Part 64: Update LVIII - Rejection of Battle
Update LVIII - Rejection of BattleMusic: Fourth Chimeric Lunar Sea - First Floor
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The effigy moved up a bit since yesterday.
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Music: Duel - Unauthorized Battle
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The Firewall Bypass dropped his HP down to 4K and shows three moves a turn.
This week's Nephilim variant has 7K HP.
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Take a guess how this goes.
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We gain a level for it, at least.
Music: Fourth Chimeric Lunar Sea - Second Floor
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And before you ask, losing nets the same Dead End as yesterday, while running out the clock get the exact same victory scene but you lose the EXP/money from winning.
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Note: The Firewall Bypass ceases to exist after this, the actual fight against Rin has proper boss fight HP.
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Music: Fourth Chimeric Lunar Sea - First Floor
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Just past the gate is a small island.
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With a hidden path that leads right to it!
Sound: Phone ringing
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The whale doesn't chase you when you get close, so you have to start the fight yourself.
How strong is it?
Music: Duel - Unauthorized Battle
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So strong that Unauthorized Battle plays, which I think makes it the only enemy program to use it.
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And Moby Dick (could it have been anything else?) has 12K HP, putting it at double the health of Robin or Rhyme.
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The only notable thing it has is a Skill called Vortex that inflicts Poison.
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It dies.
Music: Fourth Chimeric Lunar Sea - First Floor
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So after all that, was it worth it?
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Eeeeeeeh, kinda. It has the largest MP boost we've seen so far, but 70 Master MP for a full heal is a stiff cost, especially when we already have over 10 full heals between Pure Ethers and Elixirs. That's 120 MP we could give to Tamamo! The main thing to keep in mind is that unlike Remedies, which can only heal Poison, Curse, and Paralysis, recover(); can treat move seals, but those are so rare it'll hardly ever be a factor.
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Moving on, we find that floating Golem-type from the floor preview guarding two red chests.
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This jolly green giant is a Phalanx.
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Our rewards are one of the two items Taiga wants.
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Plus a new Mystic Code.
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Aaaaaaand the Base Red's MP boost is already matched.
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Also the Crystal Ball is placed in a very strange spot in the menu. Most Mystic Codes are sorted roughly in the order you'd be able to get them, but the Crystal Ball gets put right next to the starting gear.
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How good is view_map();?
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Extremely. It shows the entire floor, plus chests, plus enemies that aren't near you, plus hidden floors, all for a piddly 20 Master MP.
The problem is that this is the last dungeon in the game with hidden paths, so that last bit is now useless until NG+.
At least it'll tip you off to Moby Dick's island if you haven't found the path yet.
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Past the fountain is a Phalanx guarding another two chests.
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They hold the second thing Taiga wanted.
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And a regular item.
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From here we have a straight shot to the Trigger and the exit portal.
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Plus this giant cave-looking thing in the distance.
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And there's the Trigger.
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Just past that is the portal.
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To give an idea on how long view_map lasts, it barely wore off before I finished mapping the floor.
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I gain one last level to get Tamamo's final Skill.
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And bounce.
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Music: School I
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Music: Duel of Fate
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Music: Stops
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It only took the entire fucking week to resolve this meaningless guessing game!
In fact, Hakuno being able to recognize Gae Bolg on sight makes it even worse, as it means she should have twigged to it as soon as we learned the enemy used Celtic Runes!
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Music: School I
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And despite knowing Rin is our enemy...
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Her Matrix page still flags her as unknown!
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Gae Bolg: Spear of Barbaric Impalement posted:
A crimson spear that always finds its mark. The truth of this weapon is far more sinister than legend says. In a strange reversal of causality, the target and ultimate effect of this weapon have already been ordained. The only variable presence in a successful attack is whether it is used or not. Once used, it is not a question of if it will hit, but how long it will take for its target to die. Agility will not help one avoid Gae Blog should it be used, but instead it all depends on one's Luck.
Gae Bolg is the most efficient and deadly of all the Noble Phantasms, as it has a very low magic cost and almost always results in a one-hit kill.
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The generic Master is out today.
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And Rin is marked.
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This is how the week should have been, with everyone pretending nothing is wrong. Instead we got all this bullshit.
And just think, we still have Rin's route to go through!
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~
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The goldfish will bob up and down while slowly spinning.
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Tamamo gets her final Skill, and an A+ rank in Magic.
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We're a single day off from the penultimate boss, and Tamamo is two levels above the week's recommended level. Surely Land of Eternal Bane blows everything else out of the water, right?
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Ehhhhhhhhhhh.
Like, first off, that HP requirement makes it useless 95% of the time. As it stands, letting Tamamo dip below 30% HP means she'll have less than 500 HP, and with her lacklustre defenses a single solid hit could kill her. You could, I dunno, set things up so a lightly damaged Tamamo takes a hit while setting up a buff to knock her down to critical in the middle of the turn and follow up with Eternal Bane, but then you risk a low damage roll not pushing her into the red and making the Skill fail (in which case she takes an extra hit which will probably kill her), or an unlucky crit could her outright! The 80 MP cost also makes it prohibitively expensive, which shoots up to 140 MP if I want to pair it with Merciful Sky! I can use it alongside Blessings of Amaterasu, but I can only use that once per fight, and I'd need two moves worth of setup to use it and Merciful Sky.
Oh, and there's a Perfect Patch change here too. In the unpatched game, the skill description was straight up wrong and said you had to be above 30% HP, making it impossible to use unless you went online and found out about the mistake!
But hey, surely the damage it does will be worth the cost, right?.
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I might as well show off Eternal Bane here, since there's no way I'm letting Tamamo stay that low during an actual boss fight.
Music: Battle - Fourth Chimeric Lunar Sea
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I actually had to make heavy use of save states to get a set of moves that would knock Tamamo into critical but not actually kill her. And even then, a few attempts failed from either Tamamo staying just above 30% or getting crit to death. Exactly as I predicted when I got the skill!
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1K damage is... decent. And the poison itself deals ~700 a turn for several turns.
How does a Curse stack up?
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Identical upfront damage for nearly a third of the MP cost and the bonus of not having to nearly kill Tamamo to use it.
And if I use a measly 10 MP more than Bane's cost to set up Merciful Sky...
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That would take four turns for the initial hit and the poison to match, and I did it in just two actions.
And as some extra salt in the wound:
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Poison being unable to kill cuts both ways.
Land of Eternal Bane is a complete letdown of a final move, which is a real shame considering this is the only player source of poison in the entire game, and she's hitting you with the Sessho-seki. Just stick with Merciful Sky-buffed Curses if you want to hurt someone.
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Music: School III
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Next time: The Elimination Battle.