Part 56: The "Invincible" Jugga Blubba
Update 45: The "Invincible" Jugga Blubba
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This party is something I put together in a failed attempt to try and get the best reward for The test of courage. That didn't pan out, so we might as well just do this one.
Gallant ronin:
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Our job is to kill these two Enraged Raptors. You've already seen what it's like to fight these things, so I'll just skip ahead.
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SYSTEM: Cautiously, you ensure that the beast is no longer a threat... You've done it! The quest has been completed! Standing with pride over your quarry, you hear cheering and celebration from a distant room...
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SYSTEM: Perhaps noticing your inquiring gaze, a gunner girl gives you a broad grin, waving her arm in farewell. The ronin client, and indeed the rest of his guild, appears to be all smiling with relief and triumph. You wave back to your colleagues. Their task complete, the group uses an Ariadne Thread to return home. You see them off. You may now return to town at your leisure to report.
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Rheine's level up is irrelevant, for reasons you'll see later.
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This is the only quest from 23F.
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Cass was referring to an alternate way out in case you haven't been training a Beast. We don't need to do that, though!
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Medica IVs restore 500 HP to one party member. I'm not gonna show how I invested Phoebe's skill point, because...
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Meet the Juggernaut party. It only has two damage dealers plus Link Order, but that's fine, because Milly and Ranger are an incredibly lethal combo, especially when Juggernaut's gimmick is factored in.
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Phoebe's unchanged aside from another point in Phys DEF Up. She has an Arm Guard on because arm binds completely shut her down, and Juggernaut's capable of inflicting them.
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Ranger just has more points in Force Mastery, really.
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I rested Milly to reallocate her Shelter Song/Fire Prelude points into Volt Prelude and Shock Fantasia. I also maxed out Skanda Ensemble since it's useful in more than a few situations.
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Jackie is the same level she was for Harpuia. I got lazy with grinding her.
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Rheine is, much like Phoebe, unchanged.
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Let's get on with it, then. Juggernaut is completely stationary at the moment, but that will change shortly.
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What we have to do is draw a bomb over here, and then draw it towards Juggernaut.
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Like so.
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Doing this knocks off around 10% of Juggernaut's HP, but also causes him to aggro to you. This is a very bad thing, since Jugg is REALLY fast. He needs to take a turn to change direction, but at the moment, he takes 3 steps towards us every two steps we take.
I'm really terrible at this puzzle, to the point that I have a solid 3 minutes of raw footage of me just meandering around, trying to hit Jugg with more bombs. All you need to know about Jugg's bomb puzzle is that he will swat away any bombs that collide with him from his front, and every time you hit him with another bomb, the number of steps he takes for every two steps you take goes down by one.
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Once you hit Juggernaut with bombs four times, he stops moving, and the bombs will no longer spawn.
Before we fight him, though, I'm pretty beat up from the bombs. What was that blue Pole at the start of the floor?
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SYSTEM: You are tempted to reach out towards the pillar of light, though you wonder if you shouldn't ignore it and proceed onward.
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SYSTEM: When the light fades, you find that your wounds have been mysteriously healed. It seems that this pillar, unlike a Geomagnetic Pole, has the power to restore one's health. You curiously touch the blue pillar once more, but nothing happens. It may be that you need to give it time to recharge before you can heal yourselves again. Upon reaching that conclusion, you decide to return to the task at hand.
The blue Pole functions as both a once-per-24-hours heal, and a save point. The save point part is very useful, since Juggernaut and the bomb puzzle reset when you leave the floor.
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A quick refresher on Juggernaut's stats:
quote:
Juggernaut
HP: 72000 (can be lowered to ~43200), STR: 60, TEC: 45, VIT: 49, AGI: 28, LUC: 51
Skills:
Drops:
- Berserk Cry: Uses the head. Increases all party members' and Juggernaut's physical/elemental attack by 100% for 6 turns. Has a 10% speed modifier.
- Tusk Strike: Uses the head. Deals 115% melee STR-based Stab damage to one party member, with line-piercing effect. Has a 10% speed modifier and 90 base accuracy.
- Brandish: Uses the head. Deals 110% melee STR-based Bash damage to one party member, with splash damage. Attempts to bind hit targets' arms, with a 20% base chance. Has a 10% speed modifier and 90 base accuracy.
- Eradicate: Uses the legs. Deals 110% melee STR-based Bash damage to the party. Reduces hit targets' physical defense by 50% for 4 turns. Has a 10% speed modifier and 99 base accuracy.
- Putrid Breath: Uses the head. Attempts to inflict blind and poison on the party, with a 25% base chance and 60 base poison damage (around 98 adjusted for level). Has a 10% speed modifier.
- Violent Cry: Uses the head. Used if any party member has any buffs 5 turns after Berserk Cry. Dispels all buffs on the party and deals 30% ranged TEC-based Almighty damage to anyone who has buffs dispelled. If Juggernaut uses Violent Cry, he will follow it up on the next turn with King's Rush.
King's Rush: Uses the legs. Deals 250% melee STR-based Bash damage to the party. Attempts to bind all body parts of hit targets, with a 10% base chance. Has a 10% speed modifier and 120 base accuracy.
Reckless Barrier: Uses the head. Used in response to being damaged with Fire/Ice/Volt. Increases Juggernaut's physical/elemental defense by 75% for 6 turns. Has a cooldown of 3 turns or so, where Juggernaut will not recast it if he is damaged with Fire/Ice/Volt again/
Damage resistances:
- Normal:
Guardian Skin. 100% chance. Sells for 8700 en. 1 needed to make
Guardian Staff (+143 ATK, +60 HP, +5 TEC).
"Sturdy hide fitting for a guardian beast. So hard, some smiths refuse to work with it."
- Conditional:
Sky Metal Tail (Kill while legs are bound). 100% chance. Sells for 17500 en. 1 needed to make
Sky Metal Mail (Ronin ultimate armor; +92 DEF, +3 STR, +3 AGI).
"Tail said to be made of the mythical Sky Metal. Gained by sealing the limbs of the juggernaut."
100%
100%
100%
150%
150%
150%
Disable resistances:
50%
75%
25%
25%
0%
75%
25%
0%
0%
10%
25%
50%
25%
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Phoebe has nothing better to do on this turn.
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Ranger will prep Delayed Chase, like always.
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It didn't occur to me until halfway through the fight, but Shock Fantasia's debuff gets purged off by Ad Nihilo, and since Rheine is going to be using Ad Nihilo a lot, well...
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I'd rather wait for Berserk Cry before using Burst Shot.
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Rheine, similarly to Phoebe, has nothing better to do.
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That was incredibly unlikely, to say the least. Not only is Shield Smite's arm bind chance terrible at level 1 (25%), but Juggernaut has a 22 LUC advantage on Phoebe.
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It's...decent damage, but Juggernaut has a whopping 43200 HP right now. How will we ever fix this?
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Oh, right, before we fix our damage situation, Jugg casts Reckless Barrier, since we hit him with Volt damage. Nothing Ad Nihilo can't take care of, even if it will purge off the Shock Fantasia debuff.
Anyway, yeah, fixing our damage.
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This is how we fix it.
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Juggernaut will cast Berserk Cry this turn, so I have Milly just put Volt Prelude on Ranger.
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And Rheine'll take care of that pesky defense buff.
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That's nice damage...but it could be better.
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Oh, thank you, Juggernaut. In case you missed the stats above, Berserk Cry buffs your party and Juggernaut's damage by 100%--it doubles your damage.
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Juggernaut's going to actually start attacking now, so I have Phoebe start using Front Guard.
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I should've just kept using Thunder Wave, honestly. Blade Recoil is at a lower level than Thunder Wave is, plus Juggernaut's TEC is lower than his VIT.
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NOW it's Burst Shot time.
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Yeah, I would've gotten more by just using Thunder Wave. Oh well, 2700 damage is nothing to scoff at.
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Compare that to Jackie's damage output earlier.
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We're dealing good damage, but Juggernaut's not close to dying right now. I have Ranger use Extend, as a result.
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Warrior Song will get cut down to 60% of its normal effect (24%), but whatever, I want to squeeze out as much damage as I can.
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Two normal attacks, both on Ranger, who has Self-Regenerate and just heals them up at the end of every turn. Juggernaut isn't exactly using his turns well.
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I've lowered Juggernaut's HP enough that I know for a fact that he's about to use Eradicate, which is very capable of leaving most of the party severely hurt, and Jackie severely dead, so I have Phoebe use Sentinel Guard, in combination with Shield Protect, because there isn't a lot of time left in the fight anyway.
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I have Milly turn on War Song to pause everyone's buff durations, and to prepare for Violent Cry. She'll also heal Ranger's TP, since he'll run out otherwise.
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I also have Jackie turn on Action Boost, so she can get the most out of it before I use Supreme Bolt.
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Oh my god that's a massive increase from earlier.
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Jackie's close to matching Ranger's damage!
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Sentinel Guard took a LOT of the hurt out of Eradicate. It's a 40% reduction to all damage at level 20, in addition to "setting the party's DEF to the user's" (whatever that means on an internal level). With Shield Protect, the 60% damage our party would've normally taken gets further reduced to 30%.
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To ensure nothing goes wrong on this turn, I have Phoebe break out Perfect Defense. Remember, Perfect Defense is not technically a shield skill, and is not disabled by Sentinel Guard!
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This is gonna be fun.
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War Song stopped Violent Cry from dispelling our buffs--it's easy to forget that it does that, honestly, since there's so few situations where this would be useful.
I'd normally be worried that Juggernaut's about to use King's Rush, but it doesn't matter in this situation.
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Because he's about to meet a very gruesome end.
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Oh dear GOD.
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Ranger is very strong, what can I say?
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SYSTEM: The mysterious voice fades away with this ominous promise.
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SYSTEM: It seems you are drawing near to the dread Overlord and the Grail of Kings he wields. You consider returning to town and stocking up on provisions before proceeding...
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The room to the left of the Juggernaut arena has Japanese Food 5 in it.
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This isn't actually the way forward, but I am nothing if not thorough.
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This Mine point is basically the only thing in this area.
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That encounter meter is dangerously in the red, and I do not want to risk dying after beating Juggernaut. Back to town we go.
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Oh, come on.
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I upgraded the North Ward because we had surplus funds.
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The Gourmet King is in the North Ward, so I just tossed in the most expensive food I had available.
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And the other ones.
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That's all for now! Next time: 24F. Only two floors left before the final boss.