ground 😅
The extra orange bar you described on the MP bar is different on how i viewed it. Since i see that i am absorbing bubble like magic and is at max for my normal bar, i see it as it giving a shiny look like an inflated bubble edge with how a bubble or a balloon has light hitting it and it reflects a bit of the light lol
4:55 doing this taught me how well counterattack works with a keyblade that has a high recoil stat, you can basically instantly retaliate over and over whenever you parry an attack, because sora won't ever stagger when parrying or if his attacks are blocked, it makes bosses like final riku and xemnas a lot easier
Definitely subscribing man. I've seen all of your videos, and I have to say that your analyses are very useful! I'm a Lore lover, but also a Hardcore player of the series, who loves to discover glitches, and every little mechanic and stat useful for completing the game on seemingly impossible restrictions!
Back when I first played KH I have some grasp on the MP charge but didn't know it by name. I understood that it charged faster the less MP I had because the bar to reach your current MP amount before it would give you another bar so my solution for more spells more of the time was spam magic then swing away, always keeping one bar for a cure just in case.
I noticed the mp regen was slowerr when I hit 99 because of the steam re release and going for the plat. It threw me off because I had never noticed it before nice to get that confirmation
Quick question, you mention in the video the "cap" of Sora's stats against Bosses like Ansem and Superbosses like Sephiroth. Does that cap also affect normal Heartless (a Shadow, for the sake of the argument)? Like, if a Heartless has 100 HP and I have 120 STR, would the Heartless be one shotted or would receive 55 damage?
Great question! I wish I had clarified that better 😅from what I found, the soft cap only applies to boss fights not regular enemies. It is possible to one shot the smaller enemies with high enough stats.
Definitely need more videos about hidden stats and BTS info about games like this as I didn’t know about this that much! Helps me learn a lot more about the games even more! 😊
Watching this video makes me remember how underrated Metal Chocobo is, even in the original non-FM release. Sure the crit chance is low and you lose 1 MP from equipping it, but it has the longest reach of all the available keychains outside of Ultima Weapon or One-Winged Angel if we count FM-exclusive contents, and despite the weapon description not saying it outright, Metal Chocobo is indeed difficult to deflect with a recoil rate of 90. Knowing all these makes this big chunk of metal we got from Cloud my go-to keychain for fighting Sephiroth without Ultima Weapon, at least in the original non-FM because screw his FM changes. Also, Wishing Star's guaranteed crit on combo finish makes it a great weapon to use on Halloween Town if you choose to go there before Atlantica. From my experience, you can take down a Wight Knight with just a single full combo from Wishing Star, something you couldn't always do with Three Wishes despite its higher STR stat. This is under the assumption that you are at around level 30-35 at that point.
Also the secret chest that was recently found. I always knew there was a chest we couldnt get but never found info on how to get it. Seems we hust needed to freeze a bubble and climb a random ass ledge
unless youre doing a level 1 run, ultima weapon is effectively guaranteed to hit the STR cap when you finally get it. in fact id wager most keyblades put you over the cap, so Ultima Weapon doesnt really have many benefits over the others beyond simply being an all-in-one tool. high crit, long reach, fast recover, boosted magic. most other keyblades have to pick one.
You missed the part where critical hits don't add to your strength bonus if it's capped. So 61 or above strength would only be 61 strength, even for crits.
2:34 I haven't tested this, but I wonder if it actually increases odds up to 100%, or if it works like damage reduction percentage where 20% + 20% = 36% for example.
Love this video, so many things I didn't know about the games backend. Gonna help me a lot in making my Kingdom Hearts-inspired game, thanks 😁👍 Do you plan on making a Kingdom Hearts 2 video too? 🤩
I wish critical hits were retained in KH2 and KH3. Giving abilities to keyblades definitely retained depth, but I feel like critical hits would have made it even deeper.
mp recovery being tied to lvl is so dumb ngl. magic in kh1 is my favorite magic system in any game I've ever played and that really shocked me to learn. not as good as I thought but still the best. I want a from soft game to have that magic system and make my life complete.
If you are using a Long keyblade, there is a bigger chance you will clash with a woodpiece and fail at hitting the blue mushroom 100 times while floating outside of Hoo'ks boat
before the vid, i was like "man. i didnt even know you could crit! i wonder why!" and now i know its because the crits are dog water LOL. they barely do anything on 90% of the keyblades, and the other 10 it does a teeny tiny bit more that youd never notice normally.
Not me stay maxing KH 1 and 2 all the way to the true hard caps not knowing there was a soft cap. I wonder if there is a soft cap for KH 2? Because I got everyone (and I mean EVERYONE) to their hard caps and I know it exceeds KH1’s caps by far.
I would love a deeper explanation of the Defense Stat. Like how much Elemntal Resistance can I have veruses how Much Defense can I have and which is generally better would be a good guideline. Defense vs Elemental Resistance and when to focua one over the other. Like for instance would it be smart to have Thunder Resistance against Ursula or just go in with Higher Defense? Can I survive Churnabogs flame pillar with more defense or fire resistance or should I have a good balance between the two?
I know it was the first game and all, but GOD do I wish the game just fucking told you these stats outright. I've never liked when RPGs withhold stat info from the like this, which can lead to making incorrect builds and playstyles. The deflection especially has screwed me over in the past from not knowing it.
Notes/Corrections:
1. Lady Luck was missing from the recoil list, it has a stat of 1.
2. All critical hits deal bonus damage depending on the attack used (regular finisher, blitz, etc) but the keyblade can add to that bonus. The stats I showed were the keyblade's bonuses.
3. The soft cap to stats only applies to bosses based on what I could find. And critical hits cannot bypass the cap in boss fights.
Basic enemies do have a damage cap! It's a LOT higher than against bosses, but that's why you can't kill Wizards in one swing despite your swings doing so much more damage against Defenders!
Also, the "nerf" for critical hit bonuses isn't exactly a nerf for most of them since the -2 bonus was just put into the base strength stat, so your crits still do as much damage as they'd normally do, while your main combos have 2 more strength
And now you know why I like combo pluses but i hate the names. Realistically they should be called "critical extend" as combos will always result in a critical but the crits themselves will not only extend the combo but double the power of every combo, which basically means Increases the critical damage.
In addition, beserk charge to compensate not having a combo finisher, will _ignore the damage cap_
It's why lingering will just melts under beserk charge horizontal slash, its got a hidden pierce mechanic
Deflection was a thing I didn't know or understand when I was a kid, but it was something I felt so I naturally gravitated to harder to deflect keychains.
KH2 may have peak combat, but KH1 will always reign supreme with hidden or overlooked details.
Not me farming synthesis materials on the PS3 version to max my party stats to 100 😭 Great video, elbow juice!
in kh1 weapon length IS actually a stat.
there are mods that change weapon length and you can see the weapon swing trails and the actual hitbox are directly proportional to the length value. if you increase it your trails extend out of the keyblade's model.
Something you didn't mention is that KH2 has a hidden stat for non-elemental magic damage. I think the lasers of Xemnas count as that for example.
The only equipment that increase your resistance to this hidden "element" are the Ribbons.
I never knew this one
Just wanted to point out: Lady Luck isn’t pictured in the recoil chart. It has a recoil of 1.
Good catch! Thanks for pointing that out!
Small correction for 3:19 : All keychains do more damage when they deal critical hits. Different abilities have different critical hit bonuses: Blitz and Slapshot are +4, I believe your basic combo finisher is +2. A keychains critical hit bonus, if any, is added to the attack's critical hit bonus to determine effective strength.
So if Sora has 30 strength when wielding an Oathkeeper and lands a critical hit with Blitz, his effective strength for that attack is 30 + 4 + 0 for 34. If Sora has 30 strength and lands a critical hit Blitz with One Winged Angel, he'd have an effective strength of 30 + 4 + 16 for 50.
TL;DR all crits boost damage. Crit bonus keychains boost damage even further.
I know I'm late,but where do I can find all those values?
Easiest way to see the deflecting difference is soras free hand will shake like he just had it swatted
I didn't know there was a difference in mp recharge rate. But honestly makes sense when you think about it. The game recognizes those who are just starting as beginners. Thus, they gain mp easier to be forgiven if they use mp too fast. By endgame level 100 would indicate you're likely an expert who knows how to manage mp better. Interesting concept.
I always missed the original mp bar from kh 1 because of the fact you could recharge mp and use cures as much as you liked basically. Then kh 2 and above you're punished by getting locked out of mp if you use cure at all. Which really sucked.
i would say it may be a different reason, because if you are level one you have 3 mp bars, and thus a full yellow bar will only give you like 4 more fire spells. if you have 10 mp, a full yellow bar will give you 10 more fire spells, which would be too much magic spam i would guess
yeah i really loved how if you were out of magic you could just go whale on the enemies a bit to gain some more magic. made it so when you are low on health and have no items you have to risk it and attack. now, all you need to do is wait until the bar returns. but yeah, it also makes it so you can do a magic combo and always finish it off with a cure.
@@abiean222 Plus with all the MP abilities in Kh2 and 3, ya MP isnt really down for long nowadays XD
@@abiean222 the kh2 change also made it so that you weren't realistically bogged down to only using cure, like you were incentivized to do in kh1, where elemental attack magic wasn't really all that effective for 90% of enemies, or at least not as effective as just swinging a couple of times with no mp cost.
By having cure be the "use full mp bar" spell, with the added effect of having to wait for your bar to recharge after every drained bar, the player was incentivized to:
A: Be more attentive to their hp bar, blocking, dodging and using your skills and magic smartly
B: Rely less on single "swing and heal" strats, which meant you could focus on experimentation with different strats.
KH1 combat is still a great deal of fun for me, and I in fact like the slower pace of it in comparison with all the crazy drive moves you could do in KH2. But there is no denying that the new combat system, while taking some time to adjust to, had it's advantages.
I honestly can't even remember the combat in KH3, as that whole game is forgettable as is. I probably spammed heal when I needed to and completely ignored the "free disneyland ride moves that kill everything". The combat in that game was so boring, unintuitive, and lacking in proper rhythm. At least to me.
This is the sort of stuff that makes this game so interesting all these years later because I didn't know any of this at all
5:24 "Level" in itself is Stat. Which is what a few RPGs actually do to help balance the game more effectively. For some RPGs your "Level Stat" holds much more weight than others. For most RPGs "Level" just means how many more stat boosts you can obtain. But more clever RPGs will actually use that "Level Stat" to help balance anything with the game. Like give a percentage boost to all your stats with each level up as well as raise their base value. Or simply to gate off progression like for example fighting a Level 40 enemy as Level 30 but the game takes "40 vs 30" and basically ignores all other stats until you reach a specific Level threshold. It's a very complex and nuanced way to use your values and stats in an RPG.
You'd call this "Level as a Stat".
you can see this stuff in games like Xenoblade Chronicles, where higher level enemies will just about one-shot you, and even Dark Souls, where you can unequip everything at max level and go back to the first areas, and enemies dont deal as much now as they did when you had armor at level 10.
i don't think that's necessarily more balanced. i think that using level in damage calculation, for example, can easily lead to a much higher damage scaling with a stronger party, making it more annoying to kill bosses when underlevelled, and given that i tend to dislike grinding in my games i wouldn't call this a positive.
I love how the Critical Mix mod shows you a lot of the hidden stats and lets you buff them up, including things like hitbox size and attack speed!
Critical Mix is so damn gooooood!
Would "Luck" be considered a hidden stat? Luck isnt hidden but it's so esoteric that I'm still not sure how it works to this day.
That's totally fair if you want to include it, since it's specific to enemy drop rates I hadn't. From what I had found, the "lucky strike" ability is the only thing that can change it. It increases enemy item drop rates by 50% it's base rate for each equipped. So having 3 lucky strikes equipped across the party increases the item drop rate to 250% the base rate (i.e. if it's normally 10% chance of an enemy dropping an item, it goes up to 25% with 3 lucky strikes).
I mean there's more merit since later entries (idk if any others but at least Re:Coded) have a luck stat. In Re:Coded there's 7 Luck Chips in the game, and they increase enemy drop chances. While there are 7 Luck Chips, because you can overclock chips, the cap is 14.
Also random: the stat caps in Re:Codes are:
400HP
200ATK
200DEF
200Magic
14Luck
I needed to let this random info out somewhere
@@Mimiyan_or_Pikapikafan Actually, the cap for Luck in Re:Coded is 28, and only at that value will it turn yellow like the other stat caps. The only way to get it is to continuously open Scratch Cards in Tag Mode in the Avatar Menu. It increases your Avatar's "Happiness" stat, which once it is above 80 will double Sora's Luck.
To go REALLY deep, it even doubles his luck when his Luck stat is at 0, increasing drop rates of enemies by 100% their base value. That plus a Luck stat of 28, which is 28 times 25%, increases drop rate to a total of 9 times the base value. Add in the Loot Cheat to multiply it with 16, and you have a maximum drop rate of 144 times the base value (which is still less than 5% for some of the rarest drops). AND, It's actually very slightly more than that, and I'm not even exactly sure why. Seems like the game adds another 0.01% bonus or something, resulting in ~145.44x drop rate? Maybe the game is generous with rounding errors because of all the modifiers.
There's your dose of random info.
I think you're underestimating the general KH audience saying they wouldn't notice these things.
6:30, oh cool! When Sora gets hit here, the orange mp charge meter fills up a big chunk. I guess this makes up for the low amount a high-level sora will gain on dealing hits. I wonder if that amount is the same for lv 1 too?
That actually comes from the MP Rage ability which I think is proportionate to the amount of damage received/HP lost. So in theory higher levels would still give less due to you taking less damage from a hit, while on lv1 it would fill up way more, though I don't think you can actually obtain MP Rage through anything other than level up, meaning it's impossible to get on a level 1 run anyway.
@@Chibi_Rikka oh, rad! Today i learned
Something that is directly calculated from your level is usually not considered it's own stat, because it can't be changed based on build or equipment.
Nevertheless it's intresting they decided to make mp regeneration based on the level difference. Usually it's the opposite becuase the higher level you are the more MP you have, and it's not a long-term reward like XP.
yeah, and seeing as they said many stats effectively cap out at certain levels for most battles (like Strength and Defense), I’d feel like being at level 100 could actually make some bosses HARDER to fight
I was just about to go play Kingdom Hearts 1: Final Mix again because of nostalgia, so seeing this video is a great way for me to potentially optimize a lowest level Proud Mode run
Ultima Weapon is so long you can bounce off the ground. The length does affect the hitbox. There's a special Keyblade hidden in the code that's a Giant Keyblade they used to test the hitboxes. But yeah there's a few funny clips out there showing Sora swinging on flat ground with Ultima and hitting the ground 😅
I unironically want to see this giant keyblade lmao
@@rinsatsuki3374There's a few vids and pics you can find! It's like a big white kingdom key
The extra orange bar you described on the MP bar is different on how i viewed it. Since i see that i am absorbing bubble like magic and is at max for my normal bar, i see it as it giving a shiny look like an inflated bubble edge with how a bubble or a balloon has light hitting it and it reflects a bit of the light lol
4:55 doing this taught me how well counterattack works with a keyblade that has a high recoil stat, you can basically instantly retaliate over and over whenever you parry an attack, because sora won't ever stagger when parrying or if his attacks are blocked, it makes bosses like final riku and xemnas a lot easier
Definitely subscribing man. I've seen all of your videos, and I have to say that your analyses are very useful! I'm a Lore lover, but also a Hardcore player of the series, who loves to discover glitches, and every little mechanic and stat useful for completing the game on seemingly impossible restrictions!
Back when I first played KH I have some grasp on the MP charge but didn't know it by name. I understood that it charged faster the less MP I had because the bar to reach your current MP amount before it would give you another bar so my solution for more spells more of the time was spam magic then swing away, always keeping one bar for a cure just in case.
I love random information about games I haven't played in decades
That pokemon artwork at 1:36 is top notch
I noticed the mp regen was slowerr when I hit 99 because of the steam re release and going for the plat. It threw me off because I had never noticed it before nice to get that confirmation
Very good video. Always good seeing more behind the scenes stuff in KH.
I've plays this game dozens of times over the years, qnd never noticed that different keyblades recover faster. That's really interesting!
Oh wow the MP recovery bar going up with level I never clocked. That's so cool.
Quick question, you mention in the video the "cap" of Sora's stats against Bosses like Ansem and Superbosses like Sephiroth. Does that cap also affect normal Heartless (a Shadow, for the sake of the argument)? Like, if a Heartless has 100 HP and I have 120 STR, would the Heartless be one shotted or would receive 55 damage?
Great question! I wish I had clarified that better 😅from what I found, the soft cap only applies to boss fights not regular enemies. It is possible to one shot the smaller enemies with high enough stats.
@@elbow_juice Nice, thx
Hidden Hearts in Kingdom Stats
Definitely need more videos about hidden stats and BTS info about games like this as I didn’t know about this that much! Helps me learn a lot more about the games even more! 😊
“Learn about this OLD GAME.”
OW MY BACK!!!
Watching this video makes me remember how underrated Metal Chocobo is, even in the original non-FM release. Sure the crit chance is low and you lose 1 MP from equipping it, but it has the longest reach of all the available keychains outside of Ultima Weapon or One-Winged Angel if we count FM-exclusive contents, and despite the weapon description not saying it outright, Metal Chocobo is indeed difficult to deflect with a recoil rate of 90. Knowing all these makes this big chunk of metal we got from Cloud my go-to keychain for fighting Sephiroth without Ultima Weapon, at least in the original non-FM because screw his FM changes.
Also, Wishing Star's guaranteed crit on combo finish makes it a great weapon to use on Halloween Town if you choose to go there before Atlantica. From my experience, you can take down a Wight Knight with just a single full combo from Wishing Star, something you couldn't always do with Three Wishes despite its higher STR stat. This is under the assumption that you are at around level 30-35 at that point.
I only knew about the recoil cuz I struggled on the Riku fight until I switched to Olympia and floored him by spamming attacks and counters 😅
i beat KH 1 lv1 and i never knew the MP charge fact, i just knew about the critical magic bug/feature(?) you got from using magic after a finisher
Also the secret chest that was recently found. I always knew there was a chest we couldnt get but never found info on how to get it.
Seems we hust needed to freeze a bubble and climb a random ass ledge
I loved that little Pokemon animation!
Did not know about Counter actually being in the command menu!
Kh1 is such a masterpiece. I hope some of these aspects return in kh4
unless youre doing a level 1 run, ultima weapon is effectively guaranteed to hit the STR cap when you finally get it. in fact id wager most keyblades put you over the cap, so Ultima Weapon doesnt really have many benefits over the others beyond simply being an all-in-one tool. high crit, long reach, fast recover, boosted magic. most other keyblades have to pick one.
Fitting that the Keyblade you get from Sephiroth at max strength of 61 on a crit to him does 77 damage.
You missed the part where critical hits don't add to your strength bonus if it's capped. So 61 or above strength would only be 61 strength, even for crits.
2:34 I haven't tested this, but I wonder if it actually increases odds up to 100%, or if it works like damage reduction percentage where 20% + 20% = 36% for example.
Love this video, so many things I didn't know about the games backend.
Gonna help me a lot in making my Kingdom Hearts-inspired game, thanks 😁👍
Do you plan on making a Kingdom Hearts 2 video too? 🤩
I wish critical hits were retained in KH2 and KH3. Giving abilities to keyblades definitely retained depth, but I feel like critical hits would have made it even deeper.
OMG I love this 1:37 so cute of an edit lol
3:37 did you mean to post a picture of unknown (Xemnas)?
I vaguely remember something about some keyblades doing less revenge value or whatever it's called. I might be misremembering though
i did not think recoil was that important till i got ultima keyblade and absolutely destroyed unknown in my first try using it lol
Great video! Completely unrelated but where did you come up with the name elbow juice lol
This is fascinating,have a sub
Level inversely affecting mp charge is so sadistic 😭😭
mp recovery being tied to lvl is so dumb ngl. magic in kh1 is my favorite magic system in any game I've ever played and that really shocked me to learn. not as good as I thought but still the best. I want a from soft game to have that magic system and make my life complete.
If you are using a Long keyblade, there is a bigger chance you will clash with a woodpiece and fail at hitting the blue mushroom 100 times while floating outside of Hoo'ks boat
Length and Recoil are why I actually bother to use Oblivion after it's technical nerfing in FM, it's easily the best at both for a bit, imo.
oh boy small kh content creator I sub
Great video! Very informative!
before the vid, i was like "man. i didnt even know you could crit! i wonder why!"
and now i know its because the crits are dog water LOL. they barely do anything on 90% of the keyblades, and the other 10 it does a teeny tiny bit more that youd never notice normally.
Not me stay maxing KH 1 and 2 all the way to the true hard caps not knowing there was a soft cap. I wonder if there is a soft cap for KH 2? Because I got everyone (and I mean EVERYONE) to their hard caps and I know it exceeds KH1’s caps by far.
There is a soft cap in KH2, it's like 81 iirc
I would love a deeper explanation of the Defense Stat. Like how much Elemntal Resistance can I have veruses how Much Defense can I have and which is generally better would be a good guideline. Defense vs Elemental Resistance and when to focua one over the other. Like for instance would it be smart to have Thunder Resistance against Ursula or just go in with Higher Defense? Can I survive Churnabogs flame pillar with more defense or fire resistance or should I have a good balance between the two?
great video keep it up!
1:38 you made a small rom hack... FOR A SMALL VISUAL GAG
I LOVE IT
That’s too much credit to give me 😅 it’s just a video edit and not a full rom hack. Appreciate the notice though!
I know it was the first game and all, but GOD do I wish the game just fucking told you these stats outright. I've never liked when RPGs withhold stat info from the like this, which can lead to making incorrect builds and playstyles. The deflection especially has screwed me over in the past from not knowing it.
Pretty cool stuff
what's the song playing in the background
It's the Pewter City theme from Pokemon FireRed
So, One-Winged Angel is the strongest keyblade
Level has an inverse relationship with MP charge??? I wonder why. Seems so counter-intuitive...
I always thought rumble rose was medium.
Lol the 7th and 13th hit
I like my keyblade long ;)
Have a subscription
You did so much math for a video game lol. No hate tho this is interesting