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(1 edit) (+1)

Counters are supposed to fire before Block is removed. That makes it easier to handle the deadlier ones (and on the flipside, it keeps Pepperevenge from being too powerful with Attack stacking).

The Curse is particularly nasty. Check to lower the timer is a valid strat, though. Definitely make sure you take Tormentors down in like 1 or 2 shots without him going below 25% (since otherwise the Overseer blocks the attacks).

That boss is one of the toughest there is. He was the reason I made the Forbidden Debug Ball. Ice doesn't slow him down, but finding a chance to use your own Double Time to keep pace with him makes it much easier to react to Coup de Grace. You also definitely want to be blocking when he uses Cement Shoes; fortunately, he can only do it up to 3 times (if Alert level is low, it's just one use). Having a strong shield is very good in general, since he doesn't have any Thunder attacks at all.

(1 edit) (+1)

Okay, just checked, was Blocking and then got Cement Shoes-ed. And my Block went down…

Something due to having Astra on the team?? Or some of my equips? Genji Shell, Cursed Coronet, Lifeshield Robe, Double Dragonstone, This Thing, Status Ward, Master’s Gift, Extra Edge, Mighty Signet, Time Heals All, Attack Focus x10, Battle Brooch, Catch Up, Magic Toxin Filter, Restoration

Dinner now. ttyl. Might not play again until tomorrow.

(1 edit) (+1)

Shoot, I did some further testing and the game must be considering the stun ticks a turn. That's a problem, I'll have it fixed ASAP.

EDIT: Found a workaround! Instead of using the built-in "Cannot Move" function of RPG Maker, I just baked the stun effect into the speed formula. If I need to, I can use that for any later stun effects! Will have the patch up ASAP.

(+1)

Sweet! Will download! Congrats on a smart and useful solution!