Added: 4 years ago
From: BigVEE
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  • amazing 

  • @toto23bro Old tactics. The first bit was a poor showing for the tactics intended. I was relatively pleased with the second wave though. Much more tidy. I miss the music. I had it fit rather nicely too.

  • This can be a troublesome fight possibly more so without the GK outfit;) On a TMNUR one OH collision will still take teh sirens to minigame but collision killing both Juggernauts I find awkward.

  • In a GK:TM:NUR, a single OH collision will bring Sirens to the final "O" and nearly pwn the Hades Minotaurs to death.

    ~Gotta love it

  • LOL "Grogon Stare"

    ~I did it again :3

  • you strategies is SOLID. Didn't expect collision to do so massive damage on NUR. Does it means that the collision damage will reduce IF you do any upgrade?

  • The way things work for collisions are as follows:

    -Difficulty is sets the default

    Mortal: 5 damage

    Spartan: 10 damage

    God: 25 damage

    Titan: 50 damage

  • -Costumes alter from there through Attack

    Default 100%. 200%=half. 50%=2x collision

    So weaker is better. This isn't 100% understood as while all others follow this system, Hydra Armor has 50% attack with half the proper collision rather then double.

  • -Costume Attack alters it from there

    Lower=Higher collision

    Ex: Default 100%. 200% is half. 50% is 2x

    NOTE: This isn't 100% figured out as though GK follows this set-up, Hydra Armor defies it by having 50% attack and 1/2 (1/4 all things considered) what the difficult suggests

  • -So Titan with General Kratos (50% attack) does 100 damage

    NOTE: Collisions are any instance where one thing collides with another. Just the one collided with (by projectile) takes the damage. Knockbacks and "Repel" type Orion Harpoons do only 1/2 of the set collision damage of the difficulty X costume combination.

  • NOTE: Upgrading weapons/spells doesn't effect collsion damage

    So a GK:TM:NUR and a GK:TM:MAX have no collision differences. TM and TM:NUR/NUR+ are the same in collision terms.

  • thanks for the explaining. Yesterday i tried out GodMode NUR+ (cuz TM NUR+ is too tuff for me T_T) and i realised, collision isn't that damaging ^_^

  • It would only be worth 25 on those settings.. just 6 if you use RotT during any of them. 12.5 for Repel/knockback collisions..3 with RotT.

    ~RotT Hammer is your meal ticket for those settings

  • RotT is suppossed to increase attack % but just alters weapon level by its level.

    lvl1 RotT brings weapons to lvlMID while lvl2 (all settings aside from pre-Kraken Normal Play). It does lower damage taken but it also reduces collision power.

    Take what it should be and divide it by about 3.85

    So 5=1 10=2 25=6 50=13 100=25

  • At this point I've finished my GoWII (and nearly GoW1 as well) studies of collisions. If you wish to know the full/concise answer to how things work, I can now supply it.

  • who, me?

    I'll take it. Been getting odd shit in this fight, one OH minigaming BOTH sirens (happens in corners) not to mention the weird shit you mentioned about Atropos being minigamed with two throws.

    I'd quite like your definitive answers to GoWII collisions.

    Also did you mention a "GoW Word Document" that contained all your relevant findings on EVERYTHING. I'd like to see that, unless of course it is too valuable to you to share......

    Right now I'm sending this vid to "darkgod" kid needs

  • help but I'm not sure this will help.

    Actually scratch that. It won't help. This was sloppy WRT part one. you had the launch tool supreme and still faffed about.

    I suppose I ought to find some speedrun handling to link him to. Shen and Mistry normally provide the goods. Your thoughts....

  • Drifter actually..

    You should have already read the collision reports for GoW1 and GoWII by now.

    The .word for GoW, GoWII and CoO respectively hardly cover the total knowledge I've amassed and are rarely well organized/formatted. They're simply notes and old info typically. Now and then I feel like updating or using them for testing/result posting...but I tend to do the latter on boards these days.

    Who?

    Nigga, I'm the greatest. Ya'll bitches be struggling with Satyrs.

    Playlists

  • PS whoring the satyr onto the juggernaut was awesome. So with your new findings on collision, what are the numbers for those particular collisions? A knockback causes half col. damage - which reduces 100dmg down to 50 on GK. And what about Fates juggernauts having a resistance to collisions?

  • It was just an error on my part apparently. While dealing with other throws, air grabs, etc. the findings become more clear. For instance, the fight after gaining RotT. I created an easier method for Eternal to pwn with. Basically retreating around the corner to where the barrir is, then PS'ing the 3 Sentries. 2 will die but 1 can be grabbed.

  • Its throw typically fails at close-mid range. If an enemy is against a wall the collision takes full effect. It was here that he threw it into two far away Erebus Minotaurs for 2 kills in one throw...so that throw type is a bit odd to work with.

  • "Repel" *pull back to uppercut slash* type OH took a while to figure it..it is basically a knockback..both do just 1/2 collision damage. *so 50 here* Then there was the RotT thing to figure out *easier*. alt.OH isn't always the easiest to hit a foe with *Destiny's Atrium* as it can be a bit touchy about how you use it.  A few air grabs don't offer collision damage if I recall..which sucks.

  • PS whoring the Satyr atop the Juggernaut spawn is good fun.

    ~There were factors I was missing by coincidence so it was a mistake due to having a lack of vital testing info *like PS auto-breaking, I had missed a few things*

  • An awesome pwn-fest. The Hades Juggernaut didn't stand a chance with you PS'ing that Satyr into the corner, heh heh. Another tactic that I find useful is to avoid promoting the early spawn of the third Siren, and then when you've killed the first two Siren, launch the third one and do air grabs for collision damage against the Minotaur that spawns nearby.

  • If you use this tactic, it removes the need to aim your OHs so precisely, because the Minotaurs will just run towards you while you use the air grabs, and so they'll run right into the bouncing Siren.

  • I'll be experiencing this first hand soon enough.

  • I was unable to use Siren air grabs to pwn with collisions on the Hades Minotaur. Perhaps I'll have better luck another day.

  • Makes sense. I'll test it soon. I've did a quick run by the Dark Rider to see what a circle attack would do to him and it simply provokes easily dodged attacks..allowing even easier use of "X" to zoom away. It looks REALLY obvious that fighting is SLOWER then just using 5 X's here.

    Also I created a BoO strat for the Cerberus Bastard using Typhon's Bane, 'box rolling' *quick rolls in square around enemy and Divine Retribution. It works quite well.

  • Cerberus Bastard? sorry if this seems obvious for me but isn't that RotT and Hammer territory. (expected reply "not with GK it isn't"). Also you mis-spelt SoD and put BoO there. Then you put "quick rolls in square around enemy and Divine Retribution" when I am sure you meant double jump and PS his ass to death.

  • Not at all. If you want to simply 2x Triangle Stage 1 (200HP) while saving RotT for whoring 2x Triangle for Stage 2 (400HP). Have at that..it will work just fine.

  • You've seen the SoD method but 'box rolling' has nothing to do with that. 'Charge baiting' is more like it. Both use Typhon's Bane to set up for their prefered special (PS/DR).

    ~So I have a GK:TM:NUR method for all 3 sub-weapons now..Eternal found it best to use BoO for Stage 1 and the RotT Hammer for Stage 2 as the SoD strat is a bit hard for him

  • Gotta say the the SoD Cerberus strategy did look a little hectic for my tastes

  • Only if using timed, straight up, double jumps to PS with the Cerberus Bastard charging you is a bit much in your book...

    It isn't nearly so hard with a little practice *didn't take long to master*. What was hard was just figuring out what would be best..how to react to all his attacks and which to provoke *also HOW to do so*.

  • Without doubt the how fors and where toos are the difficult part, thats why I leave them to you. Even a trained monkey like me can perfect a tactic with enough practice and patience (cerberus intro, you know what I am talking about)

  • LOL..That intro pisses me off..Kraken too. I hate waiting for them to finish each time I restart during testing.

  • They just wouldn't line up right would they. Did the siren hit the first minotaur then bounce off a wall before hitting the second?

  • I had it lined up right the first time but it choose to grab at air rather then use OH (0:49)

    In the run that went well it was done as the other spawned and the nearer one had been prepping an attack which was met with MASSIVE FACE DAMAGE

  • I see that, launch to futile grab.

  • It was FAILTASTIC

  • Death bouncing the siren. Love it. A nice lesson in the joys of collision damage. That satyr took some petrifying with.Lvl1 EH.

  • I just wish I handled the use of Siren OH on the H. Minotaurs better. Before I was able to knock her into both, reducing their life to 60 in an instant..then I chould just do a single parry to take 50 away or finish the Siren and PS until "O" came up.

    ~Satyrs take A LOT of lvl1 EH..900 on a scale to 1000 for resistance to petrification

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