▲ 3 r/ps2

What Boss Fights Deserve an Analysis?

Hello, I enjoy analyzing and auditing boss fights and level designs as a hobby.

I was wondering if anyone knew any boss fights that hasn't been looked into enough over the years.

I don't have a huge PS2 library but I could definitely try to find certain titles.

I can't promise anything because this thirty year old gamer has preferences built over the past decades however I'm willing to dig.

Thanks.

reddit.com
u/Gay_Charlie — 14 hours ago
▲ 0 r/fromsoftware+1 crossposts

Godrick Defeated - Scimitar at 102 w/ Bleed *57

Build information at the end

u/Gay_Charlie — 19 hours ago

No Spoiler Review (True Ending Experience)

I'll try this again, hopefully this promotional art will not get flagged as a spoiler because it shows a character that appears later. Makes no sense to me on my first attempt at posting getting a spoiler flag earlier but whatever I'm not posting anything else in this group after this because it's been nothing but a hassle participating in this group.

Hello everyone,

I just wrapped up my thirteen hour journey in TAE: Millennium Tales and I just wanted to briefly express my conclusion for the game.

I finished on Normal after mainly playing on Hard and defeating bosses on Very Hard.

I switched to Normal at the end because the final boss had a lot of health that I wasn't patient enough to grind through.

Here's a simple Pros and Cons list.

Pros:

  1. Level Design

  2. Music

  3. First Half of the Boss Roster

  4. True Final Boss Presentation

  5. Parrying Implementation

Cons:

  1. Lack of Combat Variety and Importance

  2. Difficulty Settings & Organic Difficulty

  3. Fairy Character, Back Seat Talking

  4. Story Exposition Amount

  5. Amount of Boss Projectiles and AOEs

Thanks for reading and I'll answer any questions about my praises and concerns.

u/Gay_Charlie — 2 days ago

No Spoiler Review (True Ending)

Hello everyone,

I just wrapped up my thirteen hour journey in TAE: Millennium Tales and I just wanted to briefly express my conclusion for the game.

I finished on Normal after mainly playing on Hard and defeating bosses on Very Hard. I switched to Normal at the end because the final boss had a lot of health that I wasn't patient enough to grind through.

Here's a simple Pros and Cons list.

Pros:

  1. Level Design

  2. Music

  3. First Half of the Boss Roster

  4. True Final Boss Presentation

  5. Parrying Implementation

Cons:

  1. Lack of Combat Variety and Importance

  2. Difficulty Settings & Organic Difficulty

  3. Fairy Character, Back Seat Talking

  4. Story Exposition Amount

  5. Amount of Boss Projectiles and AOEs

Thanks for reading and I'll answer any questions about my praises and concerns.

u/Gay_Charlie — 2 days ago

TAE: Millennium Tales - Salathmadra Audit

Hello again, let's jump right in.

1st Phase, sets up the interaction with boulders rising in random patterns and the boss summons two small projectile based enemies that shoots out two waves of three side by side fireballs that has high ayer tracking at launch but not homing component.

There are a few attacks in this phase from the boss. One is a right front leg slam that is very well telegraphed, has a medium size AOE and can be parried.

Another attack is another slam attack with both front legs that sends out an arena compromising AOE which can also be parried, the telegraph is also very good.

There is a laser attack has a high targeting process that shuts off when blasted and the only way to avoid it is hiding behind the boulder and can not be evaded with parrying.

Once enough damage is dealt (about 30%), the boss roads pushing the player back with no damage inflicted and clearing the boulders on the field. This event occurs at health intervals or when the phase window resets.

Phase Two, adds two more field enemies that shoot out one larger fireball that can be deflecting back, a split laser attack that fans across the arena on the left and right creating a cross connection and large fireballs with very light player tracking which boulders doesn't fully protect the player from.

Phase Three, adds another two field enemies, another AOE wave to the dual frontal leg slam and the phase starts with an arena length laser attack from all enemies including the boss which can be avoided by hiding behind the boulders.

This fight was fun but only after figuring out how to work around the projectiles which only created a lot of cautionary measures to prevent activity blindness. Most players will use projectiles to deal with these enemies but since I applied an anti-projectile challenge, then I had to discover means through constant observation.

I found a Factual Flaw that occurs when I phase skip the first phase where I hold back damage during the laser attack near 70% HP left then the dual frontal leg slam occurs allowing a large strike opportunity.

The roar attack immediately follows however boulders rise in the field while pushing the player back and if in the wrong spot, can inflict damage to your character which doesn't appear intentional.

This is often the result of phase skipping so it wasn't surprising.

There doesn't appear to be a stance break opportunity which is odd to me considering that every other boss has had one so far.

I tried looking at other fights online but no one else seemingly has found it either.

Do you have combat details I missed that directly correlates with this boss?

What did you think about this boss?.

Thanks for reading.

u/Gay_Charlie — 8 days ago
▲ 6 r/GamingSoup+1 crossposts

TOA: Millennium Tales - Rouser of Destruction Audit

Hello, I'm back with another boss audit in Millennium Tales.

Once again, I'm fighting bosses on Very Hard with several self-imposed challenges to draw out combat details not typically noticed.

1st Phase, Set the foundation of ice pillars that include throwable ice blocks and harmful sliding triangular ice. The sliding ice is very generous and noticeable considering it's activity.

The goal is to throw an ice block directly at the eye of the sphere three times to stance break for the strike opportunity. Getting to close when the sphere falls will result with damage.

This phase also includes ice pillars to form in a row of ten ice pillars which has the same telegraph as the initial ice pillars.

There is an ice rain the has generous shadow indicators so getting hit by one only happens with no observation.

Each phase ends with a massive AOE that can be deflected preventing knock back.

2nd Phase, starts with eight projectiles that turn into whirlwinds which is best to run from one side of the arena to the other at the lower side, they do not have a long duration to compromise the remaining phase.

3rd Phase, starts with five ice stars orbiting the sphere then disperses two, one on each side of the arena that emits ice spray which reaches massively in the arena. This section needs to be dealt with quickly and luckily the sphere stays in the middle long enough for three successful strikes.

If you are not fast enough then the phase becomes very treacherous due to the respawning ice stars orbiting the sphere that complicates direct hits.

The ice stars that do spawn on the left and right of the arena can be destroyed by the player.

I really loved this boss, it rewards the player greatly with figuring out small details and the final phase has an unique dynamic with fun arena hazards.

What are your thoughts on this boss?

Thanks for reading.

u/Gay_Charlie — 11 days ago

Delta Guardians - Video Game Design Audit

I won't get too detailed today because of my schedule but I really wanted to share it because I have more to upload this week.

This boss took me the longest due to the RNG of three bosses two including projectile based Guardians.

I had prior knowledge of the Greatbow and Greatsword Guardian from the second demo but not the Magic Wand Guardian which is why the fight at the end dragged out so much.

I enjoyed this experience and I really should have utilized a bit more Attack Power especially at the end to speed things along.

Fun Fact: The opening animation for the Guardians actually display attacks that initiates stance break when attacking during the window of opportunity.

What are your thoughts on this boss design?

Thanks for reading.

u/Gay_Charlie — 12 days ago
▲ 11 r/GamingSoup+1 crossposts

Elpand Marshal - Boss Design Audit

Hello, I'm a video game design auditor that has a passion of evaluating the depth of gaming components to see what makes them tick.

Lately I've been playing and auditing aspects for Millennium Tales which has been a great time so far except for the Fairy character that likes to talk too much.

Today I have Elpand Marshal which was my first biggest wall in the Primary Progression Boss lineup.

Now I'm using specific limitations to discover hidden combat details that I will go into detail for.

These limitations are:

No Damage, No Fairy Mechanics, No Projectiles, Very Hard Difficulty Setting Only

The first phase we have three attacks.

I will describe these attacks as shown in the video.

Rock Rain, has a telegraph including a short roar and a clear indication of slamming both fists with has a front facing damage detection AOE.

This attack includes rocks that have 100% arena compromising AOEs. During this, you can get strikes in depending on the RNG of where the rocks land.

Fist Thrust, has a telegraph that displays a short roar and the left arm raised preparing for the damage detection.

This has a medium player tracking and can be easily walked around at close range.

Spin w/ Projectiles, has a rougher roar and a similar stature to the Fist Thrust.

This attack contains two spins including two waves of three side by side crescent shaped projectiles.

The second phase initiates around 60% of HP remaining with an AOE blast that has damage detection close range but doesn't damage the player when knocked back at further distances.

This attack has an intended interaction with deflection that causes stance break for three seconds.

Fire Tempest, has a similar telegraph to Rock Rain however forms spiral patterns that fade in and out.

This attack allows the most attacks from the player which should wrap the fight up before the second phase variants of phase one attacks begin.

The second phase variants are:

Fist Thrust, an additional thrust.

Spin w/ Projectiles, two projectiles are added to each wave.

There could be more details than this but I only analyzed until I defeated the boss at the limitations I set for myself.

There could be weaknesses regarding weapon types and elementals but I haven't explored much on that aspect.

If you want more of these audits, please express your interest so I can make more.

Thanks for reading.

u/Gay_Charlie — 12 days ago
▲ 22 r/fromsoftware+1 crossposts

Godfrey, First Elden Lord (NG++) at 1500 AP (COLD)

More build information at the end

u/Gay_Charlie — 17 days ago

Dark Souls 3 is Easier Than Elden Ring

Before I begin, I want to state that it makes no difference to me either way. I go by what's factually possible in both games.

​

I simply love this discussion and I do not take it personally.

​

​

My list of stances:

​

​

  1. Dark Souls 3 starts the player out already overpowered

​

​

  1. It takes a lot of work in Elden Ring to reach the default damage equivalency compared to Dark Souls 3

​

​

  1. Elemental Projectiles in Dark Souls 3 are more effective than Spirit Summons in Elden Ring

​

​

  1. Bosses in Elden Ring are significantly more complex than Dark Souls 3

​

​

Remember to be respectful to one another.

​

Have fun and let's discuss

reddit.com
u/Gay_Charlie — 19 days ago

What is the Worst Way for a Game to Start?

  1. Slow Walking

​

  1. A HUB area with Mundane Paths

​

  1. Locking Core Mechanics

​

  1. Mandatory Tutorial

​

  1. Following a NPC

​

  1. Selecting a Difficulty Setting

​

  1. Tons of Story Exposition

​

  1. Overly Simplistic Level Design

​

  1. A Questionnaire

​

  1. No Exploration Benefits
reddit.com
u/Gay_Charlie — 19 days ago

What is the Worst Way for A Game to Start?

  1. Slow Walking

​

  1. A HUB area with Mundane Paths

​

  1. Locking Core Mechanics

​

  1. Mandatory Tutorial

​

  1. Following a NPC

​

  1. Selecting a Difficulty Setting

​

  1. Tons of Story Exposition

​

  1. Overly Simplistic Level Design

​

  1. A Questionnaire

​

  1. No Exploration Benefits
reddit.com
u/Gay_Charlie — 19 days ago

Longtime Gamers, Do Other Gamers Question the Amount of Games You Have Experienced Based on Your Favorite Game?

I'm 34 years old and I've been playing since 1998.

​

My favorite game of all time is Elden Ring and that opinion is often questioned especially from a open world angle.

​

I don't have many favorites that held up well over there years. I still appreciate them however the smoother controls of modern day gaming is simply much better compared to what I experienced in the early years of gaming.

​

I think the oldest game I feel still holds up very well is Super Mario Bros. 3 but even that game has some button registering issues upon replaying in modern times.

reddit.com
u/Gay_Charlie — 19 days ago

Attack Power Recommendation for Every Primary Progression Boss in Elden Ring

You'll notice that some HP amounts are not precisely what you see on guides because it's mathematically adjusted for simplicity such as attack style Damage Negations (highest percentage) and weaknesses.

​

These are calculated with a comfortable twenty strike estimate for success, could be more or less depending on your equipment and weapon benefits.

​

A couple of exceptions are calculated for ten strikes based on the moveset aggression and the HP amount.

​

Dual wielding is also included in the AP range.

​

The AP amount is also for newer players that don't know how to increase Attack Power through multiple means found throughout the game.

​

Elementals are not applied here since it is not in high demand to comfortably defeat these bosses.

​

I'll gladly answer any questions regarding the math which I know there will be especially for the Fire Giant which is an unique boss mathematically.

​

Your Attack Powr is located in the character stats.

​

​

​

Margit - 4174 HP / 100-200 AP

​

Godrick - 6080 HP / 200-300 AP

​

Red Wolf of Radagon - 2204 HP / 120-220 AP

​

Rennala - 7490 HP / 150-250 AP

​

Starscourge Radahn - 10529 HP / 426-526 AP

​

Draconic Tree Sentinel - 12687 HP / 535-634 AP

​

Golden Shade Godfrey - 7808 HP / 290-390 AP

​

Morgott - 10399 HP / 420-520 AP

​

Fire Giant - 18992 HP / 850-950 AP

​

Godskin Duo - 35573 HP / 1000-900 AP

​

Maliketh - 14337 HP / 1105-1205 AP

​

Sir Gideon Ofnir - 9312 HP / 831 - 931 AP

​

Godfrey - 24093 HP / 1105-1205 AP

​

Radagon/Elden Beast 18008/24339 HP / 1117-1217 AP

​

​

​

reddit.com
u/Gay_Charlie — 19 days ago

Attack Power Recommendation for Every Primary Progression Boss in Elden Ring

You'll notice that some HP amounts are not precisely what you see on guides because it's mathematically adjusted for simplicity such as attack style Damage Negations (highest percentage) and weaknesses.

​

These are calculated with a comfortable twenty strike estimate for success, could be more or less depending on your equipment and weapon benefits.

​

A couple of exceptions are calculated for ten strikes based on the moveset aggression and the HP amount.

​

Dual wielding is also included in the AP range.

​

The AP amount is also for newer players that don't know how to increase Attack Power through multiple means found throughout the game.

​

Elementals are not applied here since it is not in high demand to comfortably defeat these bosses.

​

I'll gladly answer any questions regarding the math which I know there will be especially for the Fire Giant which is an unique boss mathematically.

​

Your Attack Powr is located in the character stats.

​

​

​

Margit - 4174 HP / 100-200 AP

​

Godrick - 6080 HP / 200-300 AP

​

Red Wolf of Radagon - 2204 HP / 120-220 AP

​

Rennala - 7490 HP / 150-250 AP

​

Starscourge Radahn - 10529 HP / 426-526 AP

​

Draconic Tree Sentinel - 12687 HP / 535-634 AP

​

Golden Shade Godfrey - 7808 HP / 290-390 AP

​

Morgott - 10399 HP / 420-520 AP

​

Fire Giant - 18992 HP / 850-950 AP

​

Godskin Duo - 35573 HP / 1000-900 AP

​

Maliketh - 14337 HP / 1105-1205 AP

​

Sir Gideon Ofnir - 9312 HP / 831 - 931 AP

​

Godfrey - 24093 HP / 1105-1205 AP

​

Radagon/Elden Beast 18008/24339 HP / 1117-1217 AP

​

​

​

reddit.com
u/Gay_Charlie — 19 days ago

Attack Power Recommendation for Every Primary Progression Boss - Elden Ring

You'll notice that some HP amounts are not precisely what you see on guides because it's mathematically adjusted for simplicity such as attack style Damage Negations (highest percentage) and weaknesses.

​

These are calculated with a comfortable twenty strike estimate for success, could be more or less depending on your equipment and weapon benefits.

​

A couple of exceptions are calculated for ten strikes based on the moveset aggression and the HP amount.

​

The AP amount is also for newer players that don't know how to increase Attack Power through multiple means found throughout the game.

​

Elementals are not applied here since it is not in high demand to comfortably defeat these bosses.

​

I'll gladly answer any questions regarding the math which I know there will be especially for the Fire Giant which is an unique boss mathematically.

​

Your Attack Powr is located in the character stats.

​

​

​

Margit - 4174 HP / 100-200 AP

​

Godrick - 6080 HP / 200-300 AP

​

Red Wolf of Radagon - 2204 HP / 120-220 AP

​

Rennala - 7490 HP / 150-250 AP

​

Starscourge Radahn - 10529 HP / 426-526 AP

​

Draconic Tree Sentinel - 12687 HP / 535-634 AP

​

Golden Shade Godfrey - 7808 HP / 290-390 AP

​

Morgott - 10399 HP / 420-520 AP

​

Fire Giant - 18992 HP / 850-950 AP

​

Godskin Duo - 35573 HP / 1000-900 AP

​

Maliketh - 14337 HP / 1105-1205 AP

​

Sir Gideon Ofnir - 9312 HP / 831 - 931 AP

​

Godfrey - 24093 HP / 1105-1205 AP

​

Radagon/Elden Beast 18008/24339 HP / 1117-1217 AP

​

​

​

reddit.com
u/Gay_Charlie — 20 days ago

Attack Power Recommendation for Every Primary Progression Boss

You'll notice that some HP amounts are not precisely what you see on guides because it's mathematically adjusted for simplicity such as attack style Damage Negations (highest percentage) and weaknesses.

​

These are calculated with a comfortable twenty strike estimate for success, could be more or less depending on your equipment and weapon benefits.

​

A couple of exceptions are calculated for ten strikes based on the moveset aggression and the HP amount.

​

The AP amount is also for newer players that don't know how to increase Attack Power through multiple means found throughout the game.

​

Elementals are not applied here since it is not in high demand to comfortably defeat these bosses.

​

I'll gladly answer any questions regarding the math which I know there will be especially for the Fire Giant which is an unique boss mathematically.

​

Your Attack Powr is located in the character stats.

​

​

​

Margit - 4174 HP / 100-200 AP

​

Godrick - 6080 HP / 200-300 AP

​

Red Wolf of Radagon - 2204 HP / 120-220 AP

​

Rennala - 7490 HP / 150-250 AP

​

Starscourge Radahn - 10529 HP / 426-526 AP

​

Draconic Tree Sentinel - 12687 HP / 535-634 AP

​

Golden Shade Godfrey - 7808 HP / 290-390 AP

​

Morgott - 10399 HP / 420-520 AP

​

Fire Giant - 18992 HP / 850-950 AP

​

Godskin Duo - 35573 HP / 1000-900 AP

​

Maliketh - 14337 HP / 1105-1205 AP

​

Sir Gideon Ofnir - 9312 HP / 831 - 931 AP

​

Godfrey - 24093 HP / 1105-1205 AP

​

Radagon/Elden Beast 18008/24339 HP / 1117-1217 AP

​

​

​

reddit.com
u/Gay_Charlie — 20 days ago

Attack Power Recommendation for Every Primary Progression Boss

You'll notice that some HP amounts are not precisely what you see on guides because it's mathematically adjusted for simplicity such as attack style Damage Negations (highest percentage) and weaknesses.

​

These are calculated with a comfortable twenty strike estimate for success, could be more or less depending on your equipment and weapon benefits.

​

A couple of exceptions are calculated for ten strikes based on the moveset aggression and the HP amount.

​

The AP amount is also for newer players that don't know how to increase Attack Power through multiple means found throughout the game.

​

Elementals are not applied here since it is not in high demand to comfortably defeat these bosses.

​

I'll gladly answer any questions regarding the math which I know there will be especially for the Fire Giant which is an unique boss mathematically.

​

Your Attack Powr is located in the character stats.

​

​

​

Margit - 4174 HP / 100-200 AP

​

Godrick - 6080 HP / 200-300 AP

​

Red Wolf of Radagon - 2204 HP / 120-220 AP

​

Rennala - 7490 HP / 150-250 AP

​

Starscourge Radahn - 10529 HP / 426-526 AP

​

Draconic Tree Sentinel - 12687 HP / 535-634 AP

​

Golden Shade Godfrey - 7808 HP / 290-390 AP

​

Morgott - 10399 HP / 420-520 AP

​

Fire Giant - 18992 HP / 850-950 AP

​

Godskin Duo - 35573 HP / 1000-900 AP

​

Maliketh - 14337 HP / 1105-1205 AP

​

Sir Gideon Ofnir - 9312 HP / 831 - 931 AP

​

Godfrey - 24093 HP / 1105-1205 AP

​

Radagon/Elden Beast 18008/24339 HP / 1117-1217 AP

​

​

​

reddit.com
u/Gay_Charlie — 20 days ago