Depo Dungeon post!
First of all, character setups, since I never really posted these properly. Obviously I don't have the same setup the whole time, but this is roughly where I ended up. After I beat the game I dropped any requirement that a character focus on his or her WA self, but the setups did continue to develop from where they left off at endgame.
Endgame
Jude:
Thief / Item / Auto-Potion / Equip Gun / Move+2
Blaze Gun / empty / Thief Hat / Black Costume / Sprint Shoes
-Sometimes switches to Chemist with Defence Up or Maintenance
Yulie:
Time Mage / White Magic / Counter Flood / Short Charge / Move+1
Wizard Staff / empty / Flash Hat / Wizard Robe / Magic Guantlet
-Often a Geomancer instead of a TM, with a Giant Axe
-Doesn't know any offensive Time Magic
-The accessory slot was often Angel Ring
Arnaud:
Oracle / Time Magic / Abandon / Equip Shield / Teleport
Papyrus Plate / Crystal Shield / Thief Hat / Light Robe / Feather Mantle
-Switches between his main two jobs often
-Doesn't know Haste or Quick spells
Raquel:
Squire / Charge / Counter / Two Hands / Move+3
Save the Queen (2H) / Twist Headband / Power Sleeve / Bracer
-Frequently goes Samurai with Basic Skill and Maintenance/Attack Up
-Reaction switches often to Weapon Guard or Critical Quick
Aftergame
Jude:
Chemist / Talk Skill / Auto-Potion / Equip Bow / Teleport
Perseus Bow (2H) / Thief Hat / Snow Muffler / Dracula Mantle
Comments: He switches between his main two jobs often, and sometimes sets Guts or Steal. The main utility guy, very fast and tanky and keeps people going. Talk Skill has some nice status options at no charge time or MP cost, too. However, late in the aftergame I started to feel that 150 HP healing just wasn't enough. I don't use Elixirs as often as I should, though they are great when I do.
Yulie:
Summoner / White Magic / Auto-Potion / Short Charge / Teleport
Faith Rod / empty / Flash Hat / Light Robe / Setiemson
Comments: I had some doubts if Summon could displace Time Magic but most of the party getting Auto-Haste settled that. She's the party fragile character which I should possibly do something about because her skillsets are awesome.
Arnaud:
(varies!) / Math Skill / Abandon / Equip Shield / Teleport
(varies) / Venetian Shield / Thief Hat / (varies) / Angel Ring
Comments: Usually Oracle, but often Priest or Time Mage or Squire, armour tends to be Light Robe or Black Costume or something. Anyway, he has perfect evade and Math Skill is godlike. Aftergame MVP just for that? Probably. YYM is great too.
Raquel:
Squire / Charge / Blade Grasp / Two Swords / Move+3
Ragnarok / Excalibur / Thief Hat / Power Sleeve / Salty Rage
Comments: Possibly the least changed character from the main game, she still just KILLS THINGS. Now with four auto-statuses, so she's actually fast and tanky. Surprised that Charge stayed in over Draw Out, but when the rest of my party isn't about killing power with the exception of maybe Yulie, getting those OHKOs is crucial, and Draw Out's utility wasn't too appealing in my party which had no shortage of it.
Meliadoul:
Divine Knight / Punch Art / Abandon / Attack Up / Move+3
Materia Blade-or-StQ / Venetian Shield / Thief Hat / Power Sleeve / Setiemson
Comments: Basically been spending the aftergame with Equip Sword and mucking around in Thief/Ninja/Dancer/Geomancer/Monk with a Materia Blade to get the skills I want with her; finally done. Mighty Sword varies in usefulness but both halves of it are pretty cool, an upped Battle Skill with some drawbacks but still better overall. I miss Magic Break, though; only Arnaud can dispel as it stands. She's the LVP overall probably, but there are some crucial battles she breaks. Punch Art gives me a third healer.
So, comments on the individuals Deep Dungeon battles. For those of you who don't know, 1 out of every 4 battles on each floor has been replaced with a new super-fight, usually featuring at least one boss with the Zodiac flag. Comments on my experiences with them follow. If you haven't fought them and intend to, I recommend not reading them, because the surprise is some of the fun! GAMEPLAY SPOILERS follow, as such:
(reset counts are once I make a serious effort to kill that fight, not randomly running into them earlier in my DD trek, which tended to kill me)
NOGIAS - Goblins
Ten zodiac Red Goblins. It's scarier than it sounds because they will Goblin Punch you in the face and that does 999 damage as soon as they're at all beat up. And they have the usual Goblin tricks otherwise (Eye Gouge). There are enough of them that you don't really want to get drawn into a slugfest where you will be confused and hit for 999. However, this is still not too bad as far as the super-fights go, because they have many weaknesses. No status immunities, so you can go crazy on those. (I imagine Petrify works, didn't think to try it.) Math Skill'd Poison rips them apart as they travel up to meet you, and Math Skill Demi cuts through their HP in near-999 damage slices. Blade Grasp also shuts down all their offence except SECRET FIST, and Heal solves that, or even ID immunity. Raquel and Arnaud own this fight, even though Arnaud is still in Calc here.
TERMINATE - Algus
I fought a glitched copy of this first, so had to come back after doing the first seven floors or so. By that time it was little match for me.
So anyway, Algus only has 999 HP because he has equipment. He also lacks Maintenance unlike every single other Zodiac human so Meliadoul can ruin his day. HIS CROSSBOW ANTICS ARE RUINED! Besides that this fight is much like Algus' first fight, knights and wizards. Human enemies are annoying because of their Feather Mantles, but there are ways to cut through that of course (Icewolf Bite and various status effects are my ways of choice). Wizards have Short Charge but still aren't ultimately too problematic. Algus himself can't dominate the battle (also statusable) so it's just a fight against some high-level knights and wizards, which is nothing that can't be handled reasonably.
DELTA - Rudvich
Rudvich himself has Scream, good stats to start with, and will kill you with dual punches and Earth Slash in particular. He's not really the focus of the battle, though. The real problem is two Steel Giants, and to a lesser extent, three Thieves and three Mediators with elemental guns, though the latter start pretty far away.
The Steel Giants act together, and either pick off two PCs or kill one unless he or she has Auto-Potion or ridiculous HP. I faced this one several time on my two playthroughs and I never won it when I let both Steel Giants live long. Powerful Raquel beats and chipping with the Perseus Bow works well for killing them, though.
Rudvich himself is owned by earth immunity and evade together (hello TM Arnaud) but more than that he is nothing special if you avoid giving him multi-Earth Slash kills; low move prevents him from killing anyone you really don't want him to. Math Skill confuse on the Mediators and maybe Thieves help them run a lot of interference and wastes Rudvich turns.
VOYAGE - Zalmo - REPENT!
The most memorable part of this battle, for sure, is the four Teleport 2 Oracles who make your life miserable or just rape you with their Two Hands Whale Whisker and Madlemgen nonsense. They blitz you fast, and I respond in kind, killing and statusing them as best I'm able.
Zalmo himself has picked up some swordskills, both Beowulf's and Holy Explosion, and has Excalibur. Still, he's not really potent enough to run a terribly frightening offence, as he doesn't OHKO or anything (terrible PA). And by the time you're messing with him, the rest of the battle is under control, anyway.
There are also some Wizards, I think. It's a bad sign I don't remember. This battle had me really scared with those Oracles but after that it blurs a bit, and it is the last battle that didn't kill me. I still enjoy the fight overall, it wasn't such a breeze that I wasn't worried, and if I'd been a little slower at dealing with those Oracles, things would seriously have gone south as the cavalry arrived.
MLAPAN - Barinten (1 reset)
This is one of my favourites. Barinten himself is nothing more than a glorified Mustadio, with a Mithril Gun and Snipe. Still, he's extremely tanky (Damage Split along with Defences Up and 3000 HP) so he's going to be annoying you a lot while you deal with his support. Said support consists of Archers using every non-Chantage perfume and one of each of the super-bows, a pack of Ninjas, and two Chantage Maintenance Dancers whom you can never kill and are dirty whores. They like to use Nameless Dance, let them get it off and you potentially lose.
Ninjas are fairly fragile. This is a mercy, since I'm able to kill them off... reasonably quickly. The Archers are the real problem, although occasionally a Ninja does come in and grap a cheap kill with Throw. The Archers, apart from having okay physicals, use various magic skillsets; White raises, Oracle and TM status you in annoying ways.
Ultimately, the fight does come down to the Dancers, though. Lots of ways to kill them, from Math Skill to picking them off with various attacks, but they take valuable turns. In my first fight I eventually let one sneak through and it inflicts Undead on Jude, he dies shortly after and I game over from there since I can't revive him. Yep.
TIGER - Funeral (1 reset)
Oh boy, whorishness. Three Bards, three Dancers, three Mimes. I mentioned Nameless Dance already, it still kills you. Everything is far worse with three Mimes, though. Math Skill Confuse takes out as many things as possible but they do tend to heal each other. Fortunately the Confuse delays the oncoming Dances. Mimes... just try to status them as best as possible because even one Nameless sneaking through when Mimes are active is brutal.
Granted, you can also kill the Mimes outright (unlike the Bards and Dancers, they start pretty close). Funeral himself, though, will just cast Reanimate, reviving all of them. And Funeral himself has loads of HP. (In the current version. In the version I fought a couple months back, he had only 999 HP and was easily killed.)
Fortunately, Funeral himself provides a strategy for destroying the Mimes, and even the entire battle. He uses Blood Suck. Blood Sucked units can kill Funeral quickly with their simple mHP/4 gravity (other drains would of course work with the right party) and Blood Sucked Mimes don't mime.
So basically I win this battle by running Math Skill interference on everyone, getting intentionally Blood Sucked, and watching the Blood Sucked units kill Funeral, then proceed down the map, infecting everyone in their path. Yulie teleports to the far end of the battlefield so all the enemies are blood sucked before they reach her. ZOMBIE INVASION leads to victory.
BRIDGE - Izlude (2 resets)
I had a hand in making this one, but it changed enough from my original design that it caught me by surprise. The main focus of the battle is the Draw Out Geomancers, who do loads of damage which is hard to block, add status, and are a pain to kill because of mantle + shield. The Punch Art Lancers function similarly, though aren't nearly as dangerous; on the other hand, they're even more durable. Izlude himself is pretty slow and vulnerable to being made slower still, but he likes to do things like break an equip and then kill the person anyway.
First time I fight this battle I withstand the assault of the enemies well only to die when an enemy I killed first turn, an undead Summoner with Non-Charge, comes back to life and kills two crucial people instantly. Second time I just get overwhelmed fast before I can overwhelm them.
Third battle I have more luck with Talk Skill and Math Skill disabling a few opponents long enough for Raquel to kill him. Meliadoul destroys the Summoner's Cursed Ring and I kill him so he can't be a factor. Izlude himself gets owned by Speed Ruin. A very good fight for Meliadoul in general; she also breaks a lot of Mantles so Raquel can kill things. Gotta put the little bro in his place.
Though the one Geomancer who has an Axe and Weapon Guard probably needs a new set now that axes no longer give good Weapon-evade. <_<
VOYAGE - Larg and Goltana (2 resets)
Goltana has Galaxy Stop, so we block that or die. Defence Rings to the rescue!
A surprising amount of my troubles here come from the two undead Knights at the start of the battle who use some nasty swordskills and have gross equipment (along with Maintenance and boss immunity). I have to change Jude to Chemist so he can throw an item at the Holy Knight wannabe turn 1. Beyond that, they're always the first to go.
Larg has some super annoying Math Skill, which I take care of by having Arnaud Innocent him with Math Skill. I try not to innocent too many other people because it gets rid of Arnaud's ability to control with Slow and Confuse, as usual.
The Squires are kinda pains with their knight swords and Reinforce, but take a while to show up at least. Once I'm engaging with them and Goltana at once, though, things get tricky (Goltana has Sword Spirit). Part of the reason I have resets here? In my three battles, Raquel criticals on the first swing, causing the fatal second hit to miss. FOUR TIMES. Always on Squires (everyone else here immunes knockback!). Arrggh. That's just ridiculous odds.
HORROR - Queklain, Velius, Zalera, Hashmalum (1 reset)
They lack their level advantages from when you fight them for reals so individually they're less scary. That said, what they do add up. Lots of obnoxious status is flying (Zal's Confuse 2 and Toad 2, Quek's Nightmare, Hashy's Seal, Velius' Loss and Lose Voice) and Zalera even has pretty good, fast damage (as does Velius once innocent wears off, but at least he's slow). Hashy with his super speed would be a great target for killing first but Damage Split says no go. Zalera is the other logical choice, and though Speed Save is intimidating he's still whom I go for first. I actually give Raquel SPIKE SHOES for this battle so she can reach him turn 1. Holy crap I used Spike Shoes in a serious battle.
Math Skill Slow keeps things under control, and other than that it's spamming status healing and revival while killing guys. Zalera eventually does die to Raquel hits + a Lich, at which point things start to get easier. Queklain falls next because he's easy to kill. Velius has Shock and I don't really want to hurt him until I start to kill him, and we all know Hashy's damage split. Still, Slowed Velius is very slow, and Arnaud gets in a tripleturn there, so three Life Drains + some other stuff = dead Velius. Hash goes last, I break his brave down some then kill.
END - Elidibs (1 reset)
Not a random like the rest, but certainly deserves comment. Eight units for support? Crazy. Meliadoul busts the swords of the knights so they can't do much of anything. Tiamats are pains but lack Defence Up and don't get scarier as you beat them up, unlike the Apanda and Byblos. Confuse and Slow are still wonderful, especially Slow on Elidibs to keep him irrelevant for as long as possible as I work on killing the other enemies.
The Byblos ally is kinda interesting. He basically always eats Poison Frog first turn, but he's worth healing since he can MBarrier you. Of course the enemy Bybloses also have Mbarrier. Confuse is good. So is Dispel Magic when their buffs slip through.
Largely just a tough fight to stay on top of with all the insanity going on. The Tiamats are probably the most crucial enemies, once both are down or contained, things go much better (Tiamats have the added bonus of needing to do a lot of damage to unconfuse an ally). Elidibs himself has Midgarzolom which really hurts, and adds some status if it doesn't kill, but it almost always does. Slow + beat him up.
Dycedarg and Adramelk
This one's pretty easy. Adramelk's Undeath no longer adds Charm (if it did I'd just pack N-Kai Armlets, of course), and with the level of status healing I have the rest of what he does doesn't really matter. From there on he kills one PC a turn but with my speed shenangians and revival that's no problem, and his HP is nothing special. It doesn't help that Dycedarg is virtually a non-factor because he has to come all the way down. For lulz I drop his PA and speed down to 2 while Arnaud hunts treasure.
Raquel gets a shiny Chaos Blade and Yulie (later Arnaud) gets the Robe of Lords here.
Rafas and Malaks
For the most part, I'm okay with the zodiac flag. However, this is one fight where I share Random's concerns with it. Ten enemies with the Zodiac flag is a bit much, and it doesn't even help them that much (having fought them before the got the Zodiac flag, 999 HP instead of 500 or doesn't matter too much... it'd be higher without the glitch but 10 2k+ HP enemies isn't much fun beyond the novelty of the Goblin fight). And I dislike the lack of information it creates; it's okay on a boss, but on ten enemies, less so.
Anyway, Rafas have pretty scary damage but their faith and initial position makes them massive bait to Math Skill. Malaks are less dangerous. Lots of sexy perfumes to swipe here.
Super Sekret 11-Enemy Fight
Gltiches the game due to crystals. They did nothing but waste turns, but that's probably also due to the glitch.
Altima, Altima and Ajora (2 resets)
Probably the only one worth calling a super-fight of the END randoms, and probably the hardest fight in the Deep Dungeon. I run into no ends of trouble here. The problems:
-Anything you kill comes back due to Arch Angel's Reanimate. If what comes back is a Demon, it has a 400 damage Ulmaguest. Ow.
-MBarrier is the demons. Both Holy Angel and Ajora have it. You can't safely kill an Reraised Ultima Demon or 700 damage Ulmaguest oh my god, and Haste is just evil otherwise.
-Grand Cross is the demons. Both Altimas have it. One clocktick? Seriously? Better spread out.
And of course they have fine damage in general, even Ajora with her super-high-faith Non-charge Ultima.
I pull out the Chantages for this one. Initially I have one on Yulie and one on Meliadoul and I still lose! So Raquel gets the third. I give Arnaud a second Perseus Bow and the Robe of Lords now that Yulie doesn't need the tankishness, so my entire party has either Safe+Shell or perma-Reraise, and everyone except Yulie has Haste (and none through the Setiemson any more).
Anyway, when trying to figure this fight out I look at the above list of problems. And I realise that the two biggest ones, MBarrier and Reanimate, both cost MP.
Yulie -> Oracle (White Magic)
Arnaud -> Oracle (Math Skill)
Meliadoul -> Light Robe
Yeah you should be able to see what's coming. MP damage, MP damage, MP damage. It takes just two Spell Absorbs from my teleporting mages to deal with Arch Angel's MP. As for the other two bosses? They're kind enough to stand together right when Mel is about to doubleturn both (okay slowing Altima may have been part of the reason). Two Magic Ruins and both have nothing. Meanwhile, Arnaud runs annoyance with Slow and Confuse on the demons to keep them from killing me, Jude mimcs Daravon to further neutralise demons. Raquel basically twiddeles her thumbs for the first few rounds, but once Reanimate is gone she can start carving things up. Life Drains also deal with the Altimas well, while Ajora gets all her equipment abused by Meliadoul (when I finally break both her armour and helmet, her mHP rises to about 2400, incidentally).
Cool little ultimate fight, I imagine different parties would have different ways of dealing with it. Nice way to show off the final boss for those who are too powerful for endgame, too. (I like LFT Altima.)
So, I still need to do the Kolliery, but as I've done it on another file I don't feel much need. What I do feel the need to do is put the Bervenia Volcano fight in its place. This is probably the last thing I'll do with this file.
Levels have risen dramatically with all the superfights, Raquel is now 79, most others are low 70's, with Yulie a bit lower still.