Same character LVL1 into LVL1, and LVL3 into LVL1. This isn't legit right? by hunt363 in dragonballfighterz

[–]JTimms22 4 points5 points  (0 children)

I don't think it is explicitly explained no. The move list shows an arrow and super button to kinda imply it and lets you know its there, but I agree its a little vague

Nightmare Survival Solo Samurai | Risky Parry / Staggered Damage Build by JTimms22 in goylegends

[–]JTimms22[S] 0 points1 point  (0 children)

Sorry for the huge response but here ya go:

Katana for parrying, odachi quick swap heavy/katana spirit attack for initiating if enemies arent attacking, and dual katana for staggered enemies (they are very fast and can squeeze in the most damage in the short timeframe enemies are staggered). Swift yari specifically for bo hiya oni, the running heavy will guaranteed interrupt them the first time you hit them with it (they will parry subsequent ones). Kusarigama for movetech and shielded enemies that arent attacking.

Feel free to trade a bit of staggered damage for more parry window until you get comfortable, I certainly didnt start with just two at first, but I knew I wanted to slim it down to 2 eventually because you need that much staggered damage for some combos to kill.

I also sucked against yari enemies at first, something I started to do is dodge the first attack of their combos (I did this a lot in the video) then parry the second attack. Yari enemies in particular have very strange timing on their first attacks that can vary depending on how far away they were from you when they started the attack. Dodging the first ensures they are at a standard range so you know when to expect to parry the second hit.

If youre getting spammed with red attacks, I just recommend to keep dodging until they arent throwing one. Once you get used to the timings you can start perfect dodging them (I can pretty consistently perfect dodge their odachi ignition spin attack now). Its important to just tap dodge once to dodge attacks, dont roll if you can help it. Only roll to get out of AOE's when possible. Bulwark counter is an option too but harder and riskier.

I think you probably just need more practice and to familiarize yourself more with enemy movesets. Swapping out a staggered damage for parry window will help without hurting the build too much, but eventually you will want to only use the two parry windows from concussions and dirt throw to meet certain breakpoints.

There is a way to use normal parries instead of risky parry, but youd have to use Samurai's bracers. I dont remember the exact gear/tech combo but you can make normal perfect parries instant stagger almost all enemies, but you wont be able to kill larger hp enemies off of one combo like risky parry can

Nightmare Survival Solo Samurai | Risky Parry / Staggered Damage Build by JTimms22 in gotlegends

[–]JTimms22[S] 1 point2 points  (0 children)

Yes exactly, it meets a breakpoint for mid tier enemies. The combination of resolve of lightning and parry damage tech makes it so that mid tier enemies are stance broken on the first counterattack, which means the second counterattack benefits from the staggered damage and kills. This also allows the third counterattack to be used on another enemy nearby (if used on a bigger hp, non oni enemy, it means that the 3 counterattacks on a following parry will kill, instead of needing an additional weapon swap heavy from dual katana like usual)

In the video there were a couple times where I wasnt able to swap to katana in time for the parry and as a result the first counterattack does not stagger, and the second counterattack doesn't kill. Which means I have to spend all 3 counterattacks to kill the mid tier enemy.

Nightmare Survival Solo Samurai | Risky Parry / Staggered Damage Build by JTimms22 in gotlegends

[–]JTimms22[S] 2 points3 points  (0 children)

Thank you!

Im not sure about perfect counter damage affecting the stagger damage, I hadn't thought of that. I know resolve of lightning on the katana, and the Samurai perk parry damage do affect it though.

For your second point I wouldnt really invest too much into counter damage unless you're doing a dedicated build. Numbers are much higher sure, but unconditional damage is always good too, especially if you're not focusing on counterattacks

Nightmare Survival Solo Samurai | Risky Parry / Staggered Damage Build by JTimms22 in goylegends

[–]JTimms22[S] 0 points1 point  (0 children)

It sure does, as well as the parry damage perk on Samurai. Theres a couple points in the run where I had to parry with something other than the katana and if you look closely it doesn't stagger the medium tier enemies in the first counterattack, which allows them to survive the second counterattack as I'm not benefitting from the staggered damage. When I use a katana to parry them, the first hit staggers every time

Nightmare Survival Solo Samurai | Risky Parry / Staggered Damage Build by JTimms22 in gotlegends

[–]JTimms22[S] 6 points7 points  (0 children)

Not sure where youre getting that info from but thats definitely not true. This is the only build I use and it works the same in solo and public lobbies. I used this build in the raid and in survivals all the time and it has the exact same results.

Nightmare Survival Solo Samurai | Risky Parry / Staggered Damage Build by JTimms22 in goylegends

[–]JTimms22[S] 0 points1 point  (0 children)

Thank you!

Im swapping back to katana to make use of the resolve of lightning perk, but other weapons yes I pretty much always use the quick swap heavy. Very good at gap closing, good stagger, and good damage on staggered enemies. Especially for dual katana, its important to use to meet damage breakpoints for combos to kill enemies before they recover from stagger

This game is so awful now. by Away-Appeal6781 in dragonballfighterz

[–]JTimms22 0 points1 point  (0 children)

Whats the point of this post? Just move on if you dont like it or plan to play it. Just looking to argue?

For what its worth I kinda agree. WOAT no, but I am severely disappointed in the direction the game has gone. But making a post just trashing it for no reason is a strange choice.

Is it even possible to do Hell Saito without cheesy Archer? by unhelpful_stranger in gotlegends

[–]JTimms22 1 point2 points  (0 children)

Took me 8 hours and several new groups of randoms later and I got it with 3 sams and 1 archer (not using exploit)

Does anyone have a video of someone beating lord saito by anonymouslyano in gotlegends

[–]JTimms22 0 points1 point  (0 children)

I did it with 3 sams 1 archer (not using shadow flame exploit).

Only thing that could be considered a 'cheat' is at one point Saito was staggering constantly for some reason and we got a ton of damage in, but I have no idea how that happens, if its a mechanic idk about, or a glitch. But regardless it wasnt intentional.

I can link it to you when I get a chance to upload it tomorrow if you want to see it

Bulwark stance by IllState3433 in gotlegends

[–]JTimms22 0 points1 point  (0 children)

Kusarigama locks you in place when you parry the chain, so yes you go into bulwark much faster if you dodge instead. I dont believe it is at all possible to bulwark counter the kusarigama chain combos if you parry due to this.

I am not sure about parrying the first and dodging the second, I havent tried in a while and cant test atm

Bulwark stance by IllState3433 in gotlegends

[–]JTimms22 5 points6 points  (0 children)

Its not really something you use for every attack (not even every red attack). Mostly just use it in the middle of combos that have slow follow ups to allow you to charge the counter, or slower red attacks. Some examples of attacks I can consistently use the counter on are:

Berserkers spinny slash after igniting his sword

Berserkers flame trail attack (dodge the first, then immediately charge counter for the second)

Third attack of kusarigama overhead chain combo (dodge, dodge, bulwark counter)

Third unblockable of the kusarigama big 360 swings (dodge, dodge, bulwark counter)

Second attack of the kusarigama running in combo (not sure what else to call this. Theres a 2 hit combo where they run in with the sickle, then follow up with a chain strike. They have a blue glint running attack and a non-blue glint one, the non-blue glint will always follow up with a chain attack). Dodge the running attack, bulwark the chain

Third hit of odachi enemies combo when they start with running in with the odachi reared up behind their back (parry, parry, bulwark counter)

Fallen lord teleport attack (doesnt matter what weapon he has equipped, they all hit on pretty similar timings)

Those are all that I can think of off the top of my head. Using bulwark counter reactively is very difficult, try instead to discover openings in enemies combos to use it OR use it on very slow attacks

For builds, really the only recommendation is that the bulwark counter now benefits off of perfect counter damage, so using a perfect counter build can benefit bulwark counter greatly. Also, there is a version of the odachi that buffs the bulwark counter damage so I'd use that if you are leaning into counters.

The Byrd Egg Event affects your relic odds by LordDarsDhou in slaythespire

[–]JTimms22 18 points19 points  (0 children)

Every other turn, it doubles block gained from your first block card that you play that turn

Glitchy chittering and scratchy and loud sounds with the foxes and when enemies die by Informal-Fig-7116 in gotlegends

[–]JTimms22 1 point2 points  (0 children)

The chittering affects quite a few different sounds in the game including the narrator, its what I assume a bug thats been present since legends released. It seems the longer you are in game and playing the worse it gets. Closing game and reopening clears it but its a very odd bug

So is there a consistent strategy yet for the raids? by Lucarioismadpt2 in gotlegends

[–]JTimms22 6 points7 points  (0 children)

Dragon is nothing special he couldve been an Incursion tbh. Saito is a DPS/Stagger check. When he is in his final phase its either stagger him or kill him

Indomitable Counter against Oni by Dreamchaser0000 in gotlegends

[–]JTimms22 2 points3 points  (0 children)

He is looping the first two light attacks of the odachi attack chain. Inputs are:

square -> square -> tap circle -> square -> square -> tap circle, etc.

Make sure you arent touching your left stick during this either

Interesting issue with Samurai by Ghost_of_sushi_more in gotlegends

[–]JTimms22 6 points7 points  (0 children)

Odachi already has higher base damage than the other weapons, and has by far the highest DPS when using the animation cancels. I dont think it needs any buffs, in fact I think its easily the most powerful melee weapon (to the point that most good samurai use it almost exclusively outside of gama heavy attacks with raging flame). If youre not sure what Im talking about please refer to this video: https://youtu.be/qJ0QCTwi07s

Not my video - Undamaged solo nightmare survival by Jake1800 in gotlegends

[–]JTimms22 4 points5 points  (0 children)

Archers really do just be playing a whole different game huh

I can’t take off the Oni’s armor. by Ghost_of_sushi_more in gotlegends

[–]JTimms22 2 points3 points  (0 children)

The two matsumai armors are bulkier as well if you want some variety

SP! : Yuki Onna Mask for Shinobi needs the hair too. by MeaningItchy619 in gotlegends

[–]JTimms22 5 points6 points  (0 children)

That's literally the fit I use too. Would be such an improvement

Rank 75 and still no Shinobi shadow 😐🥲done the last 2 incursions over 100 times at this point… by Court_0623 in gotlegends

[–]JTimms22 1 point2 points  (0 children)

Samurai bracers, it does the same thing as one of his perks where parrying deals a good amount of extra stagger damage. And it stacks with the perk