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SD Gundam Generation World (PSP) - Custom Challenge [49][EX2] Hell Road Done 'Fairly' 

Kibbitz
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Finally, the very last video for this series.
The actual fight starts at 10:30. Mostly lots of prep work. My units are level 77 on average, so I have +87 to my stats on average. My Deep Striker Jr and Devil Gundam Jr are way overleveled, so I brought a L77 Psycho Haro around for fun.
Every unit also has a combination of OPs that give a total of +10% HP regeneration and +20% EN regeneration per turn, and +10 Attack with some other bonus (half have C.Aチップ C.A Chips that give +10 Attack and +10 to Shoot and Melee, the other have Overclock Chips that give +10 to Attack, Defence and Mobility). The one exception is my DX that gets a プレミアム・エネルギータンク (Premium Energy Tank) that lowers EN costs by 30% to go with its Satellite Cannon.
As I'll show later, enemy pilot stats tend to sit in the mid-70s, so I removed 刻苦 from everyone (thus removing their -10 stat penalty and 10% increased EN costs) and bought ベテラン (Veteran, +10% damage dealt and 10% damage reduction when piloting a unit of L20 or higher) for everyone who didn't have it already. The Melee type pilots picked up 必殺 (Sure Kill) which gave 30% of landing a super critical even without maxed out tension. I also bought everyone +10 to all stats except Charisma, and for my Awakening type pilots, I sunk all their spare points into Awakening to see how well it works (spoilers, they still sucked with Awakening type weapons).
Not much to talk in terms of strategy. You move up and camp north and kill as quickly as possible, while taking into account enemy abilities (don't use beam attacks on I-Fields, etc). As you can see, even with almost +40 Attack over the enemy's Defence, we still need on average 3 hits to kill an enemy, even with the strongest attacks. This makes this fight a slog where you sandpaper their HP off with individual attacks, and you use the weakest attacks where possible (outside of multilocks).
Assuming you want to do this quickly solo, you need the damage multiplier from Unlimited Unit as well as maybe at least one of the +30 or higher Attack boosters. Otherwise, the best way is via squad support fire. This actually makes a good number of the top tier MSes pretty poor for this as they don't quite have a variety of attack ranges. Leaving aside Barbatos and Turn A (Dark History), the best would be 00 Qan[T] for its range 2-7 GN Sword Bits. Those just operate as Special ranged attacks that don't consume MP.
They don't do too much damage to me given that my Defence stats generally are higher than their Attack. However, our ship is still vulnerable as you can't level up its Defence. In terms of parts, you might be able to pull +40 Defence (+30 from プレミアム・ガンダリウム Premium Gundarium and +10 from an Overclock Chip), in addition to whatever your Captain might manage (maybe +25 or so from Abilities?). I guess you could probably further reduce the damage by boosting the Defence stats for the Captain, Executive Officer and Engineer, it's certainly something I should have done just in case.
That's why I took the time to leave a single enemy up north while sending the squads to deal with the forces from the east and west sides once they're near. You could in theory just leave one from each side alive, but I decided not to. Eventually, after you destroy all 10 waves, Barbatos will appear. It does normally to support fire.
I'm glad this is over with. The prep work for this was annoying and the grind even more so. If you've watched this far, thank you, I hope you've enjoyed the ride. For now, I'm going to take a very long break...

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6 сен 2024

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