+veeshadow I think he just wanted to thank/compliment him, not trying to debate on who he's been doing it for. Sorry, I wanted to criticize your comment today.
@@claduke im overleveled by that point because i do a bit of grinding, infact im almost always overleveled through the whol main story with tue exeption of mabye the final bosses
At like 27:30 someone asks "why not use soras str. stat rather than lvl." and then types something and it really seems like he reads it and just goes "banned from stream chat" 😂😂😂
A different way to look at damage scaling is (For FFIII players) the scaling of the Onion Knight's strength. In order to make Level 1 runs viable, some in-game feature in KH II FM and KH BBS FM (and also KH I maybe, I haven't confirmed it) makes your strength higher in proportion to the opponent's battle level. The damage scaling mechanic for lower level opponents (i.e. Land of Dragons) but in the CoR your damage increases greatly. I do not know if the damage scaling curve is as steep as the Onion Knight's stat curve but it seems like a good comparison in case damage scaling can be hard to understand. Kudos to Bl00dyBizkitz for this video.
Yeah, Seph is like, Level 80. You're not gonna start doing more damage until your Strength gets around Level 55-60 (depending on what you picked in Twilight Town)
i got your idea, i didnt think like this before and this is amazing. BUT your graphic should be Sora's lvl X Dmg with the title "Battle lvl"(just a note)
I really wish future KH games would have equipment and stats from leveling up give separate contributions to damage scaling. This way, it would preserve the good aspect of KH1, where there are legitimate damage differentials between weapons & accessories, but get rid of the flaws. This could help deemphasize the importance of levels and thus, put more emphasis on the player’s equipment & ability loadouts. It would also help remove the need for damage floors & ceilings, since any large damage differentials from equipment would have opportunity costs in other areas, and it would also help ensure that these relative damage differentials are preserved, which would ensure that no weapon ever loses its comparative advantage in damage output. As an idea, I would only want leveling up from 1 to 99 to only double Sora’s damage output (and double or triple his durability if it’s KH1). So imagine a damage formula like: Damage of move = weapon multiplier * Critical Hit multiplier * move multiplier * 2^[(Strength or Magic stat)/54] * (Enemy Physical or Elemental Resistance) This would mean that the Defense stat is removed, and Max HP becomes a catch-all for survivability. Accessories could offer a physical resistance parameter instead, which would function exactly like elemental resistances. By having a Critical Hit multiplier (say 1.2 x for normal hits with some weapons or 1.5-2 x for combo finishers with some other weapons), this could keep another Keyblade balancing factor, while removing the randomized implementation from KH1, which can only be a good thing!
The game actually has a hidden two extra damage types (Physical and Other). Explosion’s magic damage is actually this Other stat, and Ribbons have resistance to all stats including the unseen ones unlike most equipment.
Too bad I'm almost 3 years late. This is very interesting, I'd say it looks more like a translated arctangent function though. From what you said it looks like it's a function in two variables, with a minimum output which is probably a linear function of the battle LV, plus an increment based on strenght AND battle LV again since the latter determines the strenght value range within damage output varies the most (the inflection point in the middle). Let's say it's something like this: f(s, t) = m(t) + S(s, t) with s = strenght and t = battle LV. Too bad we can't extract the damage calculation formula from the game (or at least, no one has ever done that) and we have just empirical data.
I think, actually, that it's a little simpler than that. The document I link to below (not my work) states that the damage formula is: (STR - DEF) * PM * RES * GM PM is the power modifier of a given attack, RES is an enemy's resistance to an attack, and GM is the game mode (for sora's outgoing damage this is beginner = 1.5, standard/proud = 1, critical = 1.25). For Sora's attacks, the (STR - DEF) part of the formula has a minimum value of 8. Basically, there's a damage floor. docs.google.com/document/d/10-XkqDEOKRMwXfVVMh9I52bYxRI-B3MG5SAqaQ1EZns/edit
Yeah probably I just got confused by the graphs BB drew, somehow he made it look much more complicated, that wasn't even a proper function graph. Anyway I'm surprised that it's so straightforward, I expected something crazy like flat damage reduction in Dark Souls 3
@@Art_Izon That means it is actually linear with a floor and does not curve or flatten as shown in the video. Also Sora's level does not matter at all.
@@ThePotaToh That's correct, e.g. a level 1 Sora with 80 STR/MAG from stat boost items will deal the same damage as a level 99 Sora with those stats. However this only applies to the STR/MAG floor (which only affects your minimum damage). There is also a STR/MAG ceiling for each battle level as well (for battle level 99 it is 80, or rather, 80- whatever the defense for Battle Level 99 is). That's why in Cheat% runs Sora does not kill earlygame bosses in three hits. I don't believe this information was known at the time, as this video was made four years ago.
So far, what I've gotten from this is that strength and the stat only really matters against mobs and the like. The battle level when fighting Terra is probably set to 99 (just like CoR), but I've noticed I do a lot more damage in one combo against him (past the first combo because you have to break his defense), then to the nobodies you fight in the forced CoR fights. I think your damage scales with the boss you're fighting, but when you fight mobs, using strong weapons and such is more important. So, I guess leveling up during a Critical playthrough vs. staying at Level 1 only really helps you during mob fights... well, that and having extra abilities at your disposal. Having 2 Finishing Pluses readily available without having to equip Rumbling Rose is really nice, as well as having Second Chance and Once More to save yourself... that helped immensely when I fought Terra earlier.
Artakha I'm probably late, but Terra has a special and interesting property. Basically he has armor, right? So this property is his defense, which lowers every finisher you do on him. So essentially, 1 combo with a finisher does chip damage, but two more combos in a row will do more and more damage. It resets when he 1. retaliates or 2. you stop doing finishers.
Too bad it didn't work like that in BBS. If your level is low, you still do chipping away with 1 damage to enemies. It takes forever if you don't grind like crazy for forever
perkypears The only character that this wasn’t too much of a problem for was Terra going into Keyblade Graveyard. Once you get Chaos Ripper, you double your strength from Ends of the Earth and it works fairly well. Then the level ups happen in Twister Trench. Ven and Aqua basically have to just fight, hope they don’t die, but still get hella experience.
Question, is that Samage Scaling linked to the Zero EXP Ability,or to the actual Level. First would mean ,unequipping Zero EXP (on Boss Battles) would make them a lot harder. (Just like KH1FM)
Damage Scaling is not linked to Zero EXP in KH2FM. If you take it off and fight a boss, you'll do the same exact amount of damage and take the same amount of damage.
Bl00dyBizkitz Okay, so increasing Strength via Boosts, would eventually break that scaling "Barrier" To the point where you could deal lvl 99 Dmg at LV1., interesting
During my first level 1 run I contemplated if strength boosts, magic boosts and defence boosts are more effective at lower stats because +1 would represent a greater %increase. Is that the case or is that all in my head because as I played level 1 more I simply got better at it?
Unless your STR is within roughly 40% of the Battle Level it does literally nothing. That's why prioritizing key blades for their effects instead of stats is important. DEF is also similar which is why % reduction against damage types is the only relevant thing when figuring at low stat line because the difference between 5 DEF and 22 DEF is nonexistent. However as he explained, the higher the Battle Level of a world (or area, CoR has a higher Battle Level than Hollow Bastion) the higher the minimum damage you output. Thus, even though you're not increasing your STR you do see a slow increase in damage throughout the game. Damage taken however, yeah you always are taking max damage, you just have more HP later on and have access to % reducing armor that can make it seem like you're living attacks that used to one shot you. It's quite an elaborate system when you begin to take it apart. So don't worry. Using a few power and magic boosts won't hurt you, as far as the game is concerned they don't even matter.
I know I'm like 5 years late, but a graph like that doesn't really work with the info you were trying to convey. You still get it across by detailed explanation, but the graph goes against what you were trying to say.
At 29:00, in regards to Level 30 being just barely above the minimum damage threshold for TWTNW and Roxas taking one less combo to kill, is that because your Strength at level 33 is high enough to actually makes a difference? Or is it because of the Combo Boost you learn in an any% run that you would not learn in a Level 1 run?
roxas has 26 def sora has 26 base strength at level 26, so you would really start seeing difference in damage from level 27 onwards, actually earlier due to the added keyblade strength, and the combo boost also makes a big difference
That x axis needs a whole video of detail. Is it purely strength stat and the overall scale is determined by battle level/sora lvl? That's what this video sounds like. Or is x axis (soralvl(+ or ×) str stat?) And does magic and defense stat work the same in terms of scaling? Playing kh2fm on ps4 for the first time watching these videos and so enthralled lol learning so much. Shit this video ended before kh god told me how the def stat works
I’d also add that I don’t fully like the damage scaling in any of the existing games, because damage output follows a piecewise function. That’s basically an implicit admission that the game developers did not fully balance their games properly.
Thanks. This helped clear up a lot of questions and problems. I'm guessing Lingering Will's battle level is like in the thousands. Just kidding. On a serious note, do you play any Final Fantasy games or is it just KH?
Level 2 only gives you a defence boost so it wouldn't affect your damage output. Level 3, however, which gives you a strength boost, would let you do slightly more damage, depending on when you got there, but only for a small portion of the game. You would end up reaching a point where damage scaling would override the stats, and bring your damage up to the minimum for the battle level in the area. Which is what the entire video was trying to tell you.
Level 2 only gives you a defence boost so it wouldn't affect your damage output. Level 3, however, which gives you a strength boost, would let you do slightly more damage, depending on when you got there, but only for a small portion of the game. You would end up reaching a point where damage scaling would override the stats, and bring your damage up to the minimum for the battle level in the area. Which is what the entire video was trying to tell you.
Defense, Strength and Magic scale all the way up to 255 - however, they soft cap at 80. Any and all stat increases beyond that point are irrelevant. You do the same amount of damage with 80 strength as you would with 255 strength.
I'm still confused to why you'd use 4 full blooms. They're arguably one of, if not the best accessory for sure. However for level 1 data org I imagine that the strength boost is irrelevant, even with 4 of them as 21 strength is well below the requirement to beat their defense and not do the minimum damage. Also, with the elixirs you use, the MP haste you use is similarly not very useful as you're nearly never in mp charge except after limits. You mentioned using them mostly for the AP but I wonder why not then use Cosmic arts, which doesn't require grinding the data org fights for materials, or just the executive ring which is probably trivial to get compared to the rest of the preparation that goes into a file that's ready for data org running?
But why tho? Do you guys have a subreddit or somewhere you guys discuss all these strats? I don't think I'd ever be a good runner but I'm fascinated by all the work, planning, strategizing, and testing that goes into it. Like I know almost everything is calculated and I'd love to read somewhere the reasoning behind all the choices made
We have a Discord, but it's a runners-only sort of deal. We used to have a semi-public TeamSpeak server but that didn't go over very well. I can tell you Draw Rings were thought of because of the MP orbs the water clones drop in the Demyx fight. If you equip Jackpot on Goofy as well, you don't have to throw nearly as many Megalixirs, making the fight that much faster.
He doesn't use DP for everything. DP does more damage for ground combos due to the combo boost ability. However, Hero's Crest is used for Xigbar since you use pure aerial combos, and hero's crest (despite having 2 less strength) deals more aerial damage than both DP and Ultima Weapon due to it's Aerial Combo Boost ability. Bond of Flame is used for Vexen and Demyx since firaga is used a lot in the battles, and Bond of Flame has the Fire Boost ability, making it stronger. Mysterious Abyss is used for Axel since blizzaga is used a lot, and mysterious abyss has the blizzard boost ability. Guardian Soul can be used for Xaldin, since jump is used a lot and counts as an RC. DP is used more since most bosses are fought with ground combos. Ultima Weapon is useful if you spam curaga, but the grind for getting it really isn't worth it.
Never use KH2 Keyblades for stats. The ability is more beneficial for the said Keyblade. They all have their own strengths. Example: DP (Combo Boost) HC (Air Combo Boost) PD (Thunder Boost) you get the idea. Just depends on the fight & situation. Overall, there is no best Keyblade for everything.
They coded a modifier into the EXP Zero ability in 1.5 LV1, allowing you to do more than just chip damage for fights. It also modifies your defense, preventing you from ever being 1-shot.
Wow, I asked one small question and you spent half an hour explaining it to us. I appreciate the your kindness and patience. :)
It helps all players in the world so why not?
+veeshadow
I think he just wanted to thank/compliment him, not trying to debate on who he's been doing it for.
Sorry, I wanted to criticize your comment today.
what was the question?
B A the whole point of the video
now you have WR times :)
KH2 Khan Academy
samstar150 good one dude 👍🏻
For these explanation videos, you gave earned an honorary doctorate in keyblade warfare, Professor B. Bizkitz
This is where BBS fails. Deep space can be a pain if you are even slightly under leveled
Evan Oliver Correction: Deep Space is a pain
@@claduke im overleveled by that point because i do a bit of grinding, infact im almost always overleveled through the whol main story with tue exeption of mabye the final bosses
I had more problems with my level in Neverland tbh
I was doing less damage to enemies in a normal BBS playthrough than in KH2 at lvl 1.
The original KH Talk. :P
At like 27:30 someone asks "why not use soras str. stat rather than lvl." and then types something and it really seems like he reads it and just goes "banned from stream chat" 😂😂😂
For real? I never expected BB to be that kind of a prick
A different way to look at damage scaling is (For FFIII players) the scaling of the Onion Knight's strength. In order to make Level 1 runs viable, some in-game feature in KH II FM and KH BBS FM (and also KH I maybe, I haven't confirmed it) makes your strength higher in proportion to the opponent's battle level. The damage scaling mechanic for lower level opponents (i.e. Land of Dragons) but in the CoR your damage increases greatly. I do not know if the damage scaling curve is as steep as the Onion Knight's stat curve but it seems like a good comparison in case damage scaling can be hard to understand. Kudos to Bl00dyBizkitz for this video.
so that's why i felt like i was on lvl 1 vs sephiroth on lvl 45 (critical mode)
Yeah, Seph is like, Level 80. You're not gonna start doing more damage until your Strength gets around Level 55-60 (depending on what you picked in Twilight Town)
Dude, each time I see one of your videos, it makes me want to go back and play KH again.
sweet baby jesus i have so much more respect for the creators of this game, and thanks for explaining
the damage scaling is so real on CM
a bullet from a sniper on lv1 or lv50 (without armor) will still deal 50 dmg
great old KH talks
So kh2 is a logarithmic damage scaling curve
i got your idea, i didnt think like this before and this is amazing. BUT your graphic should be Sora's lvl X Dmg with the title "Battle lvl"(just a note)
I really wish future KH games would have equipment and stats from leveling up give separate contributions to damage scaling.
This way, it would preserve the good aspect of KH1, where there are legitimate damage differentials between weapons & accessories, but get rid of the flaws. This could help deemphasize the importance of levels and thus, put more emphasis on the player’s equipment & ability loadouts. It would also help remove the need for damage floors & ceilings, since any large damage differentials from equipment would have opportunity costs in other areas, and it would also help ensure that these relative damage differentials are preserved, which would ensure that no weapon ever loses its comparative advantage in damage output.
As an idea, I would only want leveling up from 1 to 99 to only double Sora’s damage output (and double or triple his durability if it’s KH1).
So imagine a damage formula like:
Damage of move = weapon multiplier * Critical Hit multiplier * move multiplier * 2^[(Strength or Magic stat)/54] * (Enemy Physical or Elemental Resistance)
This would mean that the Defense stat is removed, and Max HP becomes a catch-all for survivability. Accessories could offer a physical resistance parameter instead, which would function exactly like elemental resistances. By having a Critical Hit multiplier (say 1.2 x for normal hits with some weapons or 1.5-2 x for combo finishers with some other weapons), this could keep another Keyblade balancing factor, while removing the randomized implementation from KH1, which can only be a good thing!
The game actually has a hidden two extra damage types (Physical and Other). Explosion’s magic damage is actually this Other stat, and Ribbons have resistance to all stats including the unseen ones unlike most equipment.
Too bad I'm almost 3 years late. This is very interesting, I'd say it looks more like a translated arctangent function though. From what you said it looks like it's a function in two variables, with a minimum output which is probably a linear function of the battle LV, plus an increment based on strenght AND battle LV again since the latter determines the strenght value range within damage output varies the most (the inflection point in the middle). Let's say it's something like this:
f(s, t) = m(t) + S(s, t)
with s = strenght and t = battle LV. Too bad we can't extract the damage calculation formula from the game (or at least, no one has ever done that) and we have just empirical data.
I think, actually, that it's a little simpler than that.
The document I link to below (not my work) states that the damage formula is:
(STR - DEF) * PM * RES * GM
PM is the power modifier of a given attack, RES is an enemy's resistance to an attack, and GM is the game mode (for sora's outgoing damage this is beginner = 1.5, standard/proud = 1, critical = 1.25).
For Sora's attacks, the (STR - DEF) part of the formula has a minimum value of 8.
Basically, there's a damage floor.
docs.google.com/document/d/10-XkqDEOKRMwXfVVMh9I52bYxRI-B3MG5SAqaQ1EZns/edit
Yeah probably I just got confused by the graphs BB drew, somehow he made it look much more complicated, that wasn't even a proper function graph. Anyway I'm surprised that it's so straightforward, I expected something crazy like flat damage reduction in Dark Souls 3
@@Art_Izon That means it is actually linear with a floor and does not curve or flatten as shown in the video. Also Sora's level does not matter at all.
@@ThePotaToh That's correct, e.g. a level 1 Sora with 80 STR/MAG from stat boost items will deal the same damage as a level 99 Sora with those stats. However this only applies to the STR/MAG floor (which only affects your minimum damage). There is also a STR/MAG ceiling for each battle level as well (for battle level 99 it is 80, or rather, 80- whatever the defense for Battle Level 99 is). That's why in Cheat% runs Sora does not kill earlygame bosses in three hits. I don't believe this information was known at the time, as this video was made four years ago.
@@Art_Izon Ah, so it DOES flatten (but not curve into it) at 80 str/mag? _/¯ like this?
So far, what I've gotten from this is that strength and the stat only really matters against mobs and the like. The battle level when fighting Terra is probably set to 99 (just like CoR), but I've noticed I do a lot more damage in one combo against him (past the first combo because you have to break his defense), then to the nobodies you fight in the forced CoR fights. I think your damage scales with the boss you're fighting, but when you fight mobs, using strong weapons and such is more important. So, I guess leveling up during a Critical playthrough vs. staying at Level 1 only really helps you during mob fights... well, that and having extra abilities at your disposal. Having 2 Finishing Pluses readily available without having to equip Rumbling Rose is really nice, as well as having Second Chance and Once More to save yourself... that helped immensely when I fought Terra earlier.
Artakha I'm probably late, but Terra has a special and interesting property. Basically he has armor, right? So this property is his defense, which lowers every finisher you do on him.
So essentially, 1 combo with a finisher does chip damage, but two more combos in a row will do more and more damage. It resets when he 1. retaliates or 2. you stop doing finishers.
Oh, I know about that part. I was just talking about bosses as a whole.
This was incredibly detailed and helpful, thanks for the visual representation of the "scaling" that occurs.
Too bad it didn't work like that in BBS. If your level is low, you still do chipping away with 1 damage to enemies. It takes forever if you don't grind like crazy for forever
perkypears The only character that this wasn’t too much of a problem for was Terra going into Keyblade Graveyard. Once you get Chaos Ripper, you double your strength from Ends of the Earth and it works fairly well. Then the level ups happen in Twister Trench. Ven and Aqua basically have to just fight, hope they don’t die, but still get hella experience.
I to this day do not understand how square made this work this much depth but now makes dodo like ff7r. And jesus thats alot of math
What if our world was like an RPG with nuances like this
Very interesting! Did you also talked about the defense stat like you mentioned at the end?
Question, is that Samage Scaling linked to the Zero EXP Ability,or to the actual Level. First would mean ,unequipping Zero EXP (on Boss Battles) would make them a lot harder. (Just like KH1FM)
Damage Scaling is not linked to Zero EXP in KH2FM. If you take it off and fight a boss, you'll do the same exact amount of damage and take the same amount of damage.
Bl00dyBizkitz Okay, so increasing Strength via Boosts, would eventually break that scaling "Barrier" To the point where you could deal lvl 99 Dmg at LV1., interesting
There's a cap to how many boosts you can use. Max stats with boosts is not the same for lvl 1 and lvl 99.
During my first level 1 run I contemplated if strength boosts, magic boosts and defence boosts are more effective at lower stats because +1 would represent a greater %increase. Is that the case or is that all in my head because as I played level 1 more I simply got better at it?
Unless your STR is within roughly 40% of the Battle Level it does literally nothing. That's why prioritizing key blades for their effects instead of stats is important. DEF is also similar which is why % reduction against damage types is the only relevant thing when figuring at low stat line because the difference between 5 DEF and 22 DEF is nonexistent. However as he explained, the higher the Battle Level of a world (or area, CoR has a higher Battle Level than Hollow Bastion) the higher the minimum damage you output. Thus, even though you're not increasing your STR you do see a slow increase in damage throughout the game.
Damage taken however, yeah you always are taking max damage, you just have more HP later on and have access to % reducing armor that can make it seem like you're living attacks that used to one shot you. It's quite an elaborate system when you begin to take it apart. So don't worry. Using a few power and magic boosts won't hurt you, as far as the game is concerned they don't even matter.
Damn BB you cpuld be a great teacher, just do it already
I know I'm like 5 years late, but a graph like that doesn't really work with the info you were trying to convey. You still get it across by detailed explanation, but the graph goes against what you were trying to say.
At 29:00, in regards to Level 30 being just barely above the minimum damage threshold for TWTNW and Roxas taking one less combo to kill, is that because your Strength at level 33 is high enough to actually makes a difference? Or is it because of the Combo Boost you learn in an any% run that you would not learn in a Level 1 run?
Probably both?
roxas has 26 def
sora has 26 base strength at level 26, so you would really start seeing difference in damage from level 27 onwards, actually earlier due to the added keyblade strength, and the combo boost also makes a big difference
I need to stop lurking whenever I watch this guy
That x axis needs a whole video of detail. Is it purely strength stat and the overall scale is determined by battle level/sora lvl? That's what this video sounds like.
Or is x axis (soralvl(+ or ×) str stat?)
And does magic and defense stat work the same in terms of scaling?
Playing kh2fm on ps4 for the first time watching these videos and so enthralled lol learning so much.
Shit this video ended before kh god told me how the def stat works
It’s just the Str stat. Abilities like Combo Boost or Elemental Boosts are applied after the damage scaling so are relevant even in LVL1
oh i get it now
every zone has a floor and a cap
I’d also add that I don’t fully like the damage scaling in any of the existing games, because damage output follows a piecewise function. That’s basically an implicit admission that the game developers did not fully balance their games properly.
What? If you don’t use a piecewise, the damage you deal would have to vary MASSIVELY.
Wow, I never noticed that! And I used FB+'s on all the data battles on lvl 1
Where did you get that background for your stream?
The checkered one?
I'd love it for my PC as a wallpaper
Thanks. This helped clear up a lot of questions and problems. I'm guessing Lingering Will's battle level is like in the thousands. Just kidding. On a serious note, do you play any Final Fantasy games or is it just KH?
i wonder if the same applies to the magic stat
Damage scaling in bbs is pure bullshit, a 1 level difference decides whether or not you kill an enemy in 6 hits or 30
So if you were to do a level 2 run would it be more, less, or equal to the amount of damage done during the game
Level 2 only gives you a defence boost so it wouldn't affect your damage output.
Level 3, however, which gives you a strength boost, would let you do slightly more damage, depending on when you got there, but only for a small portion of the game. You would end up reaching a point where damage scaling would override the stats, and bring your damage up to the minimum for the battle level in the area. Which is what the entire video was trying to tell you.
Level 2 only gives you a defence boost so it wouldn't affect your damage output.
Level 3, however, which gives you a strength boost, would let you do slightly more damage, depending on when you got there, but only for a small portion of the game. You would end up reaching a point where damage scaling would override the stats, and bring your damage up to the minimum for the battle level in the area. Which is what the entire video was trying to tell you.
Please can you tell me how defense works? I literally have 163 defense from killing saix a lot. Does that help at all or am i a total idiot?
Defense, Strength and Magic scale all the way up to 255 - however, they soft cap at 80. Any and all stat increases beyond that point are irrelevant. You do the same amount of damage with 80 strength as you would with 255 strength.
Irignation So yeah, i'm a total idiot. Thanks for clearing that up at least.
Late comment, but this also happens on KH1FM as well but I forgot what the cap is for strength and defense.
Did... Did he fuck up the graph?
I'm still confused to why you'd use 4 full blooms. They're arguably one of, if not the best accessory for sure. However for level 1 data org I imagine that the strength boost is irrelevant, even with 4 of them as 21 strength is well below the requirement to beat their defense and not do the minimum damage. Also, with the elixirs you use, the MP haste you use is similarly not very useful as you're nearly never in mp charge except after limits. You mentioned using them mostly for the AP but I wonder why not then use Cosmic arts, which doesn't require grinding the data org fights for materials, or just the executive ring which is probably trivial to get compared to the rest of the preparation that goes into a file that's ready for data org running?
We use Draw Rings in Data Org now.
But why tho? Do you guys have a subreddit or somewhere you guys discuss all these strats? I don't think I'd ever be a good runner but I'm fascinated by all the work, planning, strategizing, and testing that goes into it. Like I know almost everything is calculated and I'd love to read somewhere the reasoning behind all the choices made
We have a Discord, but it's a runners-only sort of deal. We used to have a semi-public TeamSpeak server but that didn't go over very well. I can tell you Draw Rings were thought of because of the MP orbs the water clones drop in the Demyx fight. If you equip Jackpot on Goofy as well, you don't have to throw nearly as many Megalixirs, making the fight that much faster.
Can you explain why again you use DP over Ultima weapon?
Abilities of the weapon... Combo boost basically add damage on finishers depend on hits you do...
He doesn't use DP for everything.
DP does more damage for ground combos due to the combo boost ability.
However, Hero's Crest is used for Xigbar since you use pure aerial combos, and hero's crest (despite having 2 less strength) deals more aerial damage than both DP and Ultima Weapon due to it's Aerial Combo Boost ability.
Bond of Flame is used for Vexen and Demyx since firaga is used a lot in the battles, and Bond of Flame has the Fire Boost ability, making it stronger.
Mysterious Abyss is used for Axel since blizzaga is used a lot, and mysterious abyss has the blizzard boost ability.
Guardian Soul can be used for Xaldin, since jump is used a lot and counts as an RC.
DP is used more since most bosses are fought with ground combos.
Ultima Weapon is useful if you spam curaga, but the grind for getting it really isn't worth it.
Never use KH2 Keyblades for stats. The ability is more beneficial for the said Keyblade. They all have their own strengths.
Example: DP (Combo Boost) HC (Air Combo Boost) PD (Thunder Boost) you get the idea.
Just depends on the fight & situation.
Overall, there is no best Keyblade for everything.
does damage scale in a similar fashion for KH1FM level 1? or are you actually doing chip damage the whole time?
They coded a modifier into the EXP Zero ability in 1.5 LV1, allowing you to do more than just chip damage for fights. It also modifies your defense, preventing you from ever being 1-shot.
KH1 has exponential damage scaling, while KH2 (& I think KH3) have linear damage scaling.
Good video
lynx reviewer brought me here
Does it work only on FM or also on the original KH II ?
+KXChannel Well, both, technically.
There is no "0 exp" ability in KH2 so it would be hard to demonstrate in normal gameplay, but it does exist.
exponential fucktion lol
when do you stream?
During all hours
But for reals. e usually streams when he wants to.
I got my strength to 103
Fix the sound/mic !!!
wh thats not how graphs work