Part 84: Multi-Arm Clubbing?! (Lumen vs. Hecatoncheires)
Update 67: Multi-Arm Clubbing?! (Lumen vs. Hecatoncheires)
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Zack's along for the ride because I needed a source of bash damage for Hecatoncheires's conditional.
...Yes, I forgot that Ranger, during Transform, has a skill that deals bash damage. Don't judge me.
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SYSTEM: However, its very being overflows with choking malice and raw, primal violence! This is the true monster that has existed for countless ages, and devoured guards and adventurers alike... Hecatoncheires! Though you may be overcome with fear, there can be no retreat from this monstrosity! Your duty is to exterminate the fearsome titan before you. Leap into action, and confront this abomination!
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Hecatoncheires
HP: 77000, STR: 92, TEC: 60, VIT: 70, AGI: 36, LUC: 61
Skills:
- Hellish Wail: Uses the head. Reduces each party member's maximum HP by 50% for 6 turns. Attempts to inflict curse on each party member, with a 60% base chance. Has no speed modifier.
Colossal Meteor: Uses the arms. Deals 400% melee STR-based bash damage to each party member. Has a 60% speed modifier and 10 base accuracy.
Hundred Strikes: Uses the arms. Deals 180% melee STR-based bash damge to 3-5 random targets. Can hit the same target once at most. Attempts to bind hit targets' legs, with a 100% base chance. Lowers hit targets' non-base evasion by 500 for 4 turns. Has an 80% speed modifier and 99 base accuracy.
Grinding Mace: Uses the arms. Deals 150% melee STR-based Bash damage to the front row. Reduces hit targets' physical defense by 50% for 4 turns. Has an 80% speed modifier and 99 base accuracy.
- Binding Spike: Uses the arms. Deals 300% melee STR-based bash damage to the back row. Attempts to bind hit targets' heads, with a 50% base chance. Has a 200% speed modifier and 99 base accuracy.
- Normal:
Giant Skin. 100% chance. Sells for 23000 en. 1 needed to make
Giant's Gown (+66 DEF, +30 HP).
"Patchwork skin of the thousand-handed giant. It's obvious this isn't its original skin."
- Conditional:
Broken Stake (Kill with bash damage). 100% chance. Sells for 30000 en. 1 needed to make
Wolfram Nail (+231 ATK, +40 HP, +4 VIT).
"One of the countless stakes in the monster. The deeper-driven ones are less given to rot."
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Disable resistances:
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A construct whose many hands each hold a weapon. It unleashes a tireless barrage...
Hecatoncheires is a heavily patternized boss that deals incredibly heavy physical damage. I could really just say that and you'd probably be able to see where this fight's going. Fighting him really comes down to knowing who in your party's going to be hit by whatever's coming up, especially Binding Spike since that can really easily one-shot your back row.
His pattern goes something like this:
- Phase 1 (Start of fight):
- Turn 1: Hellish Wail
- Turn 2: Grinding Mace
- Turn 3: Attack
- Turn 1: Hellish Wail
- Phase 2 (End of phase 1 to 70% HP):
- Turn 1: Colossal Meteor
- Turn 2: Grinding Mace
- Turn 3: Attack
- Loops until next phase
- Turn 1: Colossal Meteor
- Phase 3 (70% HP):
- Turn 1: Hellish Wail
- Turn 2: Grinding Mace
- Turn 3: Binding Spike
- Turn 1: Hellish Wail
- Phase 4 (End of phase 3 to 40% HP):
- Turn 1: Colossal Meteor
- Turn 2: Grinding Mace
- Turn 3: Binding Spike
- Loops until next phase
- Turn 1: Colossal Meteor
- Phase 5 (40% HP):
- Turn 1: Hellish Wail
- Turn 2: Binding Spike
- Turn 3: Hundred Strikes
- Turn 1: Hellish Wail
- Phase 6 (End of phase 5 to death):
- Turn 1: Colossal Meteor
- Turn 2: Binding Spike
- Turn 3: Hundred Strikes
- Loops until death
- Turn 1: Colossal Meteor
Fairly simple to get your head around, I think.
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Zack starts building up Heavy Smash damage.
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Ranger uses Transform immediately so he can just start unloading on Hecatoncheires. I really don't want this fight to go on for very long, since this party can NOT survive a prolonged slugfest with Hecatoncheires. Binding Spike would pretty much one-shot everyone in the back.
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Compression, same as it ever was.
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Milly does her job of making the fight take less time.
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Stopping Hellish Wail is my number 1 priority since that shit's impossible to fight with and I don't have Barrier right now.
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Perfect.
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Binding Hecatoncheires's head amplifies Ranger's and Stardust's damage, which is nice.
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Elemental murder is fun.
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Next up on Sophie's itinerary: stop the actually dangerous skills.
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A rousing success.
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Eeeeew.
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Holy gods, that's nearly 20% of Heca's HP.
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I'm hesitant to use Madness Curse on Heca, since his normal attacks still hurt, and could easily kill Stardust or Milly. Evil Eye's less reliable on the actual turn of infliction, but on subsequent turns, I can guarantee that Heca won't do anything.
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Mmmm... Heca didn't have his action taken away. Hopefully the fact that this is only a normal attack turn means we'll be okay...
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The effect of a level 20 Volt Prelude, incidentally.
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Even with his low resistances, Heca's still a massive HP sponge.
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I could level up Suicide Word on Sophie if I really wanted to get more out of fear, but honestly, I mostly care about taking enemy turns away, Suicide Word deals less damage relative to total HP pools than it did in EOU, and I really want more points in the binding Curses.
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This is how postgame boss fights tend to go, if you haven't noticed by this point. Incapacitate the enemy with disables, and unload big nuke damage with Force Boosts, and hope you win before both of those end.
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At least we're almost done. I'm getting decently lucky with how long the binds are sticking.
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Aw crap. On the Binding Spike turn, too.
I have everyone but Zack and Milly defend--Zack uses Heavy Smash, while Milly uses Crusade. I really hope that's enough to knock off that last bit of HP.
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SYSTEM: You have fought against an unimaginable threat, and come out victorious! The souls of all those who fell victim to the monster can finally rest in peace, as well... You search through the monster's body thoroughly, and find a fine katana, completely unrusted! You have just found Hyuga"...one of the finest blades in existence! Congratulations! You have eliminated the monster, and obtained the best katana known in this world! Visit the bar when you have the time, and report to Cass of your results!
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Selling off Heca's drops.
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At this point, I went and killed Salamander to get what I need for The ancient blade.
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SYSTEM: The sharpener doesn't seem interested in your questions--he just wants what he requested of you. Patience wearing thin, you sigh heavily, but hand over the sword and the requested Flame Marrow.
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SYSTEM: The sharpener is acting like a gleeful child in a candy store. Dubiously, you take a look at the sword... You cannot believe your eyes! Once dulled and useless, the sword is now gleaming--even shining with power!
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SYSTEM: With that, the sharpener tosses the sword... Its point pierces the stone ground, and it stands upright! It is as sharp as it appears... You give the sharpener a slight glare. His careless throw could have hit one of your party... However, he doesn't seem to care.
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SYSTEM: You wonder what happened to his joyful demeanor, but realize in resignation that you would get nowhere by asking.
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SYSTEM: You take the sword with you, and decide to go back to the bar to report.
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Fetus is handling the bottom 3 DLCs (thank god). In light of that, let's take on the top two. These are both related to Ginnungagap bosses that got scrapped in favor of Basilisk and Arachne--I explained this way back in the Demi-Fafnir update.
Winter's Harbinger:
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Thunder Queen's Legacy:
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That'll do for now. Next time: Frost King and Thunder Queen.