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https://www.youtube.com/watch?v=qlntgSXwdhA
For your first point, that is actually something I did not change from the original, so it should do exactly as the original.
On the other point yes, it should not apply the effect on miss, that was a bug. But the effect is one of the low health buffs of the boss.
I'd say the difficulty falls of a smidge past Phase 2 but a much better conclusion and tougher experience for those looking for it
That being said I ran into one 'strange' issue:
Strange Axis is not functioning as intended it seems:
The token inversion is not consistent, I'm sure there are more examples but the ones I noted down are: Crit and occasionally dodge
On miss, Strange Axis applied DoT equivalent to empty vessel (1 of each DoT)
Very odd
Regarding glare, I can tell you I tried with a dot team and the boss has so many actions before casting that ability that you can still reliably get the most out of the dot damage. So you can play around that.
- Face your failure debuffs the hero
Debuffs them how?
- The boss uses combo to deal more damage
How much more? With all attacks?
- The boss slowly reduces torch
small spelling error here <90% - at <90& health the boss gains more resistances
- at < 75% health the boss deals more damage
- at < 50% health the boss gains a new action each turn
- at < 25% health the boss deals dots on each hit
Which resistances? How much more damage? Any dot? If so, is it random, and what value? (what number and how many rounds)