Difficulty 4 : Level 70 ~ 80
Resistance
Knockdown Gauge -
Knockdown for [Time] sec and reset when the value drops to 0 by the attack with Knockdown.
Restoration Rate - The value of recovering Knockdown Gauge per second.
Flinch Gauge - Flinch once and reset for every time meeting the limit.
Blind Time - Duration time of Light Palala. 0 means ineffective.
MT, RG, Freeze - Correspond to Evie's Mercury Trap, Reverse Gravity and ice spells.
CL - Correspond to Kai's Chain Link.
Pattern
Mult - Damage Multiplier KD - Knockdown KB - Knockback
Super Armor - Some skills have these frames that can prevent interrupting.
AS&W - Karok's Absorb Shock and Weaving.
Nuke - Instant kill (Mostly)
Drill Smash - Karok may use his Clash for this. If succeed may ward off Bark's moving once.
Bark will turn right in the middle, Directional Controls are used for making Bark go straight.
If let it back to the start point when it move to center from south
It will go through the west tunnel to the Nuke Position directly
Weak Point & Break Off
Knockdown Gauge - Flinch once and reset when the value drops to 0 by the attack with Knockdown.
Restoration Rate - The value of recovering Knockdown Gauge per second.
Flinch - When reaching the number of Flinch, the Weak Point is destroyed.
Make Bark flinch could ward off its moving.
We may ward twice at most for each time it tries to move.
Giant Drill, Excavating Drill, Circular Saw (Front & Back) and No. 1~4 Machine Arms
all are weak points.
And they are destroyed by killing. For every kill also could ward Bark from moving once.
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