![]() ![]() Have Kaim and Seth use their standard attacks have Jansen cast any level 1 spell and have Mack cast Shadow. So this could still be tested.The thing is, both the batteries are so easy to take down that you may not have to worry about power attacks at all. You can stall Light Absorb by dealing a very specific amount of damage to Gongora. Gongora 1 - Gongora 2 (Rinimt tested this, but got revived by Jansen and then Gongora immediately used Light Absorb.Obsidian Miasma 1 - Obsidian Miasma 2 (Glitch doesn't trigger even with front row dead.)įights with multiple parts still unconfirmed.Bogimoray 1 - Bogimoray 2 (Glitch doesn't trigger even with front row dead.).Luminous - Gongora 1 (Dead immortals are revived with 1hp).So they can be damaged "normally" from that point on.Ī brief video explanation on this glitch can be found here:įights confirmed to work with this glitch.įights Confirmed NOT to work with this glitch. If you switch one of the glitched characters to the front row, they will retain their 2 billion health, but not the GC immunity. If the back row gets hit by any attack, it will appear to fully heal them at first, and from that point on they will have over 2 billion health and any subsequent attack will do nothing. While under the effects of the glitch, your GC will display as Lv4, but with 0 GC. There are three fights in a row in this sequence, so simply have your front row character die and then progress to the next fight, and your back row character will be invincible until the end of the battle. The artillery fights before the Armoured Train boss battle work very well for this. However some fights happen back-to-back without any chance for the game to revive your dead characters. Actually replicating this however is a bit trickier, because at the end of every fight when you return to the overworld, all dead characters get revived with 1hp. Start a fight with everyone in the front row dead. Most recently discovered tech is the HP/GC Underflow glitch under very particular circumstances you can trick the game into thinking that you have infinite GC, which makes all the damage calculations for the back row go crazy. In theory it can save 5-10 seconds on disc 3 in the ice area, but that's almost certainly a segmented only strat due to the randomness of the chest climb, and the danger of falling out of bounds. This glitch, despite being very cool and having a lot of potential, doesn't have any viable single-segment use yet. Totally pointless, but totally hilarious. If you fall and *can't* spin around then you will fall for about 2-3 minutes, and then Kaim will "fall" back in bounds and have a heart-attack. If while falling out of bounds you're able to spin your character around (You can tell by the minimap) then you fell while moving, and will get encounters every few seconds and you will be stuck until you reload. In some particular circumstances you can use the extra height you gain to fall out of bounds. By running into certain chests at very acute angles you can get on top of this invisible wall and walk around in the air above the chest. Most of the game's treasure chests have very high invisible walls surrounding them. This glitch is useful through most of disc 4, on Luminous Magic Beast in particular. You can change any piece of equipment, (weapon, ring or bracelet), and you can change, and then change back to the same piece of equipment that you started with and it will still work. Normally persistence is only meant to work once per revive, but you can trigger it to work once per turn simply by changing any equipment in battle, this effectively makes you immune to certain bosses who can only hit each character once per turn. When equipped, persistence allows you to survive at 1hp from a blow which would otherwise kill you. You can learn Persistence from Tolten on discs 3 and 4. This makes gamble a very good spell for melee attackers like Kaim and Seth to use, and is your only decent source of damage for fights later in the game when you're 20-30 levels lower than "intended" and fighting high-defense bosses, or creatures in the back row. ![]() Magic Attack of the caster, Magic defense or GC of the defender are all irrelevant. The caster's level seems to be the ONLY factor for determining Gamble's damage. Gamble does a random about of damage based on your level, at around level 20 you can expect it to do from 1-1200, at level 40 you can expect it to do 1-2000, maxed out characters can hit gambles for around 4-5k. It's a Level 2 Spirit Magic spell, which costs 10mp, and has a long 1-turn cast time and can be cast by everyone with full effect. Gamble is obtainable by spending about 4 minutes doing a minigame in Tosca village. ![]() One of the most frequently used tricks in the run is the use of the Gamble spell. ![]()
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