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翻訳の問題を報告
You're right about the missiles, tho; as that stagger clip shows, anything that locks onto their heads and can course-correct some just rips them to shreds.
I definitely recommend giving it a try; it's tougher, but you engage with the moveset much more and get to do some cool stuff like timing a charged heavy while the dragon is still biting.
As for the head issues, you may have been hitting too far back. With all dragons, it's only like the front two thirds or so of the head that seems to count for the weakspot.
Fortissax died in 5 melee hits (2 on the head & 3 on the hind leg @ rune level 72 I think).
Speedrunner: E1uM4y
Speedrun Category: RegionLock with Wrong Warp
Time Index: 1:22:27
https://youtu.be/hZB1YrPePJw?t=4947
Fortissax died in 6 melee hits (3 on the head, 2 on the front leg, & 1 on the hind leg @ rune level 1).
Speedrunner: Distortion2
Speedrun Category: RL1 Glitchless
Time Index: 2:22:17
https://youtu.be/K2Vdj2VDH08?t=8537
Distortion2 should have a newer video soon on his channel since he just broke the WR in RegionLock category few hours ago.
Edit: Speedrun Categories
The lack of target lock for the legs certainly supports that conclusion. It reminds me of the Death Rite Birds, where locking on to the head as a melee character can really disorient you and leave you vulnerable for any attacks coming off-camera. So as a step-up from the flying dragons, melee are limited to either lock-on for the spectacle or toggling the targeting on and off to actually hit them.
As for the head, the damage bonus may coincidentally favor ranged classes. The lowest absorptions for elemental damage types is only 5% higher than the worst of the physical damage types. And bows fall under thrust, which is only 10% damage absorption. It makes the head a juicy and more readily available target for players effective at distance. Melee loses out again.
That;s a very good point; I hadn't considered that the reduced lock on points were themselves an indicator-though I do think it's good to note that we've had dragon fights without a headsniping playstyle where the legs still weren't lock-points (Sinh, Kalameet, AD I think?)
Very true, especially with how self-guided spells really help mitigate the issue of landing hits in the first place.
I also have no ♥♥♥♥♥♥♥ clue why these dragons are so weak to thrust. By all logic it should be blunt, but not, pokey sticks are their weakness (especially with how often you can hit them as they attack for even more damage via counter state).
Huh; you're correct. Distortion is clearly headsniping and the other person is to some extent as well; all of the ones I referenced for the post just had them gunning for the kneecaps.
Perhaps the optimal strategy is weapon size based? These are runs with SHS and BHF, which are big and really benefit from being able to land one big attack on the head. Most of the ones I saw were dual-wielding status ones, so that mgiht make more sense.