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Sasha bumped Hypno Cannon to level 5, put a point in Rapid Cannon, put Pillbox up to level 5, and put one point in Gun Support.
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Cecil maxed out One-Two, leveled up Liver Blow to 7, and put two points into Corkscrew. I could start leveling up Lead Blow here, but I'll want all of the preceding skills maxed out (or at least level 5, in Corkscrew's case), before doing so.
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I rested Jana to reallocate her points. The important parts of her build are that she has level 10 Reflower, and level 10 Four Gods.
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Oh yeah she also has four katanas equipped now. That's what that intro was about, if you were curious. It's time to actually show off what this spec can do.
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Kaelin has level 9 Multistrike, and I'm okay with it there for now. He's working towards High-Speed Incantation at the moment, as evidenced by the two points in Magi Mastery.
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Gram has not changed at all since Undead King.
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I have a score to settle with a certain FOE.
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Decapitating Executioner
HP: 9601
STR: 79
INT: 58
VIT: 69
WIS: 63
AGI: 62
LUC: 69
Skills:
- Crushed Ice: Uses the arms. Deals 170% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
- Confusing Fire Oil: Uses the arms. Adds fire to all party members' normal attacks for 4 turns. Attempts to inflict panic on all party members, with a 30% base chance. Has an 80% speed modifier.
- Scorching Wrath: Used out of turn. Uses the head. Attempts to inflict curse on all party members, with a 30% base chance. If a target has a Fire Oil, Confusing Fire Oil, or Prayer: Blaze buff on them, the base chance is increased to 100%.
- Axe of Slaughter: Used after Scorching Wrath. Uses the arms. Deals 40% melee STR-based bash damage to all party members. If a target has an ailment, attempts to instantly kill them, with a 200% base chance. Has a 50% speed modifier and a base accuracy of 150%.
Drops:
- Normal:
Jet-Black Slate. 100% chance. Sells for 1630 en.
- 1 needed to make
Black Prince (+40 DEF, +32 MDEF, +5 STR). Costs 9900 en, sells for 3960 en.
- 1 Jet Black Slate and 1 Sharp Wheel Rim (Deadwheel) needed to make
Mortar (+65 ATK, +40 MATK, Frail Miasma, Silver x4). Costs 13400 en, sells for 5360 en.
- Conditional:
Burnt Pauldron (Kill with fire damage). 100% chance. Sells for 1850 en.
- 1 needed to make
Holy Gift (Multiplies all EXP from one battle by 2x). Costs 3000 en, sells for 1200 en.
Damage Resistances:
Disable Resistances:
Decapitating Executioners have a...strange gimmick focused on giving party members Fire Oil effects. My main advice for this fight is "don't get tagged with ailments," since the Axe of Slaughter instant death will ruin your day very, very quickly.
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(Four Gods.)
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(Reflower proc.)
It took quite a lot of skill points, but Jana puts out a load of hurt with this build. She averages a little over 850 damage a turn on the Decapitating Executioner, which is just a little shy of 10% of the thing's HP per turn. All for 10 TP, too.
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Oh, phew, that's three of the Decapitating Executioner's skills shut off.
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Incidentally, if you're thinking Kaelin's damage is comparable to Jana's, bear in mind he's getting double damage due to the DE's fire resistance.
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(Scorching Wrath.)
The DE's arms are still bound, but I'd rather purge those curse inflictions sooner rather than later.
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(Failed to use Axe of Slaughter due to bound arms.)
Phew!
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Okay we're good.
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Obtained 2 Silver Ingots!
A conditional that requires hitting a 200% resistance for an extra Silver Ingot? Yes, please.
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Now then, let's take care of Pursue the missing squadron.
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Go down here. Going the wrong way will result in a skeleton ambush.
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Bringing an Herbalist in your party, or having a dog summoned, results in some extra fluff dialogue, by the way.
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In the words of the Australian Christmas update's splash for Medieval Mode: "Gette it Onne!"
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This thing is a Malicious Spirit, which is basically just a beefier Wandering Flame-Phantom. Let's start with that thing's writeup.
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Wandering Flame-Phantom
HP: 6582
STR: 56
INT: 74
VIT: 61
WIS: 67
AGI: 51
LUC: 75
Skills:
- Cut Away: Uses the arms. Deals 2-4 instances of 200% melee STR-based cut damage to random party members. Can hit the same target multiple times. Has an 80% speed modifier and a base accuracy of 99%.
- Flame Sign: Used out of turn. Uses the head. Reduces all party members' fire resistance by 50%. Has a 200% speed modifier.
- Hellfire: Used after Flame Sign, if the Wandering Flame-Phantom was not damaged between casting that and this. Uses the head. Deals 130% ranged INT-based fire damage to all party members. Has a 30% speed modifier and 120 base accuracy.
- Normal:
Phantom Cloth. 100% chance. Sells for 1400 en.
- 1 needed to make
Mirage Fist (+80 ATK, +68 MATK, Flame-Retarding Fist, Silver x4). Costs 8300 en, sells for 3320 en.
- 1 needed to make
Phantom Robe (+21 DEF, +49 MDEF, +5 INT). Costs 6500 en, sells for 2600 en.
- 1 Phantom Cloth and 1 Skullwood (3rd Stratum Chop 1) needed to make
Phantom Arch (+62 ATK, +70 MATK, Hellfire, Silver x4). Costs 8550 en, sells for 3420 en.
Disable Resistances:
And, for posterity, the Malicious Spirit's specific stats.
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Malicious Spirit
HP: 9971
STR: 89
INT: 83
VIT: 68
WIS: 70
AGI: 58
LUC: 89
Skills:
- Cut Away: Uses the arms. Deals 2-4 instances of 200% melee STR-based cut damage to random party members. Can hit the same target multiple times. Has an 80% speed modifier and a base accuracy of 99%.
- Flame Sign: Used out of turn. Uses the head. Reduces all party members' fire resistance by 50%. Has a 200% speed modifier.
- Sight Flare: Used after Flame Sign, if the Malicious Spirit was not damaged between casting that and this. Uses the head. Deals 130% ranged INT-based fire damage to all party members. Attempts to inflict blind on hit targets, with a 50% base chance. Has a 30% speed modifier and a base accuracy of 120%.
Damage Resistances:
Disable Resistances:
I'm gonna count this as my Wandering Flame-Phantom fight, by the way.
Ironically, the primary gimmick of Wandering Flame-Phantoms--Flame Sign and Hellfire/Sight Flare--isn't what you need to worry about. It's Cut Away, because Cut Away fucking hurts.
Ironically, the primary gimmick of Wandering Flame-Phantoms--Flame Sign and Hellfire/Sight Flare--isn't what you need to worry about. It's Cut Away, because Cut Away fucking hurts.
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And One-Two, in the hopes that he binds the Spirit's arms. Black Mist will mean the Spirit will have effectively 100% resistance to arm binds, so here's hoping.
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It just occurred to me: Four Gods is basically a better Midareba/Swallow Strike, huh?
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(Failed to use Cut Away due to bound arms.)
Too bad.
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(Flame Sign.)
Eh, whatever, we can definitely hit the thing before it casts Sight Flare.
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Knew it.
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(Rockfall.)
A whole lot of the same happens for a few more turns.
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Right down to Kaelin being disappointing again.
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(Pillbox.)
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(Cut Away.)
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Obtained 5
Therica As.
Obtained 5
Therica Bs.
Obtained 5
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I swear to god you'll see how useful Pillboxes can be very, very soon.
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And another point in Flying Talon Strike.
That does it for now. I admit that this was something of a filler update, but I felt these fights plus the floor would've been slightly too long when combined. Next time: 16F.
That does it for now. I admit that this was something of a filler update, but I felt these fights plus the floor would've been slightly too long when combined. Next time: 16F.
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