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Clair Obscur: Expedition 33

I love that there are so many ways to pull off wins, even against mega bosses, without engaging in the active mechanics if one chooses. Very cool strat.
 
I completely forgot that one of the Gestrals in the village will give you rewards for finding journals. Decided to swing back there for the first time since the area opened up.

I now have over 60 Colours of Lumina to add to everyone. Yikes.
 
I...either forgot that or never realized it in the first place! I was missing out on a lot of CoL!
 
I remembered to go check in with that guy on my second playthrough. If you totally ignore your B team and only use colours on your A team, you can super charge them pretty quickly and get some crazy stuff going.
 
My OCD wouldn't let me let other characters get behind. But dumping everything on the A-team actually makes a ton of sense, and then you gain use all those gains to make up for it later with the B-team.
 
I only supercharged Maelle, and mostly because I wanted to keep that expensive Double Burn lumina on her when it was time to move the pictos off (and because she was by far my biggest damage dealer). But even that I only did later when I got the 100 luminas from the white nevron quest. Most of the time I compulsively kept them equal across everyone, even if I only rarely switched out my A-team.
 
I didn't really have an A or B team. I kept everyone evenly levelled and equipped and enjoyed optimizing different comps.

I like how, even though the game showers you in colour of lumina, it's never enough and I always immediately felt myself wanting more.
 
I haven't seen anyone else here complain about it, but I assume that I'm not the only one who has run into bugs with burn damage? It's a real bummer that sicko burn builds are off the table because of what I assume to be bug(s?). Lots of other degenerate strats are alive and well, so it seems unlikely to be intentional that burn damage just breaks at high numbers. It almost seems like an overflow bug that my burn damage will drop from in excess of 2 million to almost nothing once stacks get up into the hundreds, but it feels a little less predictable than that. I just know that somewhere in the 150-200 stack range, my burn damage will lower and never get as high again. Usually it drops from > 2 million per tick to 600-800k or so, and raises and lowers seemingly randomly from 200-500 stacks or so (which is the most I've gotten), but I've literally seen a 200+ stack hit for less than one hundred damage, losing literally millions of damage in a single turn. The sweet spot seems to be in the 150-200 range, but if they wanted to cap burn damage, surely they would just literally put a cap on the highest possible stacks instead of having it quietly break at high numbers. Then again, it seems difficult to believe that they never expected stacks to get this high given the tools available to players. I'm not sure what's going on, frankly, but it's disappointing to feel punished for going all-in on Burn.
 
I very much had A-team and B-team; A was Maelle, Lune, and Monoco. But I still spread the Colours evenly because of how I'd every so often be forced to use somebody from B, and I decided that fretting about where to spend Colours was not something I wanted on my mind. So, every five Colours obtained, one to each!
 
I distributed CoLs on the first playthrough but second playthrough was Maelle, Verso, and Sciel as A team and if I needed to use B team, I just took the L and started over (which made getting all of Monoco's transformations an interesting endeavor.) So only A team got the CoLs.

Supercharged Maelle is a thing of beauty.
 
Maelle was central to my strategy to wreck the toughest optional boss. I didn't build her quite as powerfully as some builds to one-shot (I didn't want to grind that hard for Pictos/CoL/levels), but it was still enough with what I had to one-shot the first phase and two-shot the second. I made sure that she had bonuses on her marked/burning damage, as well as every other risk/reward damage boost I could throw on her. It felt absolutely wild, and it's not even close to what you can do with more optimizations.

(Even that build meant I had to learn some patterns to survive long enough to get a second shot off, which was easier said than done.)
 
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lol, Maelle always felt like "the Verso we have at home" on my team. She and Verso were my only two pure DPS builds (Sciel was pure support, and the others were hybrids), and she always felt like the most benchable character on my team. I still liked to use her for all the big story fights, though, for narrative appropriateness.
 
Lune was my favorite character but she sadly got benched for all the late game stuff. Too many easier ways to get healing and her higher level damage stuff was too fiddly to deal with.

I liked Sciel’s gimmick a lot too and tinkered a bit with her but “pump up gradient charges and let Maelle do her thing” was generally my easy win button.
 
Maelle was like that for a while, until she gets a couple of completely OP abilities.

Lune got really good in my end-game, mainly because I optimized her build to almost guarantee she'd get Elemental Genesis. She wasn't the best choice for that optional boss, though - my team there was Verso (for marking) and Sciel (to double damage and then pass turn to Maelle).
 
Yeah, my Lune was guaranteed an Elemental Genesis on every pair of Cheater turns, provided that she didn't have to take time off to heal, which depended on team comp.

ETA: And it's not so much that I didn't find Maelle to be OP, but rather that she never got as OP as Verso, who could machine gun free aim shots until my finger got tired for giant stacks of burn, stagger, and damage, and then usually end with a break. I guess I could have tried speccing Maelle to do that as well, but it didn't feel as supported.
 
I stunlocked my way through Simon. Kind of wish I didn’t, fight seems pretty learnable. Good reason to play through it again if I ever have a lull in Too Many Games.
 
It is definitely learnable, it's just that the penalties for failure mean that actually practicing the patterns ends up taking quite a while. That you had to get through the first phase to even have a chance practicing the second was also obnoxious, which is what sent me down the rabbit hole of optimizing to get that phase done quickly. The patterns there aren't too bad.

Quite a few of those second-phase attacks have some crazy rhythms, though! I was definitely getting there once I started stacking shields, even if that had drawbacks. I could probably cheese that, too, to get more bites at the practice apple. But I admit I was ready to be done at that point - the difficulty jump from the second-hardest boss to that one was like the jump from Super Macho Man to Mike Tyson. But I know I could have pulled it off eventually.
 
lol, not me. I never "got good" at parrying or dodging, just "good enough" to squeeze by. Good thing this was an RPG! If I was actually expected to learn the timing for the fights in this game, I'd have put it down long before finishing.
 
Elemental Genesis is pretty tasty but it got overshadowed by other abilities in the last third or so of the game. Also, it never occurred to me to even unlock Lune's healing abilities. If I ran out of healing tints in a fight, I was doing something wrong and/or simply needed to learn the fight. Don't need to heal if you don't get hit. tap_forehead.gif.
 
Right, but the actual healing is secondary. The reason to *actually* cast a party-wide heal is to apply party-wide greater rush, greater shell, and greater powerful and give everyone 9 AP to fuel their engines.
 
Ooooooh. Yeah. Valid. Didn't even think of that (because outside of built-ins based on luminas, I largely ignored the buffs.)

Love how there's so many different ways to play this game and they're all legit.
 
Oh I guess that's another great thing about this game, I didn't have tiers of characters, I liked everyone! Usually in RPGs there's someone I dislike and bench. It's only five characters here but they're all neat and fun.

Everyone had to stay within a level of each other and I swapped them in/out to keep things even and CoL were distributed equally.

Sciel is my powerhouse I kind of stumbled into. It took me a while to get the hang of how her battle system worked but suddenly I was doing 100k damage with her while everyone else was just breaking 10k. That was my hint to finally pay attention to how she worked.
 
I like how every character can be OP, according to this very page. (No one's mentioned Monoco but I found him a very good support character with pretty good damage to boot.) I never figured out how to use Verso well, and Sciel was OK, but I'm happy that others are proving me wrong. It's another testament to this game's excellent design.
 
Monaco has an instant stun gradient attack and very good damage output if you manipulate him into almighty mask. He earned himself a slot in my usual team.
 
1.4 TRILLION damage in one blow with Sciel (clip is a spoiler for a secret endgame boss)
The youtube video has more detail and a huge bulleted list of how to do this but holy crap I don't think I am playing the same videogame. I love that people do this crazy nonsense.

  • In 55 minutes, I stacked 307 Moon Charges and 2500+ Foretell (I guess), hitting 1.4T damage. Knowing how End Slice damage is calculated, it is possible to predict (roughly) End Slice damage after farming buffs for N minutes.
  • For example, you should hit 6.5T in 2 hours and 1Q in 25 hours. However, since damage didn't cap at 4B, it is likely that the limit is MUCH higher than that.
 
I mean, this is basically exactly the strat that I said that I used up-thread for that boss, but without the artificial goal of a big fancy finisher.
 
I mean, this is basically exactly the strat that I said that I used up-thread for that boss, but without the artificial goal of a big fancy finisher.
Oh yeah, that wasn't shock at that I've never seen this before, but similar to Blue Prince it feels like we're playing different videogames.

Which is very cool! I'm glad the game can cater to two completely different approaches and I love it.
 
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