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» Progressing through game, bosses, raids
Progressing through game, bosses, raids EmptySun Dec 05, 2021 11:01 am by Wilfred Locks

» economical system, and drop rate
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» How it all works. *examples of the system in action*
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 Progressing through game, bosses, raids

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Wilfred Locks
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Wilfred Locks


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Join date : 2020-02-13

Progressing through game, bosses, raids Empty
PostSubject: Progressing through game, bosses, raids   Progressing through game, bosses, raids EmptyMon Apr 13, 2020 1:41 am

progress


In order to progress throughout the game your Avatar must complete each floor, whether by themselves or with a group of people, often referred to as a party. Upon the completion of a floor, your Avatar will be transported to a lobby, upon which time, you will advance to the next floor. Keep in mind that during this time, you can only return to Heroes' Landing, which is Floor 1, using what is known as a Lodestone and is located only at the entry point and exit point of each floor.

The only other two ways to bypass the usage of a Lodestone, as well as transport your Avatar or party from one Floor to another Floor that is not Heroes' Landing, you must use an item called a Transmitter. A Transmitter can only be created by an Avatar who has mastered Crafting and unlocked the 'Child of Kales'Oh' Feat — or receiving a Transmitter from a random world drop by killing an NPC.

The other way is through a transmitter device located in towns, or otherwise could be built in your home/ guild base, when these are used they can enable you to travel between towns for a price, or to your home/guild base.


Limitation
This is the only way to transport between floors, as use of a Lodestone is the only way to return to Floor 1 (Heroes' Landing), or any floor previously reached by your charecter, and using it again teleports you back to the last floor you were on prior to your teleportation. This means that if you were on Floor 20, and you use a Lodestone, you are teleported to Floor 1. Likewise, if you use the Lodestone on Floor 1, you are accordingly teleported back to Floor 20.


Floor rules:

As you progress through the floors. Some floors may change the gameplay with either advantages, or even disadvantages. These are noted on the respective floor in question (in special threads.)


Raid System


A Raid is a small section of a floor that is only entered through a portal after having filled out a Raid Registry application with the assistance of at least 3 other Avatars having signed up for the dungeon. Raid Bosses are considerably one of the hardest challenges an individual will have to overcome in Sword Art Online: Remastered, with the exception of World Bosses, Floor Bosses and Field Bosses. But it is for that reason alone that you must be assisted by a party to enter a Raid.

Raids are special instanced dungeons that can only be access with a party, and cannot be entered by a single Avatar. As such, every 5 floors there is a Raid available for players to participate in. In order to enter a Raid, the floor will have a subsection named "Raid Registry - {Name of Raid}", which will have a total of 8 slots for Avatars to fill. The first person to open a Raid Registry fills the very first slot, then being assigned the Party Leader.

Once at least 4 of the slots have been filled, the Raid may begin at the Party Leaders discretion, provided the rest of the Party is ready to start. They may also postpone the beginning of the Raid if they wish for the Party to reach a full 8 man squad. Because these Raids have bosses that are exceedingly more difficult than most other bosses or mobs in general, it is highly recommended to have at least 2 Tank Avatar, 2 Damage Avatars and 2 Healing Avatars. This ratio of 2:2:2 will naturally increase the survivability chances of the party as a whole.


Bosses

These are the meat of the grind. Like in many cases they require more than 1 participant, and even with cooperation. Are the true test of your avatar.

Field bosses


The field bosses are random encounters on each floor. Harder than the mobs and even high tier mobs, but below the floor bosses. A single avatar can indeed come out on top if they have the right skills, but likewise should not be underestimated.

The drop better than average gear/items, exp, and cor. And follow similar economic rules as the floor bosses do.

Floor Bosses

Floor Bosses are Bosses that only appear at the end of each Floor sequence, and are often more difficult than Field Bosses found on that same Floor. Each one is unique and varies in terms of power by comparison, meaning that each of them are classified at a different Level of Difficulty.

Often, but not always, mobs on that floor will often resemble what the Floor Boss may typically look like in terms of physical appearance, but with abilities that are more area of effect or multi-target oriented rather than the single target abilities of the commonly encountered mobs.

Though it is possible to approach and even possibly defeat a Floor Boss by yourself, it is still recommended to have a party by your side to provide supplemental assistance with damage and support by maintaining heals and one would typically be discouraged to encounter a Floor Boss on their own.

Raid Bosses

Raid Bosses as described above are unique Bosses that are only found every 5 Floors, and unlike Floor Bosses, Field Bosses or World Bosses, are completely optional to fight — being as though you are required to have a party and apply through the Raid Registry to encounter them. These guys are nasty tough, but the rewards are well worthwhile.

World Bosses

Arguably the hardest and most challenging obstacle any Avatar or party will ever face are World Bosses. These Bosses are the Guardians of Aincrad and are the NPCs solely responsible for making sure Avatars do not progress through their territory. Similar to Raid Bosses, as described above, these only appear every 10 floors, and must be defeated to advance to the following Floor. Because of their power and extreme difficulty, it is extraordinarily recommended to only approach these Bosses with a heavily geared, and exceptionally skilled party of Avatars.

The abilities a World Boss is shown to have are so terrifying in fact that throughout Aincrad, it is not uncommon for them to be able to completely annihilate an entire raiding party in one fell swoop — and are directly responsible for being the main reason many Avatars have died attempting to reach Floor 100. Even on Floor 10, it is said that because of the learning curve early on, that World Boss in specific has likely killed more Avatars than any other World Boss in the entire game. On the positive side of things however, their loot is one-of-a-kind and so unique that to put a price on it would be nearly impossible.

Accordingly, each participant is equally rewarded for their accomplishment of defeating a World Boss in a similar fashion to how Raid Boss loot is rewarded. Each Avatar is given an equal amount of Experience Gain, although they may split it between as many different Skills as they would like. Furthermore, each participant is rewarded with a single item known as an Artifact, whose power is as unique as its application and origin of creation. As such, each and every reward received from defeating a World Boss is completely different and no 2 Artifacts will ever be the same.

Additionally The Artifact awarded to each Avatar will be reflective of their primary Combat Skill or Class Armor Type. These items can be traded to other Avatars, though it is hard to imagine being able to give something of equal value in return, and as a result it is common for an Avatar to hold on to their Artifact long past the point where they may no longer need it because of its uniqueness.
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Wilfred Locks
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Wilfred Locks


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Join date : 2020-02-13

Progressing through game, bosses, raids Empty
PostSubject: Re: Progressing through game, bosses, raids   Progressing through game, bosses, raids EmptySun Dec 05, 2021 11:01 am

Boss mechanics


Bosses are usually much stronger then the given players, especially floor bosses, raid bosses, and strongest of all world bosses.

Encountering

Once a boss attempt is made the difficulty is determined based on a few criteria, to both increase difficulty, and further test the avatars fully.

1. the total levels of the raiding parties
2. their respective equipment.
3. The abilities/spells that are avaliable.


to even out spells and abilities may be applied to the boss, and even their respective minions. Bosses will have a threshold to meet before shifting phases.the more difficult the boss the more phases itll have. These are based on minion waves. As the boss will have some minions near to support them in general. This threshold is reached once

first time The bosses DUR is broken
First Time Bosses DFR is broken
Once the boss is at 50% or lower HPR.

minions

these are categorized as both fodder, and resources for the boss, as they will be appropriately leveled at the maximum of half tge levels of the highest level player. Consider that while they may be numbered into waves of enemies depending on party size.This goes up to.

3 waves for floor bosses
5 waves for raid bosses
7 waves for world bosses

It is important to realize that while numerically in stats they may be individually weaker, the minions still will have classes and will use abilities/ spells. A wave ends once respectfully a certain threshold is reached based on the boss type.

floor bosses: 10 minions are defeated
raid bosses: 15 minions are defeated
world boss: 20 minions are defeated.

when handling minions it is important to remember that a diversified party will go far, but likewise the longer this takes the more the boss recovers.

boss modes

some bosses may shift their attack style/ various ways to attack. This includes going long range from close range, or switching physical to magic, or even utilizing unique mechanics like invisibility or teleportation. The shift may occur when the threshold is met for damage, or even on minion waves released.


Boss unique attributes.

each boss has a weakpoint, this weakpoint is easily noticable, and accessable once the second threshold is met. When hit here damage taken by the boss will increase by 60%, following the standard cap, but this can be reduced, once the third threshold is reached this bonus increases to 120% and there is no cap.


All bosses have an berserk mode While in this mode they are immune to status effects and reductions, and will take an determined reduction to all damage sources. This is also considered one of their most dangerous moments. in this case when its is complete the boss will be in an exhausted state, and may release an wave of minions to cover their weakness.


due to their strength in both difficulty and ability, bosses when clashing will have an large advantage. This is purely based on the following.

floor boss: +15 to clash/parry/ magic barrier results

raid bosses: +30 to clash/parry/ magic barrier results

world bosses: +45 to clash/parry/magic barrier results.

this cannot be reduced, but requires one to team up and otherwise make sure they are properly prepared for a disarm or worse.


Bosses arena

This is key which is why scouting goes far, each bosses arena is unique, but both fair to a degree. Like if a boss has flight there is a way to reach them, but certain classes may have an easier time, This is detailed in the first post by the boss NPC controller.


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