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werbear
Jan 14, 2017

Efe posted:

Though it makes me wonder, does every post-game EO stratum have that one floor that's basically a giant middle finger?

Of course not.
Claret Hollows (EO/EOU) has five of those!

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Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST
After EO1 nothing else in the EO series fazes me when it comes to dungeon hazards.

EO4's postgame dungeon is too short and not nearly assholish enough too.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!

werbear posted:

Of course not.
Claret Hollows (EO/EOU) has five of those!

To be fair, the EOU version of Claret Hollows made a few of the "screw you" floors much nicer. I'd say that B22F is the most notable of those, since you can actually see the pitfalls before falling in.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!

werbear posted:

Of course not.
Claret Hollows (EO/EOU) has five of those!

I don't remember the first floor of Claret Hollows being so bad.

The other four I could do without, though.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Basically, EO post-game strata are the point where the developers are finally willing to go full :atlus: on you.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

Pureauthor posted:

EO4's postgame dungeon is too short and not nearly assholish enough too.

I think it makes up for that with Muskoids.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Orange Fluffy Sheep posted:

I think it makes up for that with Muskoids.

Fun fact about those enemies, their AI forces them to use their petrification skill if they blindside your party. (As a very small mercy though, their multi-target version can only be used once. Then they'll just slice and dice any survivors to death.)

Muskoid's AI Script posted:

Upon being targeted with an attack, enter the bloomed state.

If the party is blindsided, cast Ruinous Pollen (Single target). (Targets party members that aren't petrified.)

If self is in the bloomed state:
-Cast Ruinous Pollen (Multi-target) (Level 2). (Standard targeting.) This routine can only activate once.
-Cast Petals. (Standard targeting.)

If self is not in the bloomed state:
-69% chance to cast Ruinous Pollen (Single target). (Targets party members that aren't petrified.)
-31% chance to use a regular attack. (Standard targeting.)

RegalStar
Jul 17, 2016

vdate posted:

Postgame hell

E: Spinner hell is way worse because you have to keep a presence of mind about all the time; any time your mind wanders off a little bit, oops - now you have no idea where you are.

RegalStar fucked around with this message at 19:42 on Oct 4, 2017

A Magical Lamp
Aug 16, 2010

vdate posted:

EO5 LPs

Thanks for spoiling a game that isn't even released yet dickhead.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Actually yeah, please leave the EO5 specific discussion to the EO5 LP thread. And definitely don't talk about that game without even using spoiler tags!

Araxxor fucked around with this message at 19:29 on Oct 4, 2017

A Magical Lamp
Aug 16, 2010
More relevantly, that spinner maze is the most cruel design of the series to me. Teleport mazes even in EO1 you could draw in walls or some other bits of creative mapping to mark the right path. EO3 takes those tools away from you and if you stop paying attention and you step on a spinner you're hosed.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 99: Elder Dragon





Meet Elder Dragon, the final boss of the Sea Quests! He’s a rather unique fight.



First of all, he starts off the fight fully bound.



He’ll always try to cast this skill on the first turn.



But his head bind prevents him from making use of it.





However, let him use that skill unimpeded and...















You’ll be looking at the game over screen real fast. So you better keep his head bound, or you’ll pay the price. Now there’s quite a bit more to the fight than this. So why don’t we take a closer look at Elder Dragon?


Elder Dragon
Level: 75
HP: 44800
STR: 82
VIT: 79
AGI: 59
LUC: 56
TEC: 83
Attack Type: Strike
Exp: 84000
Item Drops:
-Normal: Holy Horn - 100% Drop Rate. Unlocks the Futsuno Mitama (Knife. Must be restocked.)
--Came from a dragon so long-lived as to be called eternal.
-Gold: Divine Scale - Kill while fully bound. 100% Drop Rate. Prevents normal drops. Unlocks the Dragon Blade. (Ultimate Sword. Must be restocked.)
--Scale with a shine greater than the brightest miracle.
Description: The pinnacle of organic life that has observed the world since the time of the gods.
Damage Resistances: Slash: 50% Strike: 50% Pierce: 50% Fire: 50% Ice: 50% Volt: 50%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: 10% Blind: 10% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 80% Arm: 120% Leg: 90%
Other Resistances: Death: LR – 10% Petrification: LR – 10% Stun: 10%

Skills:

Grand Dive: Does not use a body part. Deals 280% STR-based Strike damage to the entire party. Has an action speed of -20. Has an accuracy of 99.
Wing Rush: Does not use a body part. Deals 300% STR-based Slash damage to one row. Has an action speed of +/-0. Has an accuracy of 99.
Black Fire: Does not use a body part. Randomly hits the party 4 to 6 times, dealing 200% STR-based Fire damage per hit. Has an action speed of -20. Has an accuracy of 99.
Scarlet Ice: Does not use a body part. Deals 280% STR-based Ice damage to the entire party. Has an action speed of -20. Has an accuracy of 99.
Green Flash: Does not use a body part. Deals 450% STR-based Volt damage to one party member. Has an action speed of +/-0. Has an accuracy of 100.
Ancient Breath: Does not use a body part. Heals the Elder Dragon for 1500 HP, and dispels Petrification, Sleep, Confusion, Plague, Poison, Blind, Curse, Paralysis, Head binds, Arm binds, Leg binds, and debuffs. Has an action speed of -20.
Supernova: Uses the Head. Deals 3000% TEC-based Almighty damage to the entire party. Has an action speed of -50. Has an accuracy of 200.

Quite the mighty looking enemy, isn’t he? Supernova is basically a kill move and one of the biggest concerns in the entire fight. Not only that, Elder Dragon takes half damage from everything aside from Almighty damage. And all but one of his skills does not use a body part, so he can’t be locked down easily. But even though he’s very resistant to ailments (as is standard in the post-game), he’s quite susceptible to binds. Still, that 80% Head bind resistance means that we can only bind his head 3 times before not being able to anything about Supernova anymore. Or is that really the case? Well you see, Elder Dragon also has some additional properties in the data that makes him different from most enemies in the entire game.

Flags:

Disable Bind Accumulative Resistance: Elder Dragon will not gain any Accumulative Resistance to binds, no matter what. (Elder Dragon still has Accumulative Resistance with regards to ailments.)
Extra Damage: Leg binding Elder Dragon adds on 50% to his Slash, Strike, Pierce, Fire, Ice, and Volt damage multipliers.

These two flags make the fight play out far differently than most other fights in the game. For one thing, Elder Dragon is the only enemy in the entire game to not have Accumulative Resistance (Only applies to binds.) As a result, binding Elder Dragon is essential to winning the fight because you are expected to make heavy usage of binds. If your party doesn’t have access to binds, don’t worry. The game has you covered on that. You’ll see what I mean later.

Head binds shut down Supernova, that much is obvious. While none of Elder Dragon’s skills (aside from Supernova) use a body part, notice how every single one of them, the elemental attacks included, make use of Elder Dragon’s STR stat. As a result, Arm binds will halve the damage from his attacks. And considering how high Elder Dragon’s STR stat is, as well as how high those damage modifiers are, you’ll definitely want to bind his arms too. The 2nd flag makes it so that Leg binds are also a vital tool to make use of, as your damage is greatly reduced if you don’t bind his legs.

Elder Dragon’s AI Script posted:

Start off the battle with head bind, arm bind, and leg bind.

Cast Supernova on the 1st turn. (Standard targeting.)

If Ancient Breath was cast at least once during the battle, and self has head bind, arm bind, or leg bind, 79% chance to cast Ancient Breath. (Targets self.)

When HP falls below 51%, cast Ancient Breath. (Targets self.)

Follow this routine until HP falls under 51%:
-Turn 1: Grand Dive. (Standard targeting.)
-Turn 2: Wing Rush. (Standard targeting.)
-Turn 3: Supernova. (Standard targeting.)
-Turn 4: Wing Rush. (Standard targeting.)

-Loop from turn 1.

If HP fell under 51% at any point in the battle:
-Turn 1: Cast Supernova. (Standard targeting.)
-Turn 2:
--39% chance to cast Black Fire. (Standard targeting.)
--40% chance to cast Scarlet Ice. (Standard targeting.)
--21% chance to cast Green Flash. (Standard targeting.)
-Turn 3:
--39% chance to cast Grand Dive. (Standard targeting.)
--40% chance to cast Wing Rush. (Standard targeting.)
--21% chance to cast Ancient Breath. (Targets self.)
-Turn 4:
--19% chance to cast Black Fire. (Standard targeting.)
--20% chance to cast Scarlet Ice. (Standard targeting.)
--61% chance to cast Green Flash. (Standard targeting.)

-Loop from turn 1 until death.

Elder Dragon’s AI is pretty simple. He follows an attack pattern that he pretty much never deviates from in the first half of the fight, but he’ll mix things up once you reach the second half. Ancient Breath will start coming in at that point as well. While that skill is a bit of a setback when it gets cast, it also means that’s a turn Elder Dragon isn’t attacking you, so hog tying him is still in your best interests.

Elder Dragon is honestly just a really cool fight, and it’s my favorite boss fight in the entire game. Having to use bind to keep him down really makes the fight stand out. And it also helps that he’s not fully disabled, so you still have to engage with whatever he tries to do. In that sense, binds aren’t really disables so much as different forms of debuffs. He’s a real test for your party’s capabilities, and doesn’t feel unfair for the most part. I mean for one thing, the game actually tells you how to deal with Supernova since he’s guaranteed to cast Supernova on the 1st turn, and if you let him cast it, you’ll find out very quickly why that’s a bad idea, so rematching him is fairly painless, especially considering that he’s a Sea Quest boss. A shame that the game couldn’t have ended on this note, but I digress.

With that said, there’s a bit of a noticeable blemish in this fight. Notice how Elder Dragon’s head bind resistance is only 80%. Now the two best head binding skills in the game, Call Bird, and Hanging, have infliction rates of 50% and 60% at level 10. Now with an ailment score of 217, those can be increased to 100% and 120%. Oh, and Wild Mastery can increase Call Bird’s infliction rate to 115% at level 10. Oh and RNG can add up to 9% to those chances.

So on average, you have a 97.9% chance of landing a head bind with Call Bird and Wild Mastery, or a 98.6% chance on average of landing a bind with Hanging. This means that mathematically, it’s impossible to be guaranteed to head bind him, no matter how high your binding skill levels and your LUC and TEC stats are. Which means that it’s completely possible to lose the fight through absolutely no fault of your own, because Elder Dragon casted Supernova on a turn where a head bind refused to land. That’s not difficulty, Atlus. That’s just being a dick. And yes, I have lost fights before because of an extremely unlucky lack of a head bind proc.



But at any rate, unlike the other Sea Quests, we’re not helping out anyone else. Instead, we’re being helped by the people we’ve assisted before. So let’s see how helpful these NPCs are.







Kirikaze
Class: Ninja
Stats:
  • HP: 416
  • TP: 262
  • STR: 59
  • VIT: 35
  • AGI: 90
  • LUC: 63
  • TEC: 69
Equipment:
  • Danda-chakra - Knife, 163 Attack, +10% HP, +10% TP.
  • Dark Attire - Clothes, 97 Defense, +1 AGI, +1 LUC, +2 Speed.
  • Cathbharr - Helmet, 61 Defense, +10% Strike RES.
  • Cianontedae - Boots, 21 Defense, +3 AGI.
Skillset:
  • HP Up: Level 2 - Increases max HP by 13%.
  • TP Up: Level 1 - Increases max TP by 10%.
  • Keburi no Sue: Level 10 - Eliminates the back row damage penalty and reduces the TP cost of all skills by 10.
  • Knife Mastery: Level 10 - Increases normal attack damage by 11% when using a Knife.
  • Senpuku: Level 10 - Increases evasion by 35.
  • Karuwaza: Level 5 - Restores 10 TP every time the user avoids an attack.
  • Kubikiri: Level 5 - Grants the user's normal attacks an 11% chance of instantly killing their target.
  • Nikudan: Level 10 - Unleashes a Fire attack that deals 500% damage to the enemy that killed the user.
  • Kagenui: Level 10 - 12 TP. Deals 190% Slash damage to one enemy, and has a 60% chance of inflicting Leg Bind.
  • Tagen Battou: Level 10 - 40 TP. Attacks all enemies 3 to 5 times, dealing 330% Slash damage per hit. Damage increases with more clones.
  • Bunshin: Level 1 - 10 TP. Sacrifices half of the user's current HP and TP to create a clone.
Supplies:
  • 2 Medica IIIs. Restores 300 HP to a single target.
  • 4 Amrita IIs. Restores 100 TP to a single target.

Kirikaze’s AI Script posted:

If self's HP is below 51%, use a Medica III. (Targets self. Limit of 2.)
If Elder Dragon casts Ancient Breath, use an Amrita II. (Targets self. Limit of 2.)
If Elder Dragon does not have his legs bound, cast Kagenui. (Targets the enemy with the lowest HP.)
If there are no empty party slots, and at least 1 clone is one the field, cast Tagen Battou. (Targets the enemy with the lowest HP.)
If 5 or less party slots are filled, cast Bunshin. (Targets self.)
If 5 or less party slots are filled, and self is not at full HP, cast Bunshin. (Targets self.)
If there are no empty party slots, and at least 1 clone is one the field, and Elder Dragon has his legs bound, cast Tagen Battou. (Targets the enemy with the lowest HP.)
If self's TP is below 21%, use an Amrita II. (Targets self. Limit of 2.)
Else, if self is unable to do anything else for whatever reason, use a regular attack. (Targets the enemy with the lowest HP.)

Kirikaze was one of the first of the NPCs we’ve fought with, and now she is willing to take time out of doing tasks for her master to help us. She wasn’t a particularly spectacular party member all the times we’ve fought with her, and I’m sad to say that’s also the case here. She’ll focus on leg binding Elder Dragon, then try to make use of Tagen Battou if she’s allowed to clone herself. Unfortunately, her damage isn’t great, even though she has access to the ultimate Dagger. In fact, Kirikiaze is pretty much a straight up liability if you’re trying to make use of a Wildling, since animals are far more useful than what she can contribute. Otherwise, she’s just kind of there.

Now since binds are an important part of the fight, I’m gonna talk a bit about each NPC’s binding capabilities (if they are capable of doing so). Kirikaze’s LUC and TEC stat total matches Elder Dragon, meaning that she receives no boosts or penalties to her infliction rates. She only has access to leg binds, As such, she has a 54% to 62% chance of landing a leg bind with Kagenui.

Bring whoever you want for this Sea Quest, but be warned that if you try to bring a Wildling, you’re gonna be fighting over that 6th slot with her.

Oh and interesting to note, all the NPCs in these Sea Quests do come with their ultimate weapons and armor to help give you an edge. (And are extremely overleveled to boot.)







Toma
Class: Farmer
Stats:
  • HP: 486
  • TP: 255
  • STR: 34
  • VIT: 52
  • AGI: 57
  • LUC: 87
  • TEC: 38
Equipment:
  • Danda-chakra - Knife, 163 Attack, +10% HP, +10% TP.
  • Kokopelli Vest - Light Armor, 119 Defense, +2 LUC, +1 LIM
  • Dark Gauntlets - Gloves, 38 Defense, +5% TP, +1 TEC.
  • Cianontedae - Boots, 21 Defense, +3 AGI.
Skillset:
  • HP Up: Level 4 - Increases max HP by 19%.
  • Earth's Bounty: Level 10 - Increases exp gain by 30% as long as the user is alive at the end of the battle.
  • Brave Heart: Level 5 - Recovers 5 TP at the end of each turn as long as the user is in the front row.
  • Persistence: Level 7 - Gives a 30% chance for the user to automatically revive if dead once per battle.
  • Waste Not: Level 5 - Increases the drop rate by 5%.
  • Lullaby: Level 10 - 10 TP. Has a 45% chance to put all enemies to sleep. Puts the user to sleep as well.
  • Play Possum: Level 10 - 7 TP. Reduce the user's aggro value by a value of up to 15 for 4 turns.
  • Strange Seeds: Level 10 - 8 TP. Has a 60% chance to apply random binds to all enemies.
  • Rotten Egg: Level 10 - 9 TP. Lowers all enemies' attack power by 10% (50% if they have an ailment) for 5 turns.
  • Sympathy Pain: Level 10 - 10 TP. Has an 999% chance to transfer an ailment the user has to the target.
Supplies:
  • 10 Medica IIs. Restores 160 HP to a single target.
  • 10 Medica IIIs. Restores 300 HP to a single target.
  • 8 Amrita IIs. Restores 100 TP to a single target.

Toma’s AI Script posted:

When healing, prioritize party members with the lowest HP.
If at least 1 party member is below 71% HP, use a Medica III. (Targets allies. Limit of 10.)
If at least 1 party member is below 11% TP, use an Amrita II. (Targets allies. Limit of 3.)
If at least 1 party member is below 31% TP, use an Amrita II. (Targets allies. Limit of 5.)
If at least 1 party member is below 91% HP, use a Medica II. (Targets allies. Limit of 10.)
If Elder Dragon does not have his head bound, 69% chance to cast Strange Seeds. (Targets self.)
If Elder Dragon is below 2% HP, use a regular attack. (Targets the enemy with the lowest HP.)
Else, if self is unable to do anything else for whatever reason, defend. (Targets self.)

We’ve hunted down treasure with Toma before, and in all those Sea Quests, he’s been a very good support. He continues that role here, as he’s a very good healer and will keep your party and his ally going. Occasionally he’ll try to bind Elder Dragon with Strange Seeds, but for the most part, he’ll just focus on patching your party up. And he can continue that job for quite a while. Especially if you happen to bring a healer to keep everyone topped off.

As for his binding capabilities... I wouldn’t rely on him to make good use of binds. Strange Seeds is really not a reliable binding skills, but for the sake of posterity, I’ll list out the actual rates depending on the bind that it happens to choose. Head binds will have an 89% to 96% chance of landing. But arm binds and leg binds will always be guaranteed to land. However, the main issue is if Strange Seeds picks a bind that Elder Dragon is already inflicted with, it will do nothing. But fortunately, Toma is not our main binder in this fight.



Bergman
Class: Wildling
Stats:
  • HP: 568
  • TP: 395
  • STR: 54
  • VIT: 57
  • AGI: 45
  • LUC: 76
  • TEC: 75
Equipment:
  • Trident - Spear, 190 Attack.
  • Beast’s Chain - Clothes, 96 Defense, +1 STR, +1 LUC, +1 LIM.
  • Cathbharr - Helmet, 61 Defense, +10% Strike RES.
  • Nothing.
Skillset:
  • HP Up: Level 3 - Increases max HP by 16%.
  • TP Up: Level 3 - Increases max TP by 16%.
  • Beast Soul: Level 10 - Increases an animal's HP by 50%, their ATK by 75%, and their DEF by 50%.
  • Wild Mastery: Level 10 - Increases the chance of an animal's ailments landing by 15%.
  • Nature Pact: Level 8 - Animals have a 38% chance of taking a mortal blow in the Wildling's place and heals them for 160 HP.
  • Sacrifice 1: Level 8 - Animals have a 30% chance of taking a physical attack in an ally's place within their row.
  • Sacrifice 2: Level 8 - Animals have a 30% chance of taking an elemental attack in an ally's place within their row.
  • Alertness: Level 2 Has a 35% chance to nullify a blindside.
  • Dismiss Beast: Level 5 - 1 TP. Send an animal away and refunds the amount of TP used to summon them.
  • Call Bird: Level 10 - 27 TP. Summons a bird that has a 50% chance to inflict Head bind with its attacks. Attacks deal 130% or 120% damage.
  • Call Snake: Level 10 - 27 TP. Summons a snake that has a 50% chance to inflict Arm bind with its attacks. Attacks deal 130% or 120% damage.
  • Call Mole: Level 10 - 27 TP. Summons a mole that has a 50% chance to inflict Leg bind with its attacks. Attacks deal 130% or 120% damage.
  • Beast Roar: Level 5 - 16 TP. Lowers all enemies' physical attack by 20% for 4 turns.
  • Primal Drums: Level 5 - 16 TP. Lowers all enemies' physical defense by 30% for 4 turns.
Supplies:
  • 3 Medica IIs. Restores 160 HP to a single target.
  • 7 Amrita IIs. Restores 100 TP to a single target.

Bergman’s AI Script posted:

If self's HP is below 31%, use a Medica II. (Targets self. Limit of 3.)
If Elder Dragon casts Ancient Breath, use an Amrita II. (Targets self. Limit of 2.)
If 5 or less party slots are filled, and Elder Dragon does not have his head bound, cast Call Bird. (Targets self.)
If 5 or less party slots are filled, and Elder Dragon does not have his arms bound, cast Call Snake. (Targets self.)
If 5 or less party slots are filled, and Elder Dragon does not have his legs bound, cast Call Mole. (Targets self.)
If Elder Dragon does not have the Beast Roar debuff, cast Beast Roar. (Targets the enemy with the lowest HP.)
If Elder Dragon does not have the Primal Drums debuff, cast Primal Drums. (Targets the enemy with the lowest HP.)
If self's TP is below 21%, use an Amrita II. (Targets self. Limit of 5.)
Else, if self is unable to do anything else for whatever reason, use a regular attack. (Targets the enemy with the lowest HP.)

Bergman is. He has always been a reliable party member every time we’ve fought together, and was most definitely capable of carrying his own weight. Now, he will pretty much carry your party kicking and screaming to victory because he’s that drat good at his job. He will pretty much ensure that Elder Dragon stays bound whenever possible, and prioritizes head binds first so you won’t be so likely to lose the fight. And if Elder Dragon happens to be fully bound, he’ll toss out some debuffs to make the fight easier for you.

Now Bergman is guaranteed to inflict arm and leg bind on Elder Dragon whenever he casts Call Snake and Call Mole. Unfortunately, due to the issue I talked about earlier, he only has a 95% to 100% chance of landing a head bind. So if you’re unlucky, you can lose to a stray Supernova. That’s about as good as binding he gets, so feel free to bring whatever bind you want, or just let Bergman handle all the heavy lifting.

This is what I meant by the game having you covered if you don’t have any binders in your party. If you don’t happen to have a binder, take this Sea Quest. It’s by far the easiest Sea Quest to complete, since a Wildling is provided for you. And for the record, completing all the Sea Quests is not required for 100% completion. Only beating the sea bosses at least once is, so once you’ve taken out Elder Dragon once, you’re free to ignore the other Sea Quests if you lack a binder. At any rate, Toma and Bergman have the support angles covered pretty well, so you should mainly bring offensive characters to this Sea Quest.







Victoria
Class: Princess
Stats:
  • HP: 660
  • TP: 424
  • STR: 46
  • VIT: 77
  • AGI: 58
  • LUC: 67
  • TEC: 62
Equipment:
  • Dragon Blade - Sword, 189 Attack, +15% HP, +15% TP.
  • Royal Byrnie - Heavy Armor, 130 Defense, +10% HP, +10% TP.
  • Hildebrand - Shield, 65 Defense.
  • Dark Gauntlets - Gloves, +5% TP, +1 TEC.
Skillset:
  • HP Up: Level 2 - Increases max HP by 13%.
  • TP Up: Level 2 - Increases max TP by 13%.
  • Royal Lineage: Level 10 - Restores 10 TP when receiving a buff.
  • Royal Veil: Level 10 - Party recovers 46 HP at the end of the turn as long as user's HP is full.
  • Reinforce: Level 10 - Restores 42 HP to targets that receive buffs.
  • Nobility Proof: Level 10 - Restores 12 TP when a buff wears off.
  • Attack Order: Level 10 - 16 TP. Increases a row's physical power by 45% for 4 turns.
  • Guard Order: Level 10 - 16 TP. Increases a row's physical power by 45% for 4 turns.
  • Regal Radiance: Level 5 - 15 TP. Dispels any elemental imbues on an ally and deals 168% damage to all enemies. Damage type depends on the element dispelled and the weapon type. Uses the ally’s attack to calculate damage.
  • Ad Nihilo: Level 10 - 16 TP. Dispels all buffs on one enemy and deals 240% Almighty damage.
  • Prevent Order: Level 5 - 4 TP. Prevents ailments from hitting a row for 4 turns.
  • Rally Order: Level 5 - 8 TP. Increases a row’s maximum HP by 43% for 4 turns.
  • Protect Order: Level 10 - 4 TP. Heals one row for 4 turns. Healing is equal to 2.4 * User’s TEC.
  • Negotiation: Level 10 - 8 TP. Dispels all buffs on one ally, and heals them with a healing power of 350%.
  • Inspire: Level 10 - 12 TP. Dispels all debuffs on one row, and restores their TP with a healing power of 12%.
Supplies:
  • 3 Medica IIIs. Restores 300 HP to a single target.
  • 5 Amritas IIs. Restores 100 TP to a single target.

Victoria’s AI Script posted:

If the front row does not have the Attack Order buff, cast Attack Order. (Targets the front row.)
If the front row does not have the Guard Order buff, cast Guard Order. (Targets the front row.)
If the front row does not have the Protect Order buff, cast Protect Order. (Targets the front row.)
If self is below 31% TP, use an Amrita II. (Targets self. Limit of 3.)
If self is below 31% HP, use a Medica III. (Targets self. Limit of 5.)
Else, if self is unable to do anything else for whatever reason, use a regular attack. (Targets the enemy with the lowest HP.)

Along with Kirikaze, Victoria was one of the first people we’ve teamed up with, and now she’s one of the last people we’ll fight alongside with. She’s been a fairly good support for her own allies, and the same applies here. She doesn’t focus on the back row too much, but considering who her allies are, she doesn’t need to focus on the back row if you bring the right party members.



Zaby
Class: Buccaneer
Stats:
  • HP: 500
  • TP: 272
  • STR: 61
  • VIT: 53
  • AGI: 76
  • LUC: 47
  • TEC: 59
Equipment:
  • Musketeer - Rapier, 180 Attack, +40% Fire Power, +2 STR.
  • Calico Sailor Light Armor, 122 Defense, +1 AGI, +1 LUC, +3% Crit Rate.
  • Dark Gauntlets - Gloves, 38 Defense, +5% TP, +1 TEC.
  • Cianontedae - Boots, 21 Defense, +3 AGI.
Skillset:
  • HP Up: Level 2 - Increases max HP by 13%.
  • TP Up: Level 2 - Increases max TP by 13%.
  • Trickster: Level 10 - User recovers 10 TP for every offensive skill they cast.
  • Rapier Mastery: Level 10 - Increases normal attack damage by 11% when using a Rapier.
  • Gun Mastery: Level 5 - Increases normal attack damage by 6% when using a Gun.
  • Swashbuckling: Level 7 - The user has a 27% chance to attack twice when using normal attacks.
  • Lady Luck: Level 8 - Increases the user's critical hit rate by 16%.
  • Lights Out: Level 10 - 12 TP. Deals 165% Pierce damage to one enemy, and has a 70% chance of inflicting Blind.
  • Hanging: Level 10 - 12 TP. Deals 184% Pierce damage to one enemy, and has a 50% chance of inflicting Head Bind.
  • Pincushion: Level 10 - 32 TP. Randomly hits enemies 1 to 3 times, dealing Pierce damage equal to 145% + 3 * User's AGI per hit.
  • Eagle Eye: Level 10 - 9 TP. Lowers one enemy's physical defense by 35% for 4 turns.
Supplies:
  • 5 Amrita IIs. Restores 100 TP to a single target.

Zaby’s AI Script posted:

If Elder Dragon does not have his head bound, cast Hanging. (Targets the enemy with the lowest HP.)
Cast Pincushion. (Targets the enemy with the lowest HP.)
If self's TP is below 36%, use an Amrita II. (Targets self. Limit of 5.)
Else, if self is unable to do anything else for whatever reason, use a regular attack. (Targets the enemy with the lowest HP.)

Zaby and her crew were able to handle things on their own the few times we fought with them, and just like those times, she’s capable of handling herself here as well. Her behavior is really simple. Head bind Elder Dragon if his head isn’t bound, and use Pincushion if it is. She’s a fairly decent damage dealer, and Victoria’s buffs can help her out.

Unfortunately, you really can’t rely on Zaby to get the job done when it comes to head binding Elder Dragon. Her LUC and TEC stats are so far below his, that she only has a 48% to 55% chance of getting his head bound with Hanging. And considering that Supernova will cause you to lose the fight instantly, you’re really better off bringing your own head binder instead of trying to play with a coin toss every time his head gets unbound.



Nerona
Class: Gladiator
Stats:
  • HP: 731
  • TP: 209
  • STR: 78
  • VIT: 71
  • AGI: 51
  • LUC: 48
  • TEC: 39
Equipment:
  • Ukonvasara - Club, 202 Attack, +20% HP, +10% TP.
  • Berserk Leather - 116 Defense, 2 STR, +10% HP.
  • Dark Gauntlets - Gloves, 38 Defense, +5% TP, +1 TEC.
  • Cianontedae - Boots, 21 Defense, +3 AGI.
Skillset:
  • TP Up: Level 4 - Increases max TP by 19%.
  • Endless Battle: Level 10 - Increases physical damage by 25%.
  • Club Mastery: Level 10 - Increases normal attack damage by 11% when using a Club.
  • Stun Attack: Level 8 - Grants the user's normal attacks a 47% chance to stun their target.
  • Wild Swings: Level 7 - Grants any single target skill a 47% chance to attack targets adjacent to the primary target.
  • Avenger: Level 8 - Restores 140 HP to the user when an ally dies.
  • Crushing Blow: Level 10 - 8 TP. Deals 155% Strike damage to one enemy, and has a 50% chance of inflicting Confusion.
  • Arm Breaker: Level 10 - 10 TP. Deals 185% Strike damage to one enemy, and has a 60% chance of inflicting Arm Bind.
  • Freezing Blow: Level 10 - 12 TP Deals 200% Ice + Strike damage to one enemy.
  • Nine Smashes: Level 10 - 25 TP. Attacks one enemy 2 to 9 times, dealing 90% Strike damage per hit. Has an accuracy of -55.
  • Charge: Level 5 - 6 TP. Increases the power of the next physical attack by 260%.
  • Wolf Howl: Level 10 - 10 TP. Lowers all enemies' defenses by 15% (55% if they have an ailment) for 5 turns.
Supplies:
  • 5 Amrita IIs. Restores 100 TP to a single target.

Nerona’s AI Script posted:

If Elder Dragon is blind, paralyzed, confused, asleep, poisoned, plagued, or cursed, cast Wolf Howl. (Targets the enemy with the lowest HP.)
If Elder Dragon does not have his arms bound, cast Arm Breaker. (Targets the enemy with the lowest HP.)
Cast Nine Smashes. (Targets the enemy with the lowest HP.)
Use a regular attack. (Targets the enemy with the lowest HP.)
If Elder Dragon does not have his arms bound, cast Arm Breaker. (Targets the enemy with the lowest HP.)
Cast Nine Smashes. (Targets the enemy with the lowest HP.)
If self's TP is below 36%, use an Amrita II. (Targets self. Limit of 5.)
Else, if self is unable to do anything else for whatever reason, use a regular attack. (Targets the enemy with the lowest HP.)

We’ve only fought by Nerona’s side once, but hey, it’s always nice to have help. I honestly have no idea what’s with the redundancy in her AI. But at any rate, Nerona’s behavior is simple. Is Elder Dragon Arm bound? No? Then try to arm bind him. Then just cast Nine Smashes whenever possible. Nine Smashes isn’t as much of an issue here as it was in the King Penguin fight, as Elder Dragon’s legs should be bound as often as possible. Also if you somehow manage to land an ailment on him, she’ll toss out a Wolf Howl so deal even more damage can be dealt to him. But that’s probably not something to deliberately go after unless you have the opportunity.

Because Nerona’s LUC and TEC stats are so far below Elder Dragon’s respective stats, she actually just has a 72% to 82% chance of succeeding with Arm Breaker due to the infliction rate bug, so she’s fairly reliable at getting that job done.

This Sea Quest honestly has enough in the way of damage dealers. Both Zaby and Nerona can handle the job, so you should mainly bring supports for this Sea Quest. Brining your own head binder is a must, since Zaby cannot be trusted with that job.

Now that we’ve taken a look at our allies, let’s take a look at our own guild and begin the final party vote in this Let’s Play!

Banned



Ready, everyone? Ha ha ha, this is gonna be so much fun!

Considering how Fang is the only one in the guild capable of inflicting head binds, and that binds are so important in this fight, Fang is banned from voting. He’s coming along since we need him in order to win this fight.

This is the other fight that I was saying that a Wildling was good for, and given all the reasons I just laid out, I’m sure you can see why. If you want to do all the Sea Quests here, having a Wildling is a must.

The Rest of the Guild



Heh heh, I’m kinda nervous about all this. Hope we can take him down...

Faye is by far one of the strongest supports we can bring along. She has buffs, and her healing capabilities will make the fight far far more bearable given how much damage Elder Dragon can dish out.



As long as we are sufficiently prepared, I’m sure we’ll prevail.

Yeah... Wait, why am I worried!? If we all die, we can just try again!

...That, too.

Cassandra is also an extremely strong support to bring along. Her defensive capabilities can give the party a lot more room to breathe in the fight, especially considering how tanky she is on the physical side. That said, she’s not as strong as a defensive support given that she can’t use Bunshin, as Fang needs that slot far more.



Queen Dragon God... Yes, I like the sound of that.

MEGAQUEEN brings very little in the way of defense and instead goes all in on offense when it comes to support. Unfortunately, she’s rather redundant considering how many of her skills overlap with Faye’s, and defense is a lot more valuable than pure offense in this fight.



Hoo hoo! We’re gonna be in for the fight of our lives, here!

Sidney is one of the best physical damage dealers we have on this team. Unfortunately, his fragile defenses are very much a concern in this fight. Making use of Front Mortar is completely infeasible without Cassandra in the party, as Elder Dragon will be glad to paste him to the ground since his attacks deal so much damage.



The Elder Dragon’s trial... I hope we’re up to the task.

Akatsuki is really not a great party member to bring along. He can’t use Bunshin since Fang needs that slot more, so using Tagen Battou is out of the question. He’s also not that great at binding Elder Dragon’s legs either.



Never in my life did I think I would get to do something like this!

The absolute best damage dealer in our team without question, is Asteria. Yes, really. Since head binds are a huge part of the fight, Elder Dragon’s TEC stat will get halved. Meaning that Meteor gets a massive, and I mean massive damage boost. No other damage dealer aside from Sidney can compare to her. And her fragility isn’t a problem, since she can be placed onto the back row without any problems.



Swords sharpened... I’m ready to go!

Rose is a durable physical attacker, and a fairly reliable party member to bring along. Since Elder Dragon should ideally have his legs bound at all times, her accuracy issues aren’t that big in this fight.



Queen of the dragons? Pfft, in your dreams.

Would it kill you to not be a spoil sport for once?

Scott is another good damage dealer we have, and he’s fairly fast as well. He can also provide some support with Eagle Eye.



Ohhh, I hope this will all turn out well.

Alice is... not a stellar party member to bring along. Her ailment score matches Elder Dragon’s, so she gets no boosts or penalties to her infliction rates. Making her a rather mediocre leg binder.



Perhaps this will finally give us the edge we need to triumph over the Evil One...

Charlotte is a bit fragile and is capable of dealing great amounts of damage, but she’s a bit unreliable for the job.



Put me in coach, I’ll give that dragon god the ol’ one-two!

Unfortunately, Smith is really not a great damage dealer to bring along. Breakfire Fist barely does anything, and there’s little he has to offer over all of the other options.

Vote for up to 4 party members you wish to see take on the Elder Dragon’s test. Votes must be in bold.

Araxxor fucked around with this message at 23:39 on Oct 5, 2017

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Asteria, Cassandra, MEGAQUEEN, Fetus' Choice.

Argent Cinereus
Feb 25, 2013
Sidney, Cassandra, Rose, Faye

Yukari
Feb 17, 2011

"That's going in the cringe reel for sure."


Kyrosiris posted:

Asteria, Cassandra, MEGAQUEEN, Fetus' Choice.

This seems good. MEGAQUEEN must be the Queen Dragon God.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Edit: No, wait...

Rose, Sidney, Asteria, Faye

W.T. Fits fucked around with this message at 22:52 on Oct 5, 2017

werbear
Jan 14, 2017
Faye, Cassandra, Sidney, Asteria

BlackPersona
Oct 21, 2012


Scott, Asteria, MEGAQUEEN, Sydney

Rea
Apr 5, 2011

Komi-san won.
Susan, Rose, Scott, Charlotte.

dont be mean to me
May 2, 2007

I'm interplanetary, bitch
Let's go to Mars


Too far along to change now.

Faye, Asteria, MEGAQUEEN, Doctor's orders

Alacron
Feb 15, 2007

-->Have tearful reunion with your son
-->Eh
Fun Shoe
Use different party members for each quest, give this LP the finale it deserves

Okay so that probably won't count as a vote, so instead I'll say Faye, Cassandra, Scott, Asteria

AweStriker
Oct 6, 2014

Asteria, HRH MEGAQUEEN, Faye

SimplyUnknown1
Aug 18, 2017

Cat Cat Cat
Can I just say that Bergman claiming that he'll make a good meatshield is highly amusing to me?

Anyways, I'd like Faye, Rose, Asteria, and Scott to come along.

Efe
Feb 2, 2016

I make alive things dead and sometimes the other way around.

Alacron posted:

Use different party members for each quest, give this LP the finale it deserves

If this were an option, I'd go for it too.

Otherwise, I guess I'll throw in my votes for Asteria, Cassandra, Rose, and Charlotte. Considering that I stubbornly dragged a Wildling through my one and only run of this game (much to my detriment in a certain boss fight that I've rambled on more than enough by this point), this is a fight I would have actually liked to give a shot. All the work to reach this fight, though, is beyond my party's capabilities (and my patience).

A Magical Lamp
Aug 16, 2010
Scott can use Hanging for all your binding needs! :v:

ZZT the Fifth
Dec 6, 2006
I shot the invisible swordsman.
Alice, Smith, Akatsuki, Charlotte. :getin:

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Oh, that really is an interesting fight. More bosses need to have, like, alternate reactions to status conditions.

Toyotasomi no Miko
Oct 23, 2016
Thirding the theoretical "use different people each quest" thing, voting Akatsuki, Rose, Scott, and Asteria if that doesn't go through.

I may as well give you an easy time with that conditional, because we all hate those full binds without Dominate or some other skill like that.

Rawkking
Sep 4, 2011
Alice, Asteria, Cassandra, Faye

Yeah using all the members in different scenarios (with Fetus having full control over the groups so it's actually viable) would be cool.

I dont know
Aug 9, 2003

That Guy here...
Fetus' Choice x4

I also like the idea of variety.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

quote:

Use different people in every Sea Quest

I genuinely have no idea how the hell I would even pull that off. I only have 1 head binder. And Scott's stats are way too low to make use of Hanging without farming a ridiculous amount of LUC and TEC books. I am not coasting on a 48% to 55% chance to continue the fight for every single Supernova for a fight that can last for about 40 turns.

A Magical Lamp
Aug 16, 2010
Yeah I wouldn't try to ruin the last boss that's remotely fun in the game for you.

I'd quite like to see Warrior Might demonstrated. Sea quests are far from ideal for using it so I've never tried myself, interested seeing how it compares.

A Magical Lamp fucked around with this message at 06:29 on Oct 6, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Actually, upon thinking and planning, it may be possible to pull off the whole different party members schtick. I'll try to see what I can do. So yeah, if you want to see all different party members for all Sea Quests, go ahead and vote for that option if you want. If enough people vote for it, I'll do it. Mind you, I will completely ignore voting results and control who goes to what Sea Quest in that scenario.

But in the meantime, Vote so far:

Asteria: 12
Faye: 8
Cassandra: 7
MEGAQUEEN: 6
Rose: 6

Scott: 5
Sidney: 4
Charlotte: 3
Akatsuki: 2
Alice: 2
Smith: 1

My Choice: 7

Different party members: 3

Araxxor fucked around with this message at 06:42 on Oct 6, 2017

Level Seven
Feb 14, 2013

Wubba dubba dubba
that blew.



Megamarm
Let the whole gang tag along on the final voyage.

Crosspeice
Aug 9, 2013

That's what I was thinking, definitely keep Fang to make your life easier, but use everyone else

cdyoung
Mar 2, 2012
Fang, Asteria, Cassandra, Charlotte

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Alacron posted:

Use different party members for each quest, give this LP the finale it deserves

Okay so that probably won't count as a vote, so instead I'll say Faye, Cassandra, Scott, Asteria

I hate to say this, but Elder Dragon isn't the true final boss. There's one more big fight after it. But I'll be sure to give that particular finale exactly what it deserves.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Can't you subclass Alice into a wildling for this fight for a third head binder or is her tec too low for that despite farmer luck?
Anyway all hands on deck if at all feasible.


P.s. did Faye meet an hexer still pissed off after a dinogator encounter?

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
Spinners and mapless rooms. How "fun".

Fetus' Choice x4.

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Talow
Dec 26, 2012


Clearly for a boss this special, you need to send in literally everyone

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