Part 64: The Calamity
Update 53: The Calamity
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Time for the second final boss of the game.
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Why yes, I did optimize Ranger and Rheine for maximum TEC (which involved buying Ranger his ultimate armor). You'll see the results very shortly.
You might also notice that Ranger's Grimoires have been heavily optimized, including two passives he didn't have last time. Force Energy passively restores a static amount of TP plus a percent of Ranger's max TP while he's in the Force Boost state (12 + 2% at level 10). He doesn't have it naturally yet, but frankly I kind of went crazy with the murder optimization after a bunch of failed test runs.
Limit Break... Let's just say it's better to show than tell here.
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SYSTEM: You can feel the numbing pressure of an unimaginable power on the other side of this door...
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SYSTEM: You hesitate, faltering at the growing sense of dread in your stomachs, and hear a familiar voice.
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SYSTEM: The voice's final words...are a sorrowful, barely-heard apology.
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SYSTEM: You know that the voice must have used all the power it yet retained, in order to give you these final words. You can open the door and confront the Calamity here and now, or you can head back to town and prepare as necessary.
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The music cuts out here.
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https://zippy.gfycat.com/ExcitableO...onstrictor.webm
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SYSTEM: Your knuckles whiten on your weapons. Noticing your presence, the Calamity whirls its tentacles towards you... And, with a shrill, keening shriek from the Calamity, your ultimate battle now begins!
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I highly recommend you watch this battle in motion.
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Yggdrasil Core
HP: 25000, STR: 55, TEC: 40, VIT: 40, AGI: 35, LUC: 55
Skills:
- Cell Membrane: Cannot be disabled. Dispels all ailments, binds, and debuffs the Yggdrasil Core is afflicted with at cast time. Nullifies all damage and ailments/binds to the Yggdrasil Core until the Core Iraes and Core Odiums (as applicable) have been destroyed.
- Isolate: Cannot be disabled. Deals 130% ranged TEC-based Almighty damage to one party member, with splash damage. Has a 70% speed modifier and 120 base accuracy.
- Poison Dust: Cannot be disabled. Reduces the amount of HP each party member receives from restoration sources by 50% for 4 turns. Attempts to inflict poison on the entire party, with a 30% base chance and 40 base poison damage (around 63 adjusted for level). Has a 80% speed modifier.
- Ruinous Curse: Cannot be disabled. Reduces each party member's maximum HP by 50% for 4 turns. Attempts to inflict curse on the entire party, with a 50% base chance. Has a 80% speed modifier.
- Segment: Revives either the Core Irae or the Core Odia.
- Calamity Eyes: Cannot be disabled. Purges all buffs from one party member. Reduces one party member's physical/elemental defense by 30% for 4 turns. Attempts to bind all of the target's body parts, with a 60% base chance. Has an 80% speed modifier.
- Core Charge: Cannot be disabled. Raises one Core Irae or one Core Odia's damage by 50% for one turn.
- Pandemic: Cannot be disabled. If any party members have debuffs, ailments, or binds, spreads them to the rest of the party. Has a 20% speed modifier.
- Armageddon: Cannot be disabled. Deals ranged TEC-based Almighty damage to each party member. Damage scales based on the number of times the Yggdrasil Core has casted it: 100%, 150%, 200%, 260%, 320%, 380%, 450%, 550%. Has a 30% speed modifier and 200 base accuracy.
- Normal:
Demon Essence. 100% chance. Sells for 12000 en. 1 needed to make
Alondite (+156 ATK, +3 all stats).
"Core of the Calamity at Ginnungagap's heart. Its immense power is worthy of the title 'demonic.'"
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Disable resistances:
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The Calamity that was sealed for a thousand years. Its awakening is a destructive omen...
I omitted the Yggdrasil Core's AI pattern because the research I'd previously done didn't match up with what happened in my test runs.
The Yggdrasil Core is the second final boss of the game--in Story mode, the credits don't roll after Overlord, they roll after this thing. It's certainly a doozy of a fight. For one thing, notice how none of its skills use any body parts. That's a pretty big jerk move, huh? It wouldn't be too bad, though, except for...
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Cell Membrane. This thing will completely make the Yggdrasil Core invulnerable to all damage and disables while it's active--which is to say, until we kill the Core Irae and Core Odia. It wouldn't be Atlus without some arbitrary "fuck you," though, so even though the Yggdrasil Core is invulnerable while Cell Membrane is up, it is still targetable, meaning that random-target attacks or attacks that get redirected due to their original target dying will still try to hit the Yggdrasil Core.
What are the Core Irae and the Core Odia, you might ask?
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Core Irae
HP: 2500, STR: 55, TEC: 36, VIT: 60, AGI: 40, LUC: 52
Skills:
- Earth Slash: Uses the arms. Deals 80% melee STR-based Cut damage to one row. Has a 90% speed modifier and 95 base accuracy.
- Demon's Lance: Uses the arms. Deals 100% melee STR-based Cut damage to one party member, with line-piercing effect. Has a 120% speed modifier and 95 base accuracy.
- Root Cyclone: Requires another Core Irae be alive to use. Uses the arms. Deals 180% melee STR-based Bash damage to the party. Has no speed modifier and 120 base accuracy.
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Disable resistances:
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One at a time.
The Core Irae are the physical damage dealers of the Yggdrasil Core. They're not terribly threatening on their own, but later in the fight, it's possible to have both them, the Core Odia, and the Yggdrasil Core active at once. That's not a situation you want to be in, I'm sure you can guess.
Oh, and don't leave both Core Irae alive for long later in the fight, or else you'll find yourself on the receiving end of Root Cyclone, which is only good if you want your party taking the Number Nine.
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Ursa's primary job is to tank, same as always.
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Ranger will do something unorthodox--feed himself an Axcela. You might think that my brain has leaked out of my ears, but pay attention to his Force gauge.
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Ursa's not really in any serious danger of dying to the Core Irae, but I'd still rather make her tanking job as easy as possible.
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Jackie has nothing to do other than deal damage to the Irae.
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Lastly, Rheine will use Attack Order.
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It's not a big chunk of Ursa's HP, but that's still "ouch" territory for a normal attack.
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Auto-Heal is, as always, Ursa's best friend.
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Ooh, that was pretty lucky.
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Could be worse.
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I trust that the Core Irae won't kill anyone, and Sophie has nothing else to do.
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Poison Dust is coming out this turn, so I have Rheine put a stop to the poison part.
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Pfft, the Irae tried to hit the Core, and got blocked by Cell Membrane.
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Notice how Ranger has an extra part to his Force Gauge.
That is Limit Break at work--Limit Break lets Ranger's Force gauge go above 100 in battle. At level 11 (which it's at right now), it lets Ranger's Force gauge go to 155. You'll see why this is amazingly good later. For now...
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In all likelihood, the Core will probably eat a lot of hits, but oh well.
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Sophie has this thing on for Bind Up, but why not?
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I have Rheine extend Attack Order's duration.
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Oof.
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Just my fucking luck, the Core ate half the hits. Oh, whatever, one of the Irae died.
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This is how much Force Energy restores, by the way.
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Ranger will focus down the last Irae...
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While Sophie and Jackie heal Ursa as best they can through the Poison Dust debuff.
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Rheine will keep Jackie's TP topped off.
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...Yeah, uh, the Yggdrasil Core fight has more than its fair share of strange bugs. A Core Irae shrinking isn't even the weirdest thing I've ever seen--I've seen a Core Odia completely vanish while casting a skill. By far the weirdest, though, was Ursa trying to cast HP Up on herself, and then dodging some unknown attack.
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Now that we've killed the Core Irae, the Core Odia can be targeted.
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Core Odium
HP: 4000, STR: 50, TEC: 55, VIT: 42, AGI: 30, LUC: 52
Skills:
- Giga Flame/Freezing Nova/Thunder Rain: Uses the head. Deals 100% ranged TEC-based Fire/Ice/Volt damage to 2-3 random targets. Can hit the same target once at most. Has no speed modifier and 99 base accuracy.
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Disable resistances:
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The Core Odia are considerably more dangerous than the Core Irae, since 100% TEC damage with 55 TEC is around 150 damage to most of our party--we can't survive that for long.
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I have Ursa turn on Desperation just so she's guaranteed to be safe for the next 3 turns.
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I want Ranger to get as many turns of Transform as possible.
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Sophie'll try to bind one of the Odia's head, since that'll amplify TEC damage and stop one of the elementals for a few turns.
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Rheine finally has time to contribute some damage.
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...Uh, okay.
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Pitiful.
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Hot damn. The benefit of stacking as much TEC as possible.
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Aaaagggh.
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Honestly, Jackie is the least-bad target for Calamity Eyes. I got lucky.
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The Core keeps eating half the fucking hits of Thunder Wave.
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And it's affecting Link Order's damage!
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...Fuck it. Sure.
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Sophie'll fix Jackie right up (aside from the defense debuff)...
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And Jackie will keep Rheine's TP at a comfortable level.
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I'm expecting Ruinous Curse after the Odia die, so I have Rheine put Prevent Order back on everyone.
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THE FUCKING CORE KEEPS EATING HALF OF THE FUCKING HITS EXACTLY I DON'T UNDERSTAND IT
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I have absolutely no clue how True Endurance did that much, but whatever, I'll take it. Both of the Odia are dead now, which means...
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Ranger has one turn of Transform left, so I have him use Force Reset. You'll see why this is incredibly important very soon.
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Panic is the most reliable debilitating ailment, and it's not like the Yggdrasil Core's less resistant to other ailments.
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I'm just unloading everything I have.
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Bllllllleeeeeehhhhhhhhh.
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Just in time, phew.
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Oh, right, Jackie lost Attack Order to Calamity Eyes, huh.
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Oh.
Would you look at that.
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BACK-TO-BACK TRANSFORMS.
Limit Break requires a significant amount of skill point investment for good fucking reason--in combination with high-level Force Resets, you can immediately Transform after ending one with Force Reset, because if you have at least 150 Force when you Transform first, and use a level 20 Force Reset, you will end up with at least 100 Force after ending Transform. It can get even crazier, albeit impractical--a level 20 Limit Break, in combination with 200 Force, can let you Transform 3 times in a row.
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...
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Holy god. That's basically 7000 damage. The Yggdrasil Core has 25000 HP.
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With at least one more turn of the panic sticking, the fight's as good as over.
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All damage on deck, go go go!
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It's, frankly, kind of insane how many effective turns of Transform you can get.
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Might as well amplify TEC damage, even if it won't stop any skills.
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Oops.
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It's time to finish this.
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SYSTEM: With this beast dead, and the voice's last wish fulfilled, High Lagaard will at last know true peace, free from danger. You may never know who the mysterious voice was...or for what reason the Calamity existed... However...you, your allies, and the heavens above have borne witness to your final victory to save all living things. While it may not be recorded in the annals of history, it will survive forever as a tale of true heroes... When ready, you should return to town and report your success...or rather, your completion. Return proudly to those who wish your safety, and herald the arrival of a new age of peace in the world!
That's the last we'll ever have to see of Ginnungagap.
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Passives.
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Dauntless Order now has a 70% chance to activate on mortal damage, and heals for 125.
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Anyway. This quest is extremely important if you want to do postgame content.
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We'll take care of this next time.