Jizai/Guide: Difference between revisions
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==Breakpoint analysis== | ==Breakpoint analysis== | ||
===Ill Gill=== | ===Ill Gill=== | ||
It is advised only to [[Gallon's Shop#Adding attributes to weapons|sphere]] Jizai of 35 [[Weapon attributes|Hit | It is advised only to [[Gallon's Shop#Adding attributes to weapons|sphere]] Jizai of 35 [[Weapon attributes|Hit]] or greater due to its usability on [[Ill Gill|Ill Gills]]. Being able to cleanly defeat an unfrozen Ill Gill is a significant option to have, as making quick work of an isolated Ill Gill allows for the conservation of [[Traps#Freeze trap|freeze traps]] and thus better trap management overall. | ||
Although Ill Gills require more damage to kill than Jizai can deal with [[Shifta]] 20 and 15, this damage can be accounted for by laying a [[Traps#Damage trap|damage trap]] before the combo, which deals 305 damage to Ill Gills on Ultimate difficulty. | Although Ill Gills require more damage to kill than Jizai can deal with [[Shifta]] 20 and 15, this damage can be accounted for by laying a [[Traps#Damage trap|damage trap]] before the combo, which deals 305 damage to Ill Gills on Ultimate difficulty. |
Revision as of 21:28, 24 January 2024
This guide details required attribute (both enemy and Hit) percentages for effective use of an NHH combo from Jizai on certain enemies--specifically, guaranteeing both that H2 in the combo lands, and that the full combo results in a kill every time.
These values are based on usage by a HUcast at level 200 with Red Ring and one Proof of Sword-Saint equipped, and do not apply in other circumstances. Only one Proof of Sword-Saint is used as the majority of these enemies are in Episode 2, and a free slot is allowed for the usage of V502 with the hell special.
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Note: The attribute percentage breakpoints for Ul Gibbons in the above table reflect the combo NH, as they can be killed without a third hit.
Breakpoint analysis
Ill Gill
It is advised only to sphere Jizai of 35 Hit or greater due to its usability on Ill Gills. Being able to cleanly defeat an unfrozen Ill Gill is a significant option to have, as making quick work of an isolated Ill Gill allows for the conservation of freeze traps and thus better trap management overall.
Although Ill Gills require more damage to kill than Jizai can deal with Shifta 20 and 15, this damage can be accounted for by laying a damage trap before the combo, which deals 305 damage to Ill Gills on Ultimate difficulty.
Even if an Ill Gill is frozen, Jizai is still a consistent choice, as Ill Gills may sometimes enter animation states in which they will be immune to the special attack of Dark Flow (and remain as such for the duration of the freeze). Reacting to this and swapping to Jizai solves this problem, as it has no such targeting issue and will combo-kill an Ill Gill before the freeze status ends. While the same result can be achieved with Vjaya or Excalibur, Jizai requires neither Meseta nor Berserk to accomplish this, cementing itself as an excellent low-cost option in this scenario.
Sinows (E2)
Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing a freshly spawned Sinow to be burst down before it can act. Although Dark Flow provides a much faster solution for Sinow Zele and Sinow Spigell, it isn't consistent enough to be used against the more evasive Sinow Zoa and Sinow Berill; the latter two enemies are not guaranteed kills with Dark Flow unless frozen, even with 100 Hit. Jizai once again opens up a trap management option in this scenario, allowing the player to conserve a freeze trap at the cost of a slightly slower kill.
Gibbons
Gibbons are another highly evasive enemy that almost always require a freeze trap to handle. Jizai provides a great solution when you find a Gibbon by itself in the rare cases where they do spawn alone.
Attribute priority
Given the above analysis, Dark is an excellent first choice for an attribute % to sphere on Jizai. Ill Gills are the primary reasoning behind utilizing not just Jizai, but Twin Swords as a whole.
A good second choice would be either Machine or Native. Deciding between these ultimately comes down to preference; however, Machine has more use case evidence as alternative options for Sinows are somewhat higher risks. For instance, attempting to use Dark Flow on a spawning Sinow Berill can prove fatal when it partially misses. The Sinow may flinch and immediately punch the player, or warp and cast Rafoie. When attempting to do the same on a Gibbon, partially missing is not the end of the world. The Gibbon will likely get hit by at least one wave and won't attack immediately, allowing for a follow-up with another option. It also only takes three waves of a fully sphered Dark Flow to connect and kill an Ul Gibbon.
Last in place would be A.Beast, having no notable evasive enemies that require this amount of single-target damage output.