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« on: March 26, 2022, 04:06:48 AM »
I guess I have some words about dealing with late-game randoms. If a monster turns out to be undead, oneshot with Life. If it's vulnerable to instant death, that becomes my go-to; X-Znoe sees a lot of use. Otherwise, I will prefer to cripple them with status over spamming damage. Monsters with high enough HP to survive 3-4 Ultimas tend to be common. Permanent disablers like silence, imp, and berserk (and combined with Vanish when I remember to really neutralize threats) I will favor over stuff that wears of like confuse or stop. Slow combined with sleep or stop can also take an enemy out of action for a long time.
Other than death formation with its 8000 damage Throw nonsense and its Disaster capable escort, only one other enemy managed to score a wipe. Smacked a monster, it counters with Meteor. Which my team manages to survive but barely. Before I can heal, Crono smacks it again, triggers another Meteor, and I'm looking at a dead party. Next time I encounter that monster, Berserk to the rescue.
With two save points available, I can explore without risking losing lots of progress. Until I reach the three switch room before where Guardian would be in vanilla. Panic again since I'm now cut off from a save point until I beat Guardian, Doom, or Goddess. (I didn't realize there's a way for the team in the center to access earlier areas at the time) Anyways, manage to avoid wiping until team 2 finds a Guardian.
Oh Guardian and your 1500 damage Tek Laser. Thing is, it always had high Magic power in vanilla so while it appears to be stat bloat, it's probably just normal Beyond Chaos stat randomization. Which is dangerous enough. Like vanilla, it is a damage race to kill it before it reaches a phase where it busts out MT murder. Generally not a problem by the time I've reached it. Even less of a problem once Marle lands that unblockable freeze Special. Can't use Merton with Lucca but GrandTrain from Lucca, Bum Rush from Kyra, and whatever Rune contributes kill it before freeze wears off.
Drops a Force Armor. With only 10 M. Block, it's a letdown and the people who can use it have stronger defense options so it's going to go mostly unused.
With that team on a save point, they'll stay there for a bit while the other two groups explore forwards. Next boss fight is team 3 finding Doom. Demi gets the spare Blizzard Orb as a precaution and Seth takes a defense hit to don a spare Flame shield. The other two will be leaning on their M. Block to keep them in the game until Demi lands a freeze Special.
Stat bloated Doom starts off with either N. Cross or high powered Ice 3/Absolute 0. And the attack spells have enough power that they're likely to be fatal unless nulld/absorbed, dodged, or having lots of M. Def. It also has really strong physicals though those are generally survivable at high HP. They're usually strong enough that R. Polarity is a threat. It started off with N. Cross missing Demi. She Rages and lands freeze on the first turn. Offense choices are the same that this group pulled out on Atma: physicals from Hahn and Alys and GP Rain from Seth as he has no noteworthy magic (along with some ThiefKnife stabbing hoping to get lucky). Also Doom has bloated magic defense so offensive magic that doesn't pierce defense won't leave much of a mark. I already have Forcefield so I have no reason to hold back. Even with Slow set though, Doom lives long enough to unfreeze and sneak some physicals in. Very well, even with their power they're unlikely to kill off everyone before getting refrozen. When it hits Seth, who's lagging defensively at 190 and in the front row, it does a fearsome .... 150 damage. What? With over 160 Attack according to the monster stats?
Hahaha, Doom had so much physical power that the damage overflow glitch kicked in and rolled over the damage to something really small. It was already in phase 2 at this point to all it does is physicals, ForceField, and R. Polarity. Joke fight confirmed. Demi refreezes it, beat it down, and win another Genji shield. It rolled low on defense so the few people who can use it will take a defense hit if they equip it. Does have good magic defense and 20 M. Block in its favor. Makes an interesting alternative for Lucca to stack even higher amounts of magic defense and M. Block.
The other two teams take the opportunity to make farther progress. Encounter the room which would be before Poltergeist in the vanilla game. In vanilla, climbing the conveyor allows skipping Poltergeist. Not happening here. Instead, this leads to a room with no encounters and a secret item that was decided upon generating the game. I'm expecting a Wing Pack thanks to Sketch glitch enabled preview but I get a Page Jacket instead. Surprise.
Oh yeah, Rename Card is not present having been replaced by a second random secret item. Guess the game assigned this one instead to the room. The Page Jacket is disappointing armor with only 55 defense usable by everyone. (good magic defense though) The biggest thing against it is that it makes the wearer undead like the Relic Ring. With how likely people are to die from being dropped to zero HP, the undead nature is too much of a liability. Humorously, the wearer also starts with death sentence so they get a full HP refill if it expires in battle. Only once though since undead reversal doesn't properly clear death sentence. The extensive status immunities aren't enough to offset the undead liability either for me.
Next boss challenged is Poltergeist. Team 1 is up to bat. I actually lose once even with Rage of game-breaking. Stat-bloated Poltergeist is an offensive monster. The Fire 3 counter will probably kill a target without fire immunity. Meteo is around 5000 HP of doom unless evaded. Aero and WaveCannon hurt but survival prospects against those are better. Most times, I win by exploiting it's AI. But I have a Rage with an unblockable freeze Special so what could go wrong?
Well Chaz landed a freeze early but it wore off before I took it down (boss' innate auto-haste helps it). Poltergeist got a turn and blasted the team with WaveCannon and flattened Rika and Grzyz (Gryz has 180-ish magic defense but was weakened by a Fire 3 counter and blasted before I could heal him). With no one under my control, prayed Chaz would refreeze it. Coinflip kept landing 1600 damage Meteor instead and Chaz got two turns before another WaveCannon flattened him. Crono still kicking thanks to Rage Ring but with his so-so damage, didn't finish the fight before a 5000 damage Meteo sent him into dirt.
Next try went better. Gryz throws on a Thunder shield so he won't die to sudden WaveCannons which I neglected doing the previous attempt. Chaz is more cooperative on the winning attempt and the only turn Poltergeist gets is an opening Flare Star. I win a Sky Render, which I have no real use for at this point. I really wanted Chaz surviving since I gave him Crusader and the 100 spell points nets him Quick. He now has the full combo of X-Magic, Quick, and Ultima (along with Osmose and Life3 for utility). Fear. For all of two rooms until the party reaches the final 3 switch room that starts the final boss fight.
One more of the warring triad to go and it's team 2 up against Goddess. Magic bloated Goddess is mean and could very well become a wall to parties with low damage output. Bolt 2 is probably death (at least at the levels and magic defenses I generally have when reaching her). Bolt 3 is overkill. And Quasar is a massive MT 'eff you wipe.
Of course there's still Lullaby to potentially cause many lost turns and Charm to muck things up even more. And Overcast to turn anyone who dies from the other stuff to become zombies.
ID protection for Overcast as well as thunder resistance or Wall Rings are pretty much essential to not get vaporized by the magic damage. Unless the character has insane (say 240-ish) magic defense or perfect M. Block. Marle gets by without an ID blocker as she's going to be using a Rage with ID immunity. Ice or water resist is also nice to have, especially for Wall Ring characters lest they fall to Flash Rain. With all my extra Rage Rings, sufficient lightning protection doesn't become an issue in this game. More M. Block is good to stuff Charm and Lullaby.
Generally, the most reliable way to win through HP damage is to blast through the low HP phase and letting Goddess get as few turns as possible since Quasar will lead to ruination. This team has a much easier method of winning though: unblockable freeze Special from Rage. Once Goddess becomes an ice statue, pile on more Bum Rush, GrandTrain/Ultima, and Jumps from Rune and the party wins without issue. Dropped an Excalibur like in vanilla. Also rather meh, just like vanilla. More Battle Power for Rune jumps but the holy element is more likely to be resisted in Beyond Chaos.
Yay, Jump was relevant since only Fight triggers Love Token. And it hits Goddess' lower defense stat, doing about 1500-2000 when it hits in the back. No, Rune is still not the badass damage dealer he wishes he is. Lucca learns Quick from this fight which means Marle will have it too.
Because of final dungeon randomization, it's not a guarantee that the team that fights Poltergeist has one last save point before the final battle. Here, team 2 is the one that finds the save point that's normally after Poltergeist in normal vanilla progression.
And with that, only the final battle remains. Which I'm not inclined to do anytime soon given the stat bloat present there and how quickly things can go wrong. With my characters in the Lv 32-35 range, even the first form can be scary. (and I have died to it in randomizer) Though when I do get around to it, I'll have a battle report up.