X4 Sigma was a fucking rat bastard son of a bitch.His second or third form?
His second or third form?
C'Thun
MFers had to mathematically prove the boss was unkillable before they nerfed his ass.
I recall it was also bugged to hell.Oh for sure, I remember tentacles spawning in the fucking walls making them unkillable.
X4 Sigma was a fucking rat bastard son of a bitch.What? Im very puzzled by this, as thats one of his easier iterations.
What? Im very puzzled by this, as thats one of his easier iterations.
It would have to be whatever boss has the lowest percent clears per attempt count.Mike Tyson. Just lasting the first half of the first round against Tyson is impressive. His lightning punches will send you to the mat in one hit.
Probably some insane MMO bullshit somewhere that no one anywhere has ever beaten.
It would have to be whatever boss has the lowest percent clears per attempt count.
Probably some insane MMO bullshit somewhere that no one anywhere has ever beaten.
Nah if attempts is the thing that matters the boss is going to just be whatever the first boss is in Minecraft.First Goomba.
First Goomba.Not technically wrong but I don't think most people would consider this a boss.
Drakengard 3 ending D.
Yoko Taro trolls the player in a way I didn't think was possible.
First Goomba.
Nah if attempts is the thing that matters the boss is going to just be whatever the first boss is in Minecraft.
It would have to be whatever boss has the lowest percent clears per attempt count.
Probably some insane MMO bullshit somewhere that no one anywhere has ever beaten.
Not technically wrong but I don't think most people would consider this a boss.Just give him a cane and top hat and we're all good.~
I'm saying X = # successful kills / # attempts to kill percentage. Whatever boss has the lowest of that.
Yes. This metric is heavily weighted towards games with the most players, not difficult games.
there are plenty of games that youre supposed to die to the first boss. Do these count?
....No? What are you talking about?
it depends entirely on how easy the thing is.
Do you really think a higher percentage of players have died to the first goomba than some of these MMO raid bosses?
Think of all the successful times the goomba has been killed.
This is a success percentage.
Goomba 1, even in the face of million of terrible players, gets regularly killed by MOST everyone else.
This has got to be at least a 30% success rate. Who knows exactly. But no less than 1% success rate AT WORST.
Meanwhile there are MMO bosses with like hundreds of thousands of attempts and no successes. Like 0.02% success rate.
The one with 3 forms? Definitely harder than X2 and X3.X4 Sigma is definitely the hardest.
Meganada from DDS2 wasn't just hard, it seemed like he fucking cheated. Needed big RNG luck to beat him. The fact that he was harder than the final boss and progression required you to beat him still sticks in my craw today.
X4 Sigma is definitely the hardest.Zero had that dash cancel attack that let him rapid fire for the left Sigma though. The right Sigma was barely a threat.
Especially with Zero, as everything else in that game.
Silly pattern.
Final pattern of Inbachi, the alternate true last boss of the game that took nearly 10 years since its first release in 2012 to be beaten.
The main obstacle was the final by far, but recently we have access to save states, so we can train in the hyperbolic time chamber to try and figure it out just a tiny bit more.
The pattern is complete and utter nonsense, but with enough pattern analysis, practice, determination and some good luck, it's possible to make a dent in it.
Technical stuff:
Blue bullets are shot by the 8 crystals around Inbachi. The crystals move according to one of 6 possible patterns, chosen at random; these are the direction and angular velocity of the crystal's orbit (Clockwise/Counter-clockwise, slow/medium/fast). Their initial shooting direction is also randomized. Crystals spawn every 78 frames.
Because of the three different angular velocities of the crystals we get three different types of blue lanes. The faster the velocity, the more space there is between the blue bullets. The types of lanes we thus get are wide (easy), dense (hard) or walls (impossible).
New crystal rings spawn before the previous one despawns, which causes all sorts of insane clown fiesta overlaps.
Basically you want to pray you get lots of wide gap lanes and not too many awful overlaps.
Red bullets are shot by Inbachi in circles of 32. No randomness here, one of them is aimed at the player. One circle is shot every 234 frames.
After 18 frames in game, each red bullet will start shooting one fugu bullet every 4 frames, up to 15 times. The direction rotates every time but it is static. Each circle of red bullets alternates between shooting inwards and outwards.
The hardest part of the final is a combination of a couple of factors:
- The extreme amount of health.
- The boss is invulnerable for a long time after dying, bombing and hypering.
- Bullets are so fast they will be on you long before the boss iframes run out.
You're basically forced to dodge it to do any kind of damage to it, you can't really do any sort of cheezing.
Everything causing long boss iframes is a big problem. There is however one exception to this rule: autobombs.
Autobombs cause very few iframes to the boss, meaning you can do damage the soonest after it. Which means the period of time after an autobomb is the most crucial in this fight.
Another trick was found out recently that made this a tiny bit more doable.
In Daioujou there was this bug where activating a hyper right after bombing would cause the hyper to lose their initial invulnerability period. Meaning you basically died instantly if you hypered right after bombing, a big problem on the Hibachi fight.
This same problematic bug exists in this game too, but you can actually use it to your advantage here!
If you trigger the bug right after autobombing, the boss will skip the hyper iframes and have the autobomb iframes instead. You can get hyper damage in earlier this way. Level 1 hypers do +10% damage, so it can be quite worth it.
Another thing to consider in this fight is how you build up hypers.
You charge a hyper by pointblanking and dying. A death will give you +50% hyper meter but ONLY when you die outside of hyper. Meaning you ideally want to always die outside of hyper.
A trick here is that autobombs cancel the hyper. So if you want to maximize the amount of hypers you want to do loops of hyper - autobomb - die - repeat, with the exception of your last life.
You can get around four hypers in the final this way. Besides the extra damage increase, hypers are also very useful for their initial screen cancels.
Besides pointblanking for hyper after a death, it's also possible to cancel a pink wave by cancelling the initial red bullets during iframes.
On Expert to trigger Inbachi at the end of the game you need to:
- No-Miss.
- No-Bomb.
- Get all the bee perfects.
- Max HIT Count 10,000.
- Rank 15 or more.
During a normal run it's possible to get to Inbachi at about rank 16 with a level 8 hyper. You then build that hyper up to a level 10 on the second pattern, use it and end the first phase right at the start of the third pattern.
REALLY IMPORTANT: the final phase takes damage for about a second before the phase transition iframes kick in. You really want to get Level 10 pointblank damage in during this.
The pattern does get easier over time since you keep dropping rank by dying a bunch.
Done with A-EX. The speed really helps with dodging the fast bullets and the smaller Expert hitbox is ESSENTIAL for this. This fight is 100% impossible with the larger Shot/Laser hitbox.
Blue bullets are shot by the 8 crystals around Inbachi. The crystals move according to one of 6 possible patterns, chosen at random; these are the direction and angular velocity of the crystal's orbit (Clockwise/Counter-clockwise, slow/medium/fast). Their initial shooting direction is also randomized. Crystals spawn every 78 frames.https://gamefaqs.gamespot.com/a/user_image/5/9/7/AARkkPAAEnEV.jpg
Because of the three different angular velocities of the crystals we get three different types of blue lanes. The faster the velocity, the more space there is between the blue bullets. The types of lanes we thus get are wide (easy), dense (hard) or walls (impossible).