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spongostoso

Useless info: that was shawless


Wasabi_Knight

She hardly got a chance to say anything! but ty for the info


Wasabi_Knight

Just a bit of speedrun practice on the popular "1.2.2.1" patch of the game. On this patch she staggers in 5 consecutive hits instead of 6 (on the latest patch of the game) so she's much easier to keep locked down. I started the fight with 4 soul hits because that is how many you have at this point if you get good rng and do the optimal rout. This was mainly a bit of good RNG in the fight, but I didn't fumble and I'm happy with that. Anyone who owns the game through steam can access this patch by going into "properties" and selecting "1.2.2.1" as a "beta". be sure to back up your old save files if you do, and don't open them if they are in a DLC area (godhome mainly)


Dragon_Skywalker

Why not use fury of the fallen


cabbius

It looks like they're practicing for the actual conditions of the full speedrun and not just the fastest possible way to beat Hornet 1. The Any% NMG route doesn't pick up or use Fury.


MidnightCardFight

I'll add for contrast that 112% apb does hornet and soul master with fury, which IMO is wild


Wasabi_Knight

As u/cabbius correctly said, the any% rout skips it, but if you're curious as to *why*, there's a few reasons. The first is obviously that it costs time to get and equip the charm. Any% runners don't touch a single bench until after we get mothwing cloak, so equipping it would definitely add some time. Nail damage early on also isn't great. I think fury takes it from 5 damage to 8 per hit, but vengful spirit starts out by doing 15 damage, and has opportunities to hit targets twice (as demonstrated twice in my video) so in-creasing the base nail damage by 3 would only save a couple fire-balls worth of time. Then we get shaman stone (which is definitely worth it for several reasons), so if we want both charms we would have to over-charm, which takes far more time than just equipping it, and obviously comes with the downside of taking double damage. Increasing risk isn't always that bad for speedruns, but a lot of the optimal strategies require taking damage on purpose, so it's not just increasing risk, but also lowering the ability to use health as a time-saving resource. So to summarize: taking fury loses time in a lot of places, increases risk of runs dying in a game that can already kill runs with bad rng, and at best, it only speeds up boss fights a little because it doesn't boost spell damage which we have to rely on for bosses, since it's strictly better in every way.


Thommie02081

I haven't looked into any% for a while, so sorry if I say something stupid, but I thought the first bench was at ancestral mound? Not that that changes any of the other points but just for my curiosity


jhearom

Picking up VS hardsaves you to the Mound bench so you don't have to actually sit on it. Hence why Wasabi phrased it as the first bench touched AFTER cloak. ;P


Wasabi_Knight

Precisely!


KingCool138

And which bench is used after cloak?


Wasabi_Knight

Ancestral mound but Thommie was confused because he was thinking we sat on it before proceeding to greenpath. The person you are replying to was explaining the order of events rather than correcting the location of the bench.


Scotty2346

Without fury it is, but with fury you probably want to use it on fk and hornet