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SEQUEL Kludge - Postgame boss #10

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Nov 21, 2022
9:06

Here comes the next boss in this lineup; its gimmick is somehow just as ridiculous as the previous boss. There's a mix of physical, magical, and sure-hit attacks that are combined into combo sequences to prevent your party members from taking any more actions while also hitting them back with huge damage. As a result, there is a very slim margin of error to get past certain combos without losing momentum in the fight. Thankfully, there exists a countermeasure to prevent imminent death from the combos, but the strategy is pretty complex in its setup and execution. Because of this, I'll post the actions for each party member and give a play-by-play for what these actions accomplished at various moments in the fight. Actions: 1. Wound, Incite, Revive(2), Shadow Body [Beast Stance] 2. Whip [Chromea], Incite, Drill [Chromea], Beast Stance [Delayed Cure(4)] 3. None, None, None, Delayed Cure(4) 4. None, None, None, Whatever 5. None, None, None, Victim Path 6. Revive(2), Incite, Revive(4), None 7. Bind, Incite, Revive(2), Delayed Cure(4) 8. Wound, Incite, System a, Delayed Cure(2) 9. Grim Torture, Evade, Drill, Shadow Body 10. Chromea, U. Guard, Blade, Beast Stance 11. Chromea, Revive(4), Chromea, Victim Path 12. Revive(2), Incite, System a, Shadow Body Repeat (Actions in brackets indicate what move should be used in subsequent runs of the cycle.) First two turns involve setup for Kuu; he needs to get up to 100% evasion with a minimum of two turns to setup Shadow Body and Beast Stance. Unfortunately, this means that the 2nd turn requires RNG to survive since Kuu will only be at 80% evasion. This is the only source of RNG in the fight however, and all subsequent turns are guaranteed. As for the others, Yubeil starts the Incite loop, Dita starts inflicting the damage increase debuff, and Lusica can hopefully get off a Breaker Drill. For turns 3-5, this is where the strategy becomes extremely tight. The boss uses Oscillating Wind Pressure on turns 3 and 5, which is a Wind AoE that does large damage normally and extreme damage if your party members got hit by the Frozen debuff from Cold Wave on turn 2. Here's the thing, Frozen is a debuff that can't be prevented with accessories, doesn't naturally resolve even after turn 0 on the debuff timer, and prevents any actions. Even with using Kuu to recover multiple ailments, it's not realistic to recover all party members that are probably dead after the Oscillating Wind Pressure combos. Thus, evasion should be the key to ignore Frozen. That brings up another issue, however; how does Kuu survive Oscillating Wind Pressure? Amazingly, after equipping his armor (+500 HP), Zemlia's Heart (+25% HP), Ring of Resist Wind (x0.5 Wind damage taken), the Stamina-focused Healthget (+500 HP), Reinforcing Hound Tubing (+50 HP), and the Bande Lunch buff (+5% HP), Kuu will end up with 5007 HP, which is just enough to survive Oscillating Wind Pressure with a margin of tens to hundreds of HP, accounting for damage variation. He's able to restore himself to full afterwards, and at the second Oscillating Wind Pressure, he can use victim path to restore the other party members to full at the cost of incapacitation. Turns 6-9 are the damage turns and keeping the whole party alive. The most interesting actions here are the Bind and heals. The Bind is used to prevent Cold Wave from coming out on turn 8 and destroying party momentum; all the other attacks can be Incited or evaded. Since the boss runs on a turn cycle that contains more than 10 turns, Bind RES is guaranteed to be reset by the time it's needed to prevent Cold Wave. The heals are little bit more interesting. We need to prepare Yubeil and Kuu to survive the next Oscillating Wind Pressure. Kuu survives so he can use Victim Path after Oscillating Wind Pressure; this is extremely important for starting evasion setup as the cycle begins to loop at turn 12. If Kuu was not able to setup on turn 12, it would be impossible to guarantee evasion against Cold Wave on turn 2. Yubeil then survives to revive Kuu with her low AGI after he uses Victim Path, thus securing Kuu's setup. Turns 10-12 occur with the purpose stated in the previous section. Chromea's weapon skill attack is used to pre-emptively attack the boss before he uses his AoE to kill most party members. Then, the cycle keeps running until the boss is dead. That wraps up this boss; it's exhilarating to see how the planning for the fight came so far in its execution from a simple evasion strat. One final interesting thing I'll mention is that I've set up a sort of perpetual loop with this strategy. By exploiting Victim Path's full HP and SP restore and Kuu's SP regeneration passives, the whole party will almost always have enough HP and SP to execute the actions with virtually nonexistent net loss. The only resource I've consumed are Mana Potions for revives, and even that could be substituted with a weapon skill for revive that uses TP from one of the gears that you could obtain.

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SEQUEL Kludge - Postgame boss #10 | NatokHD