DFFOO [JP][FEOD: Transcendence 15] A stage that despises turn count vs BRV gain girls w/ free turns
The penultimate FEODT coming at players with a low turn count and some special additional rules regarding your progress. Time to use those reserved characters you managed to save before it is too late to put them to use before the final T16.
The boss has a decent amount of HP. Though it should be quite manageable if you just use FR echoes properly. All of these girls have UW+2 only and they are not even major DPSes, but they can still finish the boss in 1FT.
I chose to shut down the boss with HP silence and spawning additional free turns. Otherwise they can cause some unwanted ruckus with some of their attacks besides the threshold HP locks and turn count shenanigans.
Finally, this boss currently has a bug that it would refuse to let his HP limit go down at 59%. More about this later.
Boss: Lunatic Disaster Beast x2
Force:
+2%: Boss or player action
0/30/60%: Player ATK/BRV/HP dmg down I/II/III
FA: Meteor of Ruin (+) (break recovery, gravity BRV attack)
- consumes 100% of player BRV and BRV gain by the same amount
* This attack always trigger unless it is during BT/summon
+version is used when players have less than 12 buffs.
- removes all player buffs
- 10T AOE confusion debuff
FT: 10T
- Player ATK down
- All buffs/debuffs caused by players would be limited to 1T
Weakness: (if not FT, stop FG effect; if FT, cancel FT and debuff boss)
Magic BRV dmg FA
The boss gets a SPD down/AD up debuff when FT is cancelled. A +version of this debuff is inflicted if the player has 15 or more buffs.
HP locks and thresholds mechanics:
At QS, boss cannot go below 69%.
After the following events are triggered:
69-59%: Player max HP down and World Rumble+
If HP is not depleted to the next threshold and enemy got a turn, "World Rumble+" (AOE BRV+HP) would be used:
- remove all buffs
- guaranteed hit, ignore mitigation/nullification
59- 49%: Player max HP return to normal
49-29%: Deplete boss HP before turn count gets to 40
29-0%: Final wave of assault
- Boss regains 20% HP.
- Player mHP is reduced again and World Rumble+ (same condition as 69-59%)
*As far as I have encountered, it seems that if you don't push both bosses to 59% at the same time, the one that gets pushed afterwards would refuse to lower its HP minimum limit. My guess is since your max HP has returned to normal due to the first one reaching 59%, the second one cannot detect it and dispel the mHP down corespondingly. I would recommend strong evenly distributed AOE attack just to push this one.
Turn count mechanics:
You must deplete the boss health before a certain turn count:
1. 70% by T21
2. 30% by T41
3. reaching T61
Otherwise, the boss would greet you with the attack:
"Steel-Ripping Claw+"
- guaranteed ST Melee BRV attack
- 10T confusion
* Note that the turn count requirement for perfect is 40T.
General Approach:
This stage encourages you to be turn efficient/speedrun. If you don't plan on letting them go into FT, it is optional to keep yourself at above 12 buffs. Letting them move has a risk of them killing you with an ignore mitigation attack layered on top of the threshold max HP down mechanic. They also buff themselves with normal ST attacks and HP attack you with AOEs.
Also, it can be easy not being able to cap HP dmg due to the ATK/BRV/HP dmg down. Buffs from their normal attack also contribute to this as well.
I chose to use Paine to grant myself more free turns on top of Rem's shenanigans. The turn spawned would keep boss turns at bay most of the time. Should a boss get a turn, it would be stuck doing nothing due to the HP silence. If it does a BRV attack, it will only hit for 1 because of Paine and Serah. The buffs it puts on would be cancelled by Serah being on Paine's left.
All 3 of them have BRV gain support and Paine has mBRV per BRV attack baked into his right side buff, so reaching max HP dmg is no longer an issue. None of them are dedicated DPS units, but they have decent enough firepower to take down the boss with just UW+2 nonetheless if the thresholds are pushed even moderately efficient.
Keep the turn count low or deplete their HP fast to avoid those nasty guaranteed 10T confusion at all costs. Push them hard when they debuff your max HP to avoid that ignore mitigation effect. Then this boss should not pose too much of a threat.
Rem:
Rem's FR offers average %. It requires you to battery others and be above 20% mBRV when you move. It is general enough but not granting a high amount of %. If you wish to use it well, using some of the party refund characters like Serah or Garnet may be best to turn a blind eye on that 20% mBRV requirement.
Rem's BT makes it so that whenever she moves, every one gets full recast. She is essentially a mobile Bahamut blessing. No party members can die (lock at 0) until the effect is dispelled. When the fight ends, it auto dispels and heals everyone. so there is no need to intentionally end her BT to meet the HP requirement.
Finally....
Her BT animation reminds me of Korean drama lol.