Shademp
420
JORG-exclusive Fire-&-Blizzard killchain-storage bug
After defeating an enemy you have five seconds to defeat another enemy if you want your killchain to be incremented. If you are playing on Hard mode (or Ex Hard) then receiving damage will cancel the current killchain, no matter if the damage is received within those five seconds or after.
Normally the power boost from a killchain is stored for use at ANY point, even when more than five seconds have passed since your last kill and you can't build the current chain any more.
In the original Japanese release of Dirge, the power boost from a killchain is NOT correctly stored when it comes to the magic spells Fire and Blizzard. If you use Fire or Blizzard AFTER the five-second countdown from your last kill, you can no longer benefit from the power boost of the killchain. You are back to normal, zero-chain power levels.
You will NOT experience this problem with Thunder magic, normal bullets, melee attacks (Vincent & Galian Beast) or even with Galian Beast's fire projectiles! This bug where the killchain boost is not properly stored only applies to Fire and Blizzard shots.
Thankfully, the power boost is always active so long as you shoot Fire or Blizzard within those five seconds from your last kill. So even if it takes your Blizzard projectile ten seconds to reach an enemy, the increase in power is still applied on the enemy so long as the shot was fired early enough.
This problem with Fire and Blizzard not correctly storing chain-power boosts was fixed for all later releases of Dirge.
Now, it IS possible in post-JORG releases to cancel the killchain power boost from Fire and Blizzard even after you've fired the shot. If you do anything to cancel your killchain while the Fire- or Blizzard projectile is in mid-flight, the power boost is removed and the magic shot gets reduced to 0-chain power levels. The same is true in the original Japanese version.
Fascinatingly enough, this "cancel-power-boost mid-flight" does NOT work with Galian Beast's fire projectiles. Further proof that depending on your attack type, different killchain mechanics are applied.
The way this affects my strategy is how I deal with Deepground Elite soldiers. These are the soldiers that maintain a shield that protects against normal bullets, so your only options are melee, magic and/or shoot the enemy during a brief window when you've knocked them to the floor. If you're going with magic then Blizzard Lv1 is the most versatile, since it will require only either one or two shots to destroy a DG Elite. Each of these soldiers has 700 HP.
Blizzard Lv1 damage output on DG Elite based on killchain
0-chain: 458 dmg
1-chain: 593 dmg
2-chain: 728 dmg
Fire Lv1 and Thunder Lv1 damage output on DG Elite based on killchain
0-chain: 203 dmg
1-chain: 263 dmg
2-chain: 323 dmg
3-chain: 383 dmg
4-chain: 442 dmg
5-chain: 602 dmg
6-chain: 801 dmg
Blizzard is definitely the preferred magic here because all you need are three previous kills to one-shot the DG Elite. But because of the bug where the killchain-boost is not properly stored I can't always one-shot a DG Elite. So the preferred method usually becomes knock-down melee followed by a shot to the head. Whenever I do use Blizzard Lv1 though it requires careful planning so that I can make use of a 2-killchain within five seconds and not mess it up by getting injured and thus having the chain cancelled. Quite a precarious situation and I'm happy they fixed the killchain-storage bug post-JORG...even though that has no bearing on my current gameplay predicament.
Upgrading your magic to Lv2 or Lv3 is usually not worthwhile both due to the increased MP consumption and because the increase in power is not dramatic enough. Even the official Japanese guide, on page 157, recommends that you keep magic at Lv1 when you encounter the Deepground Elite in Chapter 10.
After defeating an enemy you have five seconds to defeat another enemy if you want your killchain to be incremented. If you are playing on Hard mode (or Ex Hard) then receiving damage will cancel the current killchain, no matter if the damage is received within those five seconds or after.
Normally the power boost from a killchain is stored for use at ANY point, even when more than five seconds have passed since your last kill and you can't build the current chain any more.
In the original Japanese release of Dirge, the power boost from a killchain is NOT correctly stored when it comes to the magic spells Fire and Blizzard. If you use Fire or Blizzard AFTER the five-second countdown from your last kill, you can no longer benefit from the power boost of the killchain. You are back to normal, zero-chain power levels.
You will NOT experience this problem with Thunder magic, normal bullets, melee attacks (Vincent & Galian Beast) or even with Galian Beast's fire projectiles! This bug where the killchain boost is not properly stored only applies to Fire and Blizzard shots.
Thankfully, the power boost is always active so long as you shoot Fire or Blizzard within those five seconds from your last kill. So even if it takes your Blizzard projectile ten seconds to reach an enemy, the increase in power is still applied on the enemy so long as the shot was fired early enough.
This problem with Fire and Blizzard not correctly storing chain-power boosts was fixed for all later releases of Dirge.
Now, it IS possible in post-JORG releases to cancel the killchain power boost from Fire and Blizzard even after you've fired the shot. If you do anything to cancel your killchain while the Fire- or Blizzard projectile is in mid-flight, the power boost is removed and the magic shot gets reduced to 0-chain power levels. The same is true in the original Japanese version.
Fascinatingly enough, this "cancel-power-boost mid-flight" does NOT work with Galian Beast's fire projectiles. Further proof that depending on your attack type, different killchain mechanics are applied.
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The way this affects my strategy is how I deal with Deepground Elite soldiers. These are the soldiers that maintain a shield that protects against normal bullets, so your only options are melee, magic and/or shoot the enemy during a brief window when you've knocked them to the floor. If you're going with magic then Blizzard Lv1 is the most versatile, since it will require only either one or two shots to destroy a DG Elite. Each of these soldiers has 700 HP.
Blizzard Lv1 damage output on DG Elite based on killchain
0-chain: 458 dmg
1-chain: 593 dmg
2-chain: 728 dmg
Fire Lv1 and Thunder Lv1 damage output on DG Elite based on killchain
0-chain: 203 dmg
1-chain: 263 dmg
2-chain: 323 dmg
3-chain: 383 dmg
4-chain: 442 dmg
5-chain: 602 dmg
6-chain: 801 dmg
Blizzard is definitely the preferred magic here because all you need are three previous kills to one-shot the DG Elite. But because of the bug where the killchain-boost is not properly stored I can't always one-shot a DG Elite. So the preferred method usually becomes knock-down melee followed by a shot to the head. Whenever I do use Blizzard Lv1 though it requires careful planning so that I can make use of a 2-killchain within five seconds and not mess it up by getting injured and thus having the chain cancelled. Quite a precarious situation and I'm happy they fixed the killchain-storage bug post-JORG...even though that has no bearing on my current gameplay predicament.
Upgrading your magic to Lv2 or Lv3 is usually not worthwhile both due to the increased MP consumption and because the increase in power is not dramatic enough. Even the official Japanese guide, on page 157, recommends that you keep magic at Lv1 when you encounter the Deepground Elite in Chapter 10.