Asetoni FFXV
FFXV Ring of the Lucii - Everything you need to know (spoilers)
updated
And magic is even more broken than this.
Yeah, I stream
twitch.tv/asetoni137
Intro: 0:00
Prep phase: 0:41
The fight: 12:14
(I'm sorry)
I'm not sure if running behind the rubble is a consistent way to dodge the missiles. This was the first time I actually thought to try that and then I just winged the rest of it from there. I originally had a far more complicated strategy where I ran to the other side of the arena that would spread the missiles out more, but it was still too inconsistent for a number of reasons.
I got two rather lucky crits, one with the first fire spell and then again with the braver that broke the first leg in the last phase. These did not impact the outcome of the fight, I built my strategy to not rely on critical hits for obvious reasons. The leg would have broken even without a crit and the fire spell only slightly speed up the second phase.
One small source of RNG (the only one if the rubble trick turns out to be consistent) is starting ATB. The first phase strat will fail if you get the absolute minimum amount of starting ATB possible, but ~90% of the time that wont happen.
Chip damage is fucking real in this game. The only moves I didn't block/parry were two basic bullet volleys which deal very little damage anyway. That missile barrage can screw off.
Credits for the combo flow chart in Noct's thought bubble goes to MemoriesLP.
For some reason Sharefactory kinda screwed the video quality, but I hope it's not too bad...
Inspired by Nyff's video about Dark Souls 3: youtu.be/_H5C5jK-B2k
Song: "Memory" by Direct feat. Holly Drummond
However, the CEO fight was also designed to be fought solo, much like Ardyn and Ravus, and this is what makes it difficult for the wrong reasons in Comrades. With 4 people spamming attacks, you cannot see what a boss this small is even doing, so suddenly you just get oneshotted out of nowhere. There's a reason why Bahamut and Ifrit are big, they need to be that way for you to be able to see what they do even with 3 other people there.
Anyway, neither of these problems really applied to a solo no damage fight, which is why this was as easy as it was compared to the rest of the bosses.
Build: imgur.com/a/EIKMnZI
Food: Equalizer
Build: imgur.com/a/6RyN3Tu
Food: Equalizer
This is probably my least favorite fight in Comrades. Rogue is filled to the brim just bullshit, ranging from broken hitboxes to moves that have no tells. The listening mechanic is drowned out by the music and sound effects if your party is alive. That damn charge attack is pretty much unavoidable if you're on the ground and has no tell whatsoever. The boss has a cool design and I appreciate the intent behind the stealth mechanics, it just failed horribly in execution.
Build: imgur.com/a/w6s14s1
Food: Equalizer
Build: imgur.com/a/TS8zG5l
Food: Equalizer
Build: imgur.com/a/71E8UIm
Build: imgur.com/a/iNgn1fC
"Build": imgur.com/a/GiySs1P
Build: imgur.com/a/05Fern4
Build: imgur.com/a/UtKEZbN
Food: Equalizer
Build: imgur.com/a/iBdizzi
Build: imgur.com/a/F28vvVu
Air Pirate is still MVP tho.
Build: imgur.com/a/LAN0xtg
Food buff: Equalizer
Edit: Instead of Farming Master Tonberries, a faster method to get Dark Matter is to play the "Menacin Mechs" quest and break the Liches that spawn from the Niduses. Don't kill the mechs all the Niduses and you should have an easy time farming them without loading screens of any kind.
Special thanks to SoulOfTheRisingSun for helping me record some of the clips and Anamana for the stream VODs!
SoulOfTheRisingSun: youtube.com/channel/UCHlVHAZBuECVEUCUWOiGnpw
Anamana!: youtube.com/channel/UCbGV8-jKrfwG5Y9hPoZsJNw?pbjreload=10
AnamanaMedia (Twitch): twitch.tv/anamanamedia
No items
No Armiger
No magic
No summons
No character switching
No party techniques
No food buffs
No Ragnarok or Vortex weapons
No Magitek Exosuit (lol)
No menu switching
So at the very start I lure her away so that she wont randomly destroy the pillars with her attacks. I use Cerberus because I’m trying to break her wing, but also take a link strike here and there to take her HP down in chunks.
You might have wondered why I don’t take the Cross Chain when she finally falls down. I didn’t forget about it, it’s deliberate. When Garuda has about 75-80% health, she’ll start summoning the plumes and start flying a lot, at 66% health she’ll summon her minions and at 50% she’ll use her ultimate wind attack. This wind attack can do one of three things:
1. If there are less than two pillars left, the fight will end.
2. If her minions are alive, they’ll join in on the attack, making it so strong that it will wipe the rest of my party, even if I dodge it.
3. If she’s just alone, the attack still hurts, but wont be strong enough to kill the bros.
If I had taken the Cross Chain there, it would have instantly pushed her below 50% HP, which would result in her summoning her minions and then instantly doing the ultimate before I can kill them, wiping my whole party. The whole point of breaking her wing was to burst her down from above 75-80% HP to below 66%, skipping her flying phase where I can’t lure her away from the pillars. It is also beneficial to get past this portion of the fight as fast as possible so that there is less time for her to destroy the pillars.
The minions are weak to light and greatswords, so Sarah’s Shortsword’s normal attacks and Hyperion link strikes deal with them pretty quickly.
At the 50% mark, I I-frame through the ultimate with Trident’s warp strike and then the fight is pretty much normal, she can fly freely now, but it’s not as bad because she can no longer destroy pillars. I still need to destroy the plumes, because if left unchecked, she seems to gain a buff to her resistances and damage (this actually happens later in the fight after the second set of minions, but it luckily doesn’t last long).
At 33% HP she summons minions again, but they’re easily dealt with. After this is over with, I break her second wing, because when she reaches about 10-15% HP, her final phase will begin, which is brutal. I burst her as low as possible to make this phase as short as possible. In the final phase she just flies and it’s only a matter of hitting her with Sarah’s and trying not to die.
But did I die? Almost. My last hit lands simultaneously with her killing blow, but since the fight ends there and then, the death didn’t have time to happen. After all, technically Noctis doesn’t die until the window for using a phoenix down has expired. I just didn’t need a phoenix down. I win :D
Pitioss flashbacks...
They also reset if you use chapter select or NG+ to redo the quest. Much faster than grinding the boss to get them.
twitch.tv/asetoni137
List of acronyms used for his attacks:
FO: Fire Opener
F: Single basic Fire attack
F-: 2+ consecutive Fire attacks
FE: Fire combo Ender
D: Directional attack (fire)
I: Ice attack
IE: Ice combo Ender
T: Thunder attack
TE: Thunder combo Ender
C: Counterstrike
All of the attacks listed above increase both ice and thunder counters by +1, with 4 exceptions:
1. F- only gives +1 despite consisting of multiple attacks
2. D doesn’t increase either counter at all, unless both counters are 0
3. IE brings the ice counter back to 0, but still gives +1 to thunder
4. TE brings both counters to their maximum value, which is 4 for ice and 8 for thunder
Both counters reset to 0 if you stop attacking. This includes things like getting hit or dodging. You have to dodge with “D” if you want to evade damage while keeping the combo going.
If ice counter is 0-3, Ignis will do a “I”, if it’s 4, Ignis will do “IE”. However, “IE” can only happen after “I”, “F” or “F-“, which means if you just did any other attack, it’s possible to do “I” when the counter is 4.
If thunder counter is 0, Ignis will do the version of “T” that leaves him next to the enemy. If it’s 1-5, he’ll do the version of “T” where he dashes through the enemy. If the counter is 6 or 7, he’ll do “TE”. If the counter ever reaches 8, thunder attacks become entirely unavailable, until you reset the combo by stopping attacking.
If some of this is unclear, feel free to ask in the comments below :)
Link to the cooment thread in question: reddit.com/r/FFXV/comments/7v43d2/to_what_extent_did_they_change_the_dodging_and/dtpia3f
Source for the explosion clip: youtube.com/watch?v=5gD_TL1BqFg&t=40s
Katanas: 0.98 (first hit), 1.1 (second hit)
Maces: 1.75
Spears: 0.99
Daggers: 0.55 (both hits)
Shields: 2.4
Crossbows: 0.54
Shurikens: 0.75
Note: These are rough estimates, and especially the value for shurikens is merely a wild guess. Phase counters cannot be tested on Practuar, which makes testing their damage modifiers accurately very time-consuming and controlling other factors such as distance to the enemy becomes borderline impossible. These numbers should only be used to gauge roughly how powerful these attacks are.
Ironskull Hammer/Dreadnaught - Supercharge Strike youtu.be/r8OAjiv5lnY
Combo chart: imgur.com/a/X8kND
Damage modifiers for all mace attacks attacks:
Combo opener: 3.85 - 9.7
Combo opener (Left stick forward): 3.5
Basic combo: 1.39 (while spinning), 2.05 (mace hit), 4.18 (Ender)
Forward attack: 3.5 (normal hits), 4.18 (Ender)
Side attack: -
Backwards attack: 2.05
Charge attack: 1.40 (first two hits), 1.75 (last hit)
Savage Swipe: 2.83*
Clearout: 1.05* (While spinning), 1.44* (last hit)
Supercharge Strike: 3.75 - 11.5** (Both hits)
Aerial attack: 1.75
Warp strike: 0.42 (warp), 0.84 (followup bash)
* these attacks always crit, so effectively the damage modifier is double of what is listed here.
** Fully charged Supercharge Strike is too powerful to be tested on Practuar. I can't make it not hit the damage cap. This is a rough estimat based on damage I do to normal enemies, but there is a lot of room for error.
Estimated error: +/- 0.03
All of these are for individual hits. If some attacks deal damage twice, their modifier is effectively double of what is listed here.
If you think some of these numbers are wrong or want to know how I got them, ask in the comments.
Damage modifiers for all shield attacks:
Combo opener (close range): 0.60
Combo opener (long range): 0.60
Basic combo: 0.60 (first hit), 1.2 (second hit), 2.4 (third hit)
Shield charge: 0.48
Charge attack: 2.88
Savage Swipe: 2.50*
Clearout: 1.46
Aerial combo: 1.2
Warp strike: 0.48
* these attacks always crit, so effectively the damage modifier is double of what is listed here.
Estimated error: +/- 0.02
All of these are for individual hits. If some attacks deal damage twice, their modifier is effectively double of what is listed here.
If you think some of these numbers are wrong or want to know how I got them, ask in the comments.
Damage modifiers for all shuriken attacks:
Combo opener (close range): 0.49
Combo opener (long range): 0.49
Combo opener (very long range): 0.45
Basic combo: 0.28 (normal attacks), 0.56 (ender)
Basic combo (long range): 0.45
Charge attack: 0.56
Savage Swipe: 0.50 (melee hits), 0.68* (throw)
Clearout: 0.50 (AoE hits), 0.67* (throw)
Aerial combo: 0.45
Aerial dive: 0.49 (while falling), 0.69 (landing hits)
Warp strike: 0.70 (shuriken hit), 0.42 (warp), 0.21 (multi-hitting spin part)
* these attacks always crit, so effectively the damage modifier is double of what is listed here.
Estimated error: +/- 0.02
All of these are for individual hits. If some attacks deal damage twice, their modifier is effectively double of what is listed here.
For ranged attacks, damage modifiers are from point-blank range.
If you think some of these numbers are wrong or want to know how I got them, ask in the comments.
Damage modifiers for all crossbow attacks:
Basic combo: 0.136 (normal shots), 0.172 (last shot)
Charge attack: 0.30 - 0.98
Savage Swipe: 0.42*
Clearout: 0.14*
Aerial attack: 0.136
Warp strike: 0.49
* these attacks always crit, so effectively the damage modifier is double of what is listed here.
Estimated error: +/- 0.02
All of these are for individual hits. If some attacks deal damage twice, their modifier is effectively double of what is listed here.
If you think some of these numbers are wrong or want to know how I got them, ask in the comments.