Author Topic: Laggy Fantasy Tactics: Bosses!  (Read 2961 times)

Dark Holy Elf

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Laggy Fantasy Tactics: Bosses!
« on: December 01, 2009, 04:52:15 AM »
Clearly canonical forms for the cast of Final Fantasy Tactics.

Bosses first! Most FFT bosses haven't changed too much in the transition to LFT. Many have gotten a major boon, though, in that they gained Defence Up and Magic Defence Up. The bosses who benefit from this, and will not be appearing in the stat topic for their maingame forms otherwise, are:

-Miluda
-Wiegraf 1 and 2 (for info on 3, read on...)
-Izlude (also gained 100% accuracy Battle Skill)
-Vormav (also gained full Mighty Sword and about 50% more HP)

Notes:

99% of bosses have the Immortal flag, which gives them protection from...
-Fatal status: Death, Death Sentence, Blood Suck, Petrify, Invite
-Transformation: Frog, Chicken, Undead
-Major mind-altering status: Charm, Berserk
-Knockback and crystallisation
You may well want to tack this onto the list of immunities I provide, which are from the boss' class.

Average enemy Faith is 60. Faith is a direct multiplier to magic damage received, so 100 Faith takes 167% from magic and 30 Faith takes 50%, etc.

Zodiac bosses have equipment but it's impossible to see or break, so I won't be listing it; it might as well be part of their core stats.

All non-draining gravity damage in FFT has the Dark elemental flag attached. This means I see Dark resistance translating to gravity resistance, unless said gravity damage happens to be draining. Bit of a shot in the arm for a few bosses at least.

FFT bosses are in practice slightly faster than the average speed indicates, since they win tiebreaks with PCs. You should possibly add 0.5 to their speed or something.


Algus

(PC average stats: about 100 HP, 40 damage, 6 speed)

Level 10. 32 Brave, 67 Faith.
Immunities: None.
Equips: Cross Bow, Round Shield, Barbuta, Chain Mail, Battle Boots.
Stats: 147 HPs, 18 MPs, 7 PA, 3 MA, 6 Speed. 6 Move, 3 Jump. 19% Evade.
Abilities: Auto-Potion (32% chance of healing 30 HP after taking damage), Defence UP + Magic Defence UP (takes ~3/8 less damage from attacks)
Movelist:
Attack - 42 damage
(CHARGE, physical)
He may have some abilities here, but no way to reliably know which. There's a 75% chance he'll have at least one of Charge+4 or Charge+5, which do 66 and 72 damage respectively (only useful against people faster than him), if you care.

Comments: FFT boss HP is hard to peg. Below PC even after defences if you don't give support credit, a bit more respectable if you do. He has a slow 3HKO, or a slower 2HKO if you're generous with Charge. This is much better than in FFT, even though he lacks DARKNESS hype. Still Light.


Queklain

(PC average stats: about 180 HP, 70 damage, 6.5 speed)

Level 20. 100 Brave, 70 Faith.
Immunities: Everything except Darkness, Slow, and Don't Move. Halves Dark.
Stats: 610 HPs, 350 MPs, 8 PA, 7 MA, 9 Speed. 4 Move, 4 Jump.
Abilities: Counter Magic (counters any magic with the same spell, runs of Queklain's MP and uses his mediocre MA), Martial Arts, Non-Charge.
Movelist:
Attack - 60 damage.
(FEAR, non-typed unevadable, status hit rate is perfect)
Nightmare - Inflicts either Sleep or Death Sentence, at equal probability.
Chicken Race - Inflicts Paralyse and Chicken. (Chicken goes away when Queklain hits the target again.)
(IMPURE, subject to Faith)
Bio (8 MP): 35 damage. 25% chance of inflicting Poison.
Bio 2 (16 MP): 49% chance of inflicting Petrify.
Bio 3 (24 MP): 70 damage. 25% chance of inflicting Dead, Undead, or Petrify. There are three versions of this attack, one for each status; Queklain can choose which one he wants to use.

Comments: Aside from gaining some HP (it's PCish now), he's pretty similar to vanilla. He lost physical damage, but still status whores if up using his great speed, and now actually has some HP. Counter Magic might also tip the odd fight. Heavy/Godlike.



Wiegraf

(PC average stats: about 250 HP, 130 damage, 7.5 speed)

Level 28. 97 Brave, 64 Faith.
Immunities: Everything except Darkness, Slow, Poison, Don't Move, and Silence (irrelevant).
Equips: Diamond Sword, Diamond Shield, Diamond Helmet, Diamond Armor, Diamond Armlet.
Stats: 230 HPs, 35 MPs, 6 PA, 6 MA, 8 Speed. 4 Move, 3 Jump. 34% Evade, 15% MEvade.
Abilities: MP Switch (97% chance to take damage to MP instead of HP, unless MP=0), Maintenance (equips can not be broken/stolen), Martial Arts
Movelist:
Attack - 60 damage.
(HOLY SWORD, physical unevadable, requires a sword)
Lightning Stab - 84 damage, 25% chance of inflicting Undead.
(PUNCH SKILL, physical)
Wave Fist - 36 damage.
Earth Slash - 27 damage, Earth. Ignore evade.
Chakra - Heals 45 HP and 22 MP.
Scream - Raises Brave (MP Switch chance) by 10, and PA/MA/Speed by 1 (+14 to the damage of Lightning Stab), stacks.

Comments: Wiegraf fights alone. His HP ranges from mediocre (lol 2HKOed) to horrible depending on how you scale him. And it doesn't matter. If you are slower than him and don't multi-hit, you lose because of MP Switch + Chakra. If you are only barely faster he uses Scream and laps you, and the same thing occurs. If you're faster or multihit he's pretty much screwed though (the damage, even with Undead on it, scares nothing). Weird spoiler. Heavy as a kneejerk, beats Royce but probably loses to Krin.



Velius

(PC average stats: about 250 HP, 130 damage, 7.5 speed)

Level 31. 80 Brave, 70 Faith.
Immunities: Everything except Darkness, Slow, Silence, and Don't Move. Halves Dark.
Stats: 960 HPs, 240 MPs, 6 PA, 12 MA, 8 Speed. 5 Move, 5 Jump.
Abilities: Meatbone Slash (if below 20% HP, 80% chance to counter a melee attack with 1920 ITE/ITD damage) Martial Arts, Two Swords, Short Charge.
Initial status: Innocent (Velius can neither cast nor be damaged by magic, lasts 2.5 of his turns)
Movelist:
Attack - Two hits of 36 damage, 72 total.
(FEAR, non-typed unevadable, status hit rate is perfect)
Lose Voice - Inflicts Silence.
Loss - Inflicts Confusion.
Shock - Deals damage equal to lost HP, rises from 0 to 960. Non-typed, ignores evade.
(WARLOCK SUMMON, magic, ignores evade/reflect, can not be used for first 2 turns)
Titan (36 MP) - 141 damage, Earth.
Lich (30 MP) - Does damage equal to target's max HP divided by 2, Dark. 72% hit rate.
Cyclops (64 MP) - 222 damage.

Comments: Weirdo. OHKO him or die. Just taking off a third of his HP makes his Shock overkill. How hard is he to OHKO? Well, not tooo hard; his HP is probably close to PC one way or another depending on different scalings. However, he has the added benefit of spoiling mages with initial Innocent and having some nasty statuses in Confuse and Silence which can force opponents into using inferior damage and eating a killer Shock that they might otherwise avoid. Meatbone Slash adds to his "don't let me hit low HP" powers, more hilarious than it is useful. Heavy/Godlike.



Zalmo

(PC average stats: about 280 HP, 140 damage, 8 speed)

Level 35. 100 Brave, 100 Faith.
Immunities: Everything except Darkness, Confusion, Silence, Berserk*, and Poison. Immunes Slow via Elf Mantle. Halves Fire/Ice/Lightning via White Robe.
Equips: Wizard Rod, Holy Miter, White Robe, Elf Mantle
Stats: 316 HPs, 731 MPs, 7 PA, 13 MA, 7 Speed. 4 Move, 2 Jump. 25% Evade, 25% MEvade.
Abilities: MP Switch (takes damage to MP instead of HP, unless MP=0), Short Charge, Move-MP Up (regains 73 MP per movement)
Movelist:
Attack - 21 damage.
(WHITE-AID, magic, ignores defence/evade)
Cure 2 (4 MP) - Heals 156 HP (260 to Zalmo).
Cure 3 (6 MP) - Heals 234 HP (390 to Zalmo).
Raise 2 (16 MP) - 158% chance to fully heal a dead ally. Ignores Reflect.
Esuna (9 MP) - 122% chance to heal most negative status (not undead, blood suck, slow, stop, charm, or don't move).
Throw Stone - Physical, knocks the target back and does either 7 or 14 damage.

Comments: Um. Like Wiegraf, if you're slower than him and don't multihit, you lose. Other than that he could probably last forever, but he's got bad durability so he'll die very easily to those doubleturns that sneak through. So he's Wiegraf, but the lower speed makes him less impressive. Middle-ish, but again, can beat Godlikes while losing to Lights. Would be a good, tanky healer for the dungeon or something!



Elmdor

(PC average stats: about 330 HP, 170 damage, 8.5 speed)

Level 41. 70 Brave, 70 Faith.
Immunities: Everything except Darkness, Slow, Poison, and Silence (irrelevant).
Equips: Masamune, Genji Shield, Genji Helmet, Genji Armor, Genji Gauntlet.
Stats: 707 HPs, 80 MPs, 10 PA, 11 MA, 12 Speed. Infinite movement. 50% Evade, 10% MEvade.
Abilities: Martial Arts, Blade Grasp (70% chance to avoid a Fight command or equivalent (Jump, Battle Skill); only blocks the first hit), Magic Defence UP (takes ~3/8 less damage from magic)
Movelist:
Attack - 140 damage, Wind.
(SWORD SPIRIT, pseudomagical, ignores MDef/evade/reflect)
Bizen Boat - 110 MP damage.
Kiyomori - Inflicts Protect and Shell.
Muramasa - 187 damage, 25% chance of inflicting Death Sentence.
Kikuichimoji - 132 damage.
(BLOOD SUCK)
Blood Suck - Drains 1/4 target's mHP. Target gains Blood Suck status (skillset is replaced with Blood Suck).

Comments: Elmdor has gained a bunch of small improvements compared to vanilla. He can now hold his own against some mages instead of virtually auto-losing; using Kiyomori gives him above PC mdur, 12 speed lets him double in many fights, Bizen Boat lets him 2HKO average MP, and Muramasa is now a low 2HKO to average HP. Of course, he's still most in his element when he has Blade Grasp and the Genji Shield in play. High Heavy.


Zalera

(PC average stats: about 330 HP, 170 damage, 8.5 speed)

Level 44. 100 Brave, 70 Faith.
Immunities: Everything except Darkness and Slow. Halves Dark.
Stats: 1460 HPs, 710 MPs, 12 PA, 10 MA, 11 Speed. 5 Move, 4 Jump.
Abilities: Speed Save (+1 speed when damaged), Short Charge, Auto-Float (immune to Earth)
Movelist:
(FEAR, non-typed unevadable, status hit rate is perfect)
Spell - Inflicts Stop.
(JA MAGIC, subject to Faith, ignores Reflect)
Flare 2 (35 MP) - 160 damage.
Toad 2 (35 MP) - 71% chance of inflicting Frog.
Confuse 2 (35 MP) - 71% chance of inflicting Confusion. Ignores evade.

Comments: Fast, high 3HKO damage, and two effectively fatal statuses (plus one annoying one to get around MEvade). No real weaknesses except that he can't touch the likes of Worker 8 and Wugui. Low Godlike.



Adramelk

(PC average stats: about 340 HP, 175 damage, 9.5 speed)

Level 46. 80 Brave, 70 Faith.
Immunities: Everything except Darkness, Slow*, Poison, and Don't Move. Halves Dark.
Stats: 1380 HPs, 470 MPs, 99 PA, 99 MA, 15* Speed. 5 Move, 4 Jump.
Abilities: Critical Quick (80% chance to get a turn after taking damage when below 20% HP), Non-Charge, Attack Up, Auto-Slow*, Auto-Transparent (all attacks ignore evade and magic evade)

*Adramelk actually has 30 speed, but Auto-Slow makes it 15 in practice. Notably, though, this makes him 50% resistant to Speed Break and Speed Ruin, he can not be affected by Slow status, and if you Haste him, his speed rises to 45.

Movelist:
Attack - 1056 (999) damage, heals Adramelk by that much.
(FEAR, non-typed unevadable, status hit rate is perfect)
Hold Tight - Inflicts either Don't Move or Petrify, at equal probability.
Treachery - Inflicts Charm
Undeath (255 MP) - Inflicts Slow, Darkness, and Undead. Hits all enemies. Undead enemies are immune to draining and Death, but vulnerable to Raise.
Night Sword - 1056 (999) physical damage, heals Adramelk by that much.
(ALL MAGIC, subject to Faith)
Raise 3 (12 MP) - 147% chance to restore a dead ally to half HP, or deal mHP/2 damage to an undead. Cancels undead status.

Comments: When I fought him originally, Undeath inflicted Charm. That made Undeath worth using; now it's basically crap. Fortunately if he's feeling smart he'll stick to what works for him in a duel: 3x overkill damage off 160% average speed. Spoiling physicals? Better immune Death too. HP could be better, but he still ends up as a Kefka remix: even better damage, no evasion worries, but little backup for physical walls (or worse, drain-immune bosses; he hates Ultimecia). Still, he overpowers all but the best, there. High Godlike.



Zombie Zalbag

(PC average stats for Zalbag: about 350 HP, 190 damage, 10 speed)

Level 47. 66 Brave, 77 Faith.
Immunities: Everything except Darkness, Slow, Poison, and Don't Move.
Equips: Rune Blade, Crystal Shield, Crystal Helmet, Crystal Mail, Dracula Mantle. Weak to Holy via Dracula Mantle.
Stats: 760 HP, 239 MP, 13 PA, 8 MA, 11 Speed. 4 Move, 3 Jump. 47% Evade, 43% MEvade.
Abilities: PA Save (66% chance for +1 PA when damaged), Defence + Magic Defence UP + Auto-Protect + Auto-Shell (takes ~5/8 less damage), Non-charge, Any Weather
Movelist:
Attack - 169 damage. Raises by 13 after each PA Save trigger.
(ALL MAGIC, subject to Faith)
Gravi 2 (15 MP) - Reduce target's HP to 1. 122% hit rate.
Reanimate (17 MP) - Revives all dead allies to half HP.

Comments: Zalbag's certainly tanky, rivalling Altima when his evade is in play and far above any other human boss. This lets him work his strategy well enough. Pretty fast, and though he only has a 3HKO, he can still heal-lock most with HP-1. Really more in his element in a team fight for Reanimate, but he can handle himself in a duel well enough unless his opponent has powerful holy damage. High Heavy. (Although Any Weather may push him to Godlike.)


(PC average stats for final dungeon: about 360 HP, 200 damage, 10 speed)


Rofel

Level 54. 60 Brave, 68 Faith.
Immunities: Everything except Darkness, Slow, Poison, and Silence.
Equips: Save the Queen, Crystal Shield, Crystal Helm, Crystal Mail, Sprint Shoes.
Stats: 788 HPs, 126 MPs, 14 PA, 8 MA, 11 Speed. 4 Move, infinite Jump. 40% Evade, 15% MEvade.
Abilities: Counter (60%, vs. melee physicals only), Defense UP + Auto-Protect (takes ~5/8 less damage from physicals), Magic Defense UP (takes ~3/8 less from magic), Maintenance (equips can not be broken/stolen)
Movelist:
Attack - 168 damage.
(MIGHTY SWORD, physical unevadable, requires a sword)
Shellbust Stab - 294 damage and destroy target's armour. Fails entirely if target has no armour or armour can not be broken.
Blastar Punch - 294 damage and destroy target's helmet. Fails entirely if target has no helmet or helmet can not be broken.
Hellcry Punch - 294 damage and destroy target's weapon. Fails entirely if target has no weapon or weapon can not be broken.
Icewolf Bite - 294 damage and destroy target's accessory. Fails entirely if target has no accessory or accessory can not be broken.
(ALL MAGIC, subject to Faith, ignores evade/reflect)
Protect 2 (20 MP) - 86% chance to inflict Protect.
Shell 2 (20 MP) - 93% chance to inflict Shell. (100% on himself)
Slow 2 (30 MP) - 93% chance to inflict Slow (halves target speed).
Quick (12 MP) - 73% chance to give target an immediate turn.
Gravi 2 (15 MP) - 107% chance to reduce target's HP to 1.
Negation - Hits all enemies 107% chance to remove any positive status.

Comments: Same old Rofel. He's gained stats (MDef, HP, damage, speed) and some new tricks. He still spoils physicals and breaks equipment, but now he can cast Shell 2 to bring his mdur even with his pdur, use Slow 2 then doubleturn Gravi 2 to deal with equipment-less healers, and Negation's always fun. Does ANY of it make up for losing Silence Song, which complimented Hellcry Punch and his defences so beautifully? I'm not certain. Still, he's good. High Heavy.


Notes: Although I don't consider it because it's in a battle where you don't have to kill him to win and I take bosses from their last form in general, Rofel has an earlier form which has 100% evasion to both physicals and magic. It has no advantages over his last form otherwise, but... yeah, obviously totally screws over many duellers, Heavy/Godlike range.



Kletian

Level 54. 77 Brave, 81 Faith.
Immunities: Everything except Darkness, Slow, Silence (!!!), Poison, and Don't Move.
Equips: Sage Staff, Mace of Zeus, Secret Clothes, Robe of Lords, Genji Gauntlet.
Stats: 592 HPs, 279 MPs, 14 PA, 15 MA, 8 Speed. 3 Move, infinite Jump.
Abilities: Critical Quick (77% chance to get a turn after taking damage when below 20% HP), Defence + Magic Defence UP + Auto-Protect + Auto-Shell (takes ~5/8 less damage), Short Charge, Two Swords
Movelist:
Attack - 105 physical damage, then a 25% chance of 437 ITE holy magic damage, then 180 physical damage, then a 25% chance of 218 ITE lightning magic damage. Total 285 minimum damage, 449 average damage.
(ALL MAGIC, subject to Faith)
Holy (60 MP) - 437 Holy damage, ignores evade.
Dark Holy (40 MP) - 269 Dark damage, ignores evade/reflect.
Flare (60 MP) - 379 damage.
Fairy (34 MP) - Heals 174 HP (236 to Kletian). Ignores reflect.
Raise 2 (32 MP) - 128% chance of reviving a target to full HP.

Comments: If you give support credit his durability is pretty overall excellent (magic side less so). Otherwise, he is PCish, which is certainly a large improvement. He's slow, but he really hurts; you'd better wall Holy, not that Flare is fun either. Also, don't think Silence shuts him down; check out that average damage with his physical. High Heavy.


Hashmalum

Level 59. 80 Brave, 70 Faith.
Immunities: Everything except Darkness, Slow, and Don't Move. Halves Dark.
Stats: 1520 HPs, 790 MPs, 17 PA, 11 MA, 13 Speed. 5 Move, 4 Jump.
Abilities: Damage Split (80% chance to heal half of damage taken and deal it as damage back to the attacker), Short Charge
Movelist:
Attack - 221 damage.
(FEAR, non-typed unevadable, status hit rate is perfect)
Delirium - Inflicts Berserk (forces physicals, 1.5x damage) and Faith (makes target take 167% average damage to magic)
(DIMENSION MAGIC, subject to Faith, ignores evade/reflect)
Quake (30 MP) - 217 Earth damage, 25% chance of Don't Move.
Melt (30 MP) - 194 Fire damage, 25% chance of Death Sentence.
Tornado (30 MP) - 171 Wind damage, 25% chance of Confusion.

Comments: Delirium is a neat spoiler move, shuts off many skillsets and gives him borderline OHKO damage. Unfortunately against fighters he can't do much except hope he outslugs them. He's got a modest 2HKO to both defences, Damage Split to prop up his damage and durability if he's not OHKOed, and excellent speed, so he's not bad at this, but still dislikes good bosses and PC fighters. Heavy/Godlike.



Altima

HOLY ANGEL FORM
Level 56. 100 Brave, 90 Faith.
Immunities: Everything except Darkness and Slow. Halves Dark.
Stats: 910 HPs, 930 MPs, 99 PA, 13 MA, 12 Speed. 3 move, infinite Jump.
Abilities: MP Switch (takes damage to MP instead of HP, unless MP=0), Short Charge, Two Swords, Auto-Float (immune to Earth)
Movelist:
Attack - Two hits of 132 damage, each with a 25% chance to lower the target's HP to 1 (magical, 145% hit rate). Total damage is 264.
(ULTIMATE MAGIC)
MBarrier (30 MP) - Inflicts Haste/Protect/Shell/Regen. If used on an ally, also inflicts Reraise.
Ultima (1 MP) - 183 magic damage, unevadable, ignores reflect.
(CHAOS)
Despair 2 - 144% chance to lower target's Brave by 45. Two uses turn the target into a Chicken.

Notes: Do note 100 Brave MP Switch. It's on both forms, and basically means her HP is about double what is listed.

ARCH ANGEL FORM
Level 66. 100 Brave, 100 Faith.
Immunities: Everything except Don't Move. Weak to Holy. Halves Dark.
Stats: 1280 HPs, 1320 MPs, 16 PA, 18 MA, 14* Speed. 8 move, infinite Jump.
Abilities: MP Switch (takes damage to MP instead of HP, unless MP=0), Short Charge, Auto-Float (immune to Earth), Auto-Faith
Initial status: Haste (21 speed for 6.5 turns), Wall (Altima takes 1 damage from everything for her first 2.5 turns)
Movelist:
(COMPLETE MAGIC, ignores evade/reflect)
All-Ultima - 216 magic damage, hits everyone except caster.
Return 2 - 209 "anti-magic" damage, i.e. does more damage to targets with lower Faith (and arguably higher MDef).
Grand Dispel - 164% chance to do mHP/2 damage and remove all positive statuses from the target, has no effect if the target has no positive statuses (does damage but does not dispel if the target has auto-statuses only).
Reanimate (17 MP) - Revives all dead allies to half HP; not useful in the main-game since she fights alone.
(SATURATION)
Grand Cross - Independent fixed 25% chance of each of the following ten statuses: Petrify, Frog, Confuse, Berserk, Sleep, Slow, Poison, Darkness, Undead, and Faith. Non-typed and not subject to any defences or evasion.

Notes: Faith, should it land from Grand Cross, makes her damage crazy. 522 damage from Return 2.

Comments: Evil. First form isn't anything too special, though that nonsense on her physical does at least own PCs and you can't buff against it. Oh yeah, there's also MBarrier for some old-fashioned evil; 2HKOing off near 2x speed isn't bad for bosses.

Second form decides it wants to be a tanky WA4 boss. Double average speed to spam 2HKO damage (the damage listed is basically her lowest possible, either high MDef or low MDef just get owned). If any PCs got this far she has two Grand Crosses before they can even damage her, and anyone else is just taking those turns as free damage. Falls just short of dominating slugfests (raw HP is solid but could be better, same with offence) and MDef is a problem, but still extremely good overall, a decidedly above average Godlike.
« Last Edit: May 01, 2012, 02:26:05 AM by Dark Holy Elf »

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Dark Holy Elf

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Re: Laggy Fantasy Tactics: Bosses!
« Reply #1 on: December 01, 2009, 04:59:40 AM »
Post just in case.

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Dark Holy Elf

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Re: Laggy Fantasy Tactics: Bosses!
« Reply #2 on: December 01, 2009, 05:01:02 AM »
So who wins Adramelk vs. Milon, anyway?

(filler post #2 if it's not clear)

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Nephrite

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Re: Laggy Fantasy Tactics: Bosses!
« Reply #3 on: March 07, 2011, 04:22:28 AM »
This is just a presidential warning that your pictures for the bosses link to the wrong place due to the site moving.