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Boss is ridiculously fast [ concern]


FaizLangsang
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I was playing an A rank quest in Maotoob. I reach the boss area at Dimmagolus Nest. I usually play solo because its hard maintain friends here. I was finding it too hard to defeat the Boss because it looks like as it is redesigned to be 2x faster from usual movements. Is it tweaked or it was originally like that? If its for the sake of challenge. I would accept. 

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and one more thing, delete this topic and move it to the help section, this section is used to publish guides, the presence of questions and extraneous topics here will make navigation difficult

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I noticed that to with Doug Dimmi-dome Dimmagolus on C rank. Threw me off a bit too. Seems like it's intentional, but I'm not sure. 

SHOTGUN is right however and this should be in Help rather than guides.

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12 hours ago, FaizLangsang said:

I reach the boss area at Dimmagolus Nest. I usually play solo because its hard maintain friends here. I was finding it too hard to defeat the Boss because it looks like as it is redesigned to be 2x faster from usual movements.

While i haven't play the game back, so i can't say anything about that metter. I can easy solo him any time (Even when i were low level)

A few advise if you're solo

  • Avoid the middle area, if he is in the air. Because if he use the tornado/lightning storm. It will kill or put you on edge.
  • If the tornado/lightning storm went off, you can cross the middle section. (The cool down is about at least 3 attacks, so he may, or may not use it twice in one go.)
  • Needless to say, avoid use SUV/beast form if he is in the air. Since none of them going to be useful. (However you can pop beast form as an emergency healing)
  • If he goes to pick up rocks or a beast. You should either rush near him (Only if you're close, or have traviling PA), or run to the opposite end. That way you will a void the stun, and high damaging attack.
  • Lastly, if he is on land, stay to him as close, as you can. The claw attack is much weaker, than taste his rocky shotgun.

But i admit one thing!

The battle is rather tedious, because he attack like 3 times, and then fly for a while :*D Which makes melee oriented class to taste the big meeh....

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Keeping in mind that all of the boss AI had to be rewritten from scratch using reference material, a lot of them most likely won't act exactly how you remember them acting. Enemy speed modifiers don't tend to do much to bosses except speed up their animations.
I believe the problem you're experiencing is that Dimmagolus and Onmagoug think logic is too fast, especially for C rank. This is something I noticed about a week or so ago as well. By the time you get close enough to attack, they move again, which makes for a frustrating battle.

I'll slow down their think and movement logic in the future so hopefully it will be a more enjoyable battle.

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2 hours ago, Fruzsina said:

While i haven't play the game back, so i can't say anything about that metter. I can easy solo him any time (Even when i were low level)

A few advise if you're solo

  • Avoid the middle area, if he is in the air. Because if he use the tornado/lightning storm. It will kill or put you on edge.
  • If the tornado/lightning storm went off, you can cross the middle section. (The cool down is about at least 3 attacks, so he may, or may not use it twice in one go.)
  • Needless to say, avoid use SUV/beast form if he is in the air. Since none of them going to be useful. (However you can pop beast form as an emergency healing)
  • If he goes to pick up rocks or a beast. You should either rush near him (Only if you're close, or have traviling PA), or run to the opposite end. That way you will a void the stun, and high damaging attack.
  • Lastly, if he is on land, stay to him as close, as you can. The claw attack is much weaker, than taste his rocky shotgun.

But i admit one thing!

The battle is rather tedious, because he attack like 3 times, and then fly for a while :*D Which makes melee oriented class to taste the big meeh....

I agree with this strategy, but to add, Rangers and associated classes and perhaps FOs as well will have a bit easier time with Dimmagolus as they can hit from a distance.

As the wiki states, his wings can be attacked and if dealt enough damage, it will cause him to fall down to the ground.

Dimmagolus is Ground Ground Icon.gif element, therefore making Lightning Lightning Icon.gif attribute weapons very useful.

https://psu-clementine.net/wiki/index.php/Dimmagolus

For Rangers, try to get in a position to attack with using the aiming reticle when he is stationary in the air.  Level 40 bullets at least are a necessity in order to hit him hard and hopefully you're using the element he's weak against.

If you're a melee type class, you're gonna be in for a bad time with Dimmagolus sadly.  You can try to attack him with pistols, but you really want some seriously heavy ordinance (grenades up close) or strong rifles or laser cannons that can hit from a far distance.

Best bet is to NOT solo him as a melee class.  If you cannot defeat him, If I'm on, give me a buzz or any other Ranger type class for that matter.  Surely they can help you defeat Dimmagolus.

 

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17 hours ago, Marmalade said:

Keeping in mind that all of the boss AI had to be rewritten from scratch using reference material, a lot of them most likely won't act exactly how you remember them acting. Enemy speed modifiers don't tend to do much to bosses except speed up their animations.
I believe the problem you're experiencing is that Dimmagolus and Onmagoug think logic is too fast, especially for C rank. This is something I noticed about a week or so ago as well. By the time you get close enough to attack, they move again, which makes for a frustrating battle.

I'll slow down their think and movement logic in the future so hopefully it will be a more enjoyable battle.

It might affect other bosses (and large enemies, at the end of missions), as well.

 

E.g. Today I was trying to hit the big SEED(s), at the end of Fight for Food, Level S, I think.

As a techer (FT). Many spells would hit it, but Zonda (at max or a very high level, i.e. 40 as FT), would usually be dodged by it, before it scores any hit points. I can't remember if the old original Sega, acted this way or not.

 

But from a gaming point of view, it seems a bit silly to allow the big monsters (bosses etc), to be able to somewhat continually dodge/eliminate some kinds of attacks from some classes. As that can make soloing those bosses, very challenging and/or be embarrassing in parties, because you can't readily contribute to finishing off the end of mission bosses (or large enemies. as some forum users (and the wiki) seem to want to call them).

 

I.e. Even if it is 100% genuine/original to make the bosses be able to continually resist some kinds of attacks, potentially including the range of attacks available to some classes. It seems to be unfair from a gaming point of view.

In other words, all classes, with all reasonable weapons, should be able to damage all (big) monsters. Especially as it can be very difficult to form parties at the moment, particularly at some (quiet) times of day.

 

On the other hand (if I remember correctly), the old original (Sega) Mother Brain, **could**, be somewhat indestructible, while soloing, for some player class types, at some stages of their development. Partly because you couldn't easily avoid being killed, before you get it, and partly because it could be very tricky to hit.

It could of been, that certain playing skills were needed, to deal with it effectively. The eventual releasing of limit breaks to the server, helped destroy it quicker, for some classes.

 

Even on the original server (if I remember correctly), the big bosses, could be very tricky and time consuming to take out, especially while at a low player level, and soloing. But they do seem to be unfairly leaving too little time while they can be hit, compared to original, in at least some cases.

Edited by Adooma
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  • 1 month later...

Onma and Dimma are easier than you think, and with MELEE, not in the air.  If you stand behind them, they claw swing a LOT(instead of taking off).  It always alternates between right and left, and if you're in the correct position, you won't get hit.  Occasionally they'll turn to do something else, at which point, the cycle resets.  There's also another position where both claw attacks don't hit, but only certain weapons like grenade or shotgun can get maximum hit boxes in those spots.

Even in the air, you can get into a good safe spot to their side where you can shoot at their wings, and their projectiles won't reach you.  If they fly off away from you to grab things to throw at you, just don't run towards them and stay on the other side.

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