DFFOO [JP][FEOD: Transcendence 16] The path of no Setzer/Quina, just skip mechanics and use Dorgann

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The final FEOD:T. Quite different from what we usually see, and seemingly quite trivial if you have Setzer/Quina. So I refrained from using Quina for the clear just to make it more interesting.

Granted using Iris also trivialises a few things. You still need to understand the stage to get through it effectively. This is mostly true since I used Dorgann, as you would want to skip the dedicated elemental shutdown phase.

Once you know what to do, it is actually easier to suffer from too much DPS instead of being underpowered to tackle the boss.

Note that even though there are two forms of Shinryu and multiple phases involved, only the two forms are separated as wave battles.

Boss: Shinryu (1: 1st form; 2: 2nd form)
Force: (same for both forms unless specified)
+2%: boss action (2)
+4%: player action (2)
0%: DEF up, 90% BRV/HP dmg reduction, turns cannot be deleted
50%: ATK up, BRV/HP dmg 100% up

FA: Luminous Rain (1), Magnus Calamitous (2)
(Break recovery, BRV+HP attack x2)
* Always trigger outside of summon/BT

FT: 3T (1); 20T (2)
- BRV attack = max BRV limit (susceptible to absorption/nullification)
- 50% HP dmg reduction
- stops recast guage from charging

Weakness: (cancel FT)
1: Range FA
2: Magic FA that grants a buff to party

Key points:
1st form:
At QS, activate Chaotic Deluge (perma aura):
- max HP/iBRV/mBRV down
- any 2T (or more) delay would make the boss has 0 AD and teleport to the front

Boss can also put on both BRV and HP regen buffs after certain moves. Having those regen when it has 0 AD can be dangerous.

2nd form:
The "2T or more delay leads to 0 AD and teleport turns" rule still applies.

The gist of this form is that it has 4 lives and 3 auras. The first three corresponds to a specific aura. It always follows this pattern when it loses one life:
A. Alus Magna
- keeps the boss at above 1% so that it does not die until the last one
1st (+++): SPD up/hides turn order/prevent break delays
2nd (++): heals 90% HP
3rd (+) : heals 80% HP, sets all Shinryu's FG to 0
last : heals 70% HP, removes all elemental power (aura)
sets Shinryu's FG to 0, boss can die

B. Trinity (BRV attack that changes the elemental power aura)
Every time a new elemental power is active, the others are cancelled.
1st (+) : Fire aura -
- mHP/iBRV/mBRV down (same as 1st wave)

2nd (++) : Thunder aura
- BRV/HP dmg/BRV gain up
- BRV gain before action
- 100% elemental BRV dmg reduction

3rd (+++): Ice aura
- unable to move until Shinryu gets a turn (basically Divine Shiva)

The last life is just Shinryu cycling through different auras if given the chance:
C. "Power Unleashed":
Additionally during its last life, if Shinryu is at above 50% FG, it will use "Power Unleashed". If there is no field aura, it will use Trinity+, Trinity++ in sucession.

After "Unleashed Power", any player action would result in both attacks again. If the field is energised, the field aura will be released.


Approach:
Quite a lot of details for this stage. I will just cover the key ideas and solutions to simplify things.

1. It is a wave battle
Wave battle is back and that means two things:
(a) QS debuffs get reapplied but not others
Given the tendency of boss hiding turn order and getting turns if you delay it, low duration debuffs need to be reapplied after wave 2. That makes buff based strategy more effective in general especially if you initiate FT in the 1st wave.

(b) Turn order gets reshuffled after wave 1
Whatever your turn order when wave 1 was finished has no bearing on where they will be in wave 2. It swings both ways though, as you can use the mythical wave restart to manipulate turn order in your favour.

2. Auras and skipping mechanics
The boss has MASSIVE dmg limitation auras, even before wave 2. The mBRV down and FG dmg reduction are so high that you need strong BRV dmg support or straight up rainbow BRV/HP dmg to counteract it. In this case Leo's 100% BRV dmg up debuff, Dorgann's enchant and BT effects help alot (look at before and after Iris BT is active).

The various aura at different phases will further gimp your dmg. Using Dorgann basically makes you on suicide watch during thunder aura. It is seemingly a dead end, but what the game does not tell you is that during BT/summon phase, only (A) Alus Magna is activated. The boss does not change aura until (B) is used, and B is blocked and stocked until BT/summon is over.
Therefore if you want to use elemental characters, such as Dorgann, you will need to skip thunder aura phase (2nd life) entirely.

If you cannot BT in time, summon first then use Iris BT phase with 1FT remaining also works. That way the boss will still be kept at 0 BRV and be harmless.

If you have to deal with the Ice phase, ironically the teleport turn mechanic can be exploited by Leo's delay such that you can trigger the boss to teleport to the front, effectively cancelling the freeze immediately after it is triggered.




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