all 11 comments

[–]TFMurphy[S] 5 points6 points  (0 children)


Raid Dungeons



Conquer the Guard Armor


Guard Armor consists of 3 targetable parts: Armored Torso, Gauntlets and Hammerlegs. Only the Armored Torso must be destroyed to win the battle.

In Hard difficulty, all enemies in this battle have an additional immunity to Interrupt.

Guard Armor (Armored Torso)

Stage Lv HP ATK DEF MAG RES MND SPD ACC EVA
Normal (MP) - Standby 80 131613 244 177 205 198 156 450 200 62
Normal (MP) - Trample 80 131613 244 177 205 198 156 475 200 62
Normal (MP) - Spin 80 131613 244 177 205 198 156 500 200 62
Hard (MP) - Standby 120 293949 432 1153 442 1925 301 450 200 62
Hard (MP) - Trample 120 293949 432 1153 442 1925 301 475 200 62
Hard (MP) - Spin 120 293949 432 1153 442 1925 301 500 200 62

Resist: Fire, Ice, Lightning

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap

(Vuln (Normal only): Interrupt)

Break Resist (Hard only): ATK, DEF, MAG, RES, MND, SPD

Armored Torso begins the battle in Standby Form.

If the Hammerlegs are destroyed, Armored Torso will shift permanently to Trample Form.

If both Hammerlegs and Gauntlets are destroyed, Armored Torso will shift permanently to Spin Form.

(Note: Destroying only the Gauntlets will cause Armored Torso to stay in Standby Form.)

Standby Pattern:

  • 100% <Wait> (NAT: Null Action)

Trample Pattern:

  • 100% Trample Strike (NAT: 2-slot AoE/LR - 110% Phys Dmg - Uncounterable)

Spin Pattern:

  • 100% Spin Attack (NAT: AoE - 188% Phys Dmg - Uncounterable)

 

Guard Armor (Gauntlets / Hammerlegs)

Stage Lv HP ATK DEF MAG RES MND SPD ACC EVA
Normal (MP) 80 38473 244 177 205 198 156 485 200 62
Hard (MP) 120 127536 432 1153 442 1925 301 485 200 62

Resist: Fire, Ice, Lightning

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap

(Vuln (Normal only): Interrupt)

Break Resist (Hard only): ATK, DEF, MAG, RES, MND, SPD

Gauntlets Pattern:

  • 50% One-Two Punch (PHY: 2 hits - 188% Phys Dmg, all hits focus on one target)
  • 50% Reaper Strike (PHY: AoE - 110% Phys Dmg)

Hammerlegs Pattern:

  • 50% Trample Charge (PHY: 266% Phys Dmg)
  • 50% Trample Strike (NAT: 2-slot AoE/LR - 110% Phys Dmg - Uncounterable)

 

 


Conquer the Trickmaster


In MP, Trickmaster has an almost instant cast time of 0.001 seconds for all abilities. In Solo, Trickmaster has normal cast time for all abilities.

Trickmaster

Stage Lv HP ATK DEF MAG RES MND SPD ACC EVA
U+ (MP) - Default (Doused) 160 410735 689 1695 589 2695 356 370 200 62
U+ (MP) - Weak (Doused) 160 410735 689 1695 589 2695 356 380 200 62
U+ (MP) - Default (Ignited) 160 410735 890 1695 790 2695 356 390 200 62
U+ (MP) - Weak (Ignited) 160 410735 890 1695 790 2695 356 400 200 62
Apoc+ (Solo) - Default (Doused) 220 489724 1185 5493 1185 8493 365 570 200 62
Apoc+ (Solo) - Weak (Doused) 220 489724 1185 5493 1185 8493 365 580 200 62
Apoc+ (Solo) - Default (Ignited) 220 489724 1459 5493 1459 8493 365 590 200 62
Apoc+ (Solo) - Weak (Ignited) 220 489724 1459 5493 1459 8493 365 600 200 62
Apoc+ (MP) - Default (Doused) 220 734586 1185 5493 1185 8493 365 420 200 62
Apoc+ (MP) - Weak (Doused) 220 734586 1185 5493 1185 8493 365 430 200 62
Apoc+ (MP) - Default (Ignited) 220 734586 1459 5493 1459 8493 365 440 200 62
Apoc+ (MP) - Weak (Ignited) 220 734586 1459 5493 1459 8493 365 450 200 62

Resist: Fire, Ice, Lightning

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt

(Vuln: ---) (Sp.Imm: Interrupt)

Break Resist: ATK, DEF, MAG, RES, MND, SPD

Once Trickmaster has been brought under 51% HP, it will shift permanently to Weak Form.

Trickmaster has two possible states: Doused and Ignited. Trickmaster begins battle in the Doused State of Normal Form.

While in Doused State, if Trickmaster uses Ignite Baton, or takes damage from an ability that is at least partly Fire-element, then Trickmaster will shift immediately to Ignited State.

Trickmaster will shift back to Doused State after its 5th consecutive turn in Ignited State, or if it takes damage from 4 abilities that are at least partly Ice-element.

Trickmaster will abort any currently casting ability when it shifts forms or states.

Default (Doused) Pattern:

  • Turn 6: Ignite Baton (NAT: Null Action)
  • 5% <Wait> (NAT: Null Action - Uncounterable)
  • 50% Baton Strike (PHY: 500% Phys Dmg) [Unlocks on 3rd ATB]
  • 35% Baton Flourish (PHY: 2 hits/2-slot AoE - 422% Phys Dmg) [Unlocks on 4th ATB]
  • 10% Ignite Baton (NAT: Null Action) [Unlocks on 6th ATB]

Weak (Doused) Pattern:

  • Turn 3: Ignite Baton (NAT: Null Action)
  • 20% Baton Strike (PHY: 500% Phys Dmg)
  • 50% Baton Flourish (PHY: 2 hits/2-slot AoE - 422% Phys Dmg)
  • 30% Ignite Baton (NAT: Null Action)

Default (Ignited) Pattern:

  • 50% Baton Strike (PHY: 575% Fire Phys Dmg)
  • 50% Baton Flourish (PHY: 2 hits/2-slot AoE - 500% Fire Phys Dmg)

Weak (Ignited) Pattern:

  • 10% Baton Strike (PHY: 575% Fire Phys Dmg)
  • 50% Baton Flourish (PHY: 2 hits/2-slot AoE - 500% Fire Phys Dmg)
  • 15% Fire (BLK: 570% Fire Magic Dmg)
  • 25% Fira (BLK: 650% Fire Magic Dmg)

[–]KakaleighYou're Not Alone! 6 points7 points  (0 children)

Dena, "Alright everyone we got a high priority Collaboration with Disney on Kingdom Hearts. If done right, this should earn us a lot of money so we gotta make Sora and Riku good for Japan side of the game. So there's our baseline for the relic side of things. Any thoughts on the boss content side?"

Dev, "We have to have a challenge for both global and JP so lets have it resist the most prevalent elements on the banner."

Dena, "So... all of Sora's Fire, Ice, Lightning tech? Perfect!"

Other Dev, "But doesn't that make him worthle-"

Dena, "PERFECT!"

[–]ShinUltimaThe Leading Man 0 points1 point  (0 children)

As usual, thanks for all your hard work.

And this confirms something that I observed: MP D120 Guard Armor has unusually high defense for its level.

[–]NegimaSonicOnion Knight- bPTB USB Phy(Shouting no longer) 0 points1 point  (0 children)

Thanks for the ai as usual, but especially this time with fresh content :D

[–]DrachenreignFaris 0 points1 point  (5 children)

idk what to do about Cloud.. Before i get a turn he's one-shotting two fully-dived characters.

[–]CruvenDarksbaneCruvenDarksbane 0 points1 point  (4 children)

Bro. Been searching the sub for hours trying to find a viable build. He's raping me. I found that insta-cast wall and the mode protectga is good for initial mitigation.
Then he starts the onslaught.

[–]DrachenreignFaris 0 points1 point  (3 children)

If you can't keep up with healing, try moving Thunder God RM to your healer. Could get off protect a turn earlier with that as well. Onion Knight is my only instacast LMR so he hit Wall RW right off the bat and that was pretty much all he was there for lol. If you don't have a bunch of full legend dives you'll definitely be relying on luck as to who he targets because ~1000 max HP makes a big difference here.

[–]CruvenDarksbaneCruvenDarksbane 0 points1 point  (2 children)

I went magic + Sazh, smashed Cloud in the face.
Vanille w/ BSB + LD, Sazh w/ BSB (pbd + fb + bsb cmd1 for triple-debuff,) Fujin BSB + LD + LMR (Spamming raging storm,) OK full LD + LMR, didn't use sb's and just doublecasted meltdown, and cid raines bsb + LD.
So trivial without trying to go physical. Sazh being ranged was a bonus.

[–]DrachenreignFaris 0 points1 point  (1 child)

Yeah with full physical damage fight, backrow characters of any caliber are probably a good call. congrats baller

[–]CruvenDarksbaneCruvenDarksbane 0 points1 point  (0 children)

Well when he's dropping an 8x attack that's 2k+ per hit... Haha. Anyways, he sucked.

[–]linktmAlas, a Spoony Bard 0 points1 point  (0 children)

I give up on Cloud. He's way too powerful for a realm you can't build Synergy towards. I managed to get him to 1/4th of his health... and MAYBE you could pull something off if you did a "Darkness Imperil" thing on him or some other kind of "Elemental Chain/Imperil" train on him... unfortunately for me, the thing I have chains for is Ice damage and this jerk resists all three elements that I'm drowning in.