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  • Jun 28, 2012 4:17 pm GMT
    You don't need to max out for Proudclad 2 -- you definitely need a sen with fringeward, but otherwise you just need Snow to know haste/protect/etc. It's a really really long fight, but its possible to win. Basically after limiter release you do a no-stagger approach in air phase and just tank ground phase. I think it took me 45 min to win. More hp and stats of course helps, but is not necessary.

    Which leads me to your second point -- grinding the group of 3 sacrifices in Ch 13 IMO is the best spot for exp / gil until you can farm an adamantortoise after you beat orphan. Thus, it behooves you to beat Proudclad 2 with just the minimum upgrades necessary so you don't have to waste time by farming gil and experience separately. I used Hope / Light / Fang for the fight. The farm method I used is detailed in one of the older threads -- perhaps NCU / NEU United 6? Basically light provokes with the lion heart, staggering the group. Fang and Light buff hope and hope ruinga's them into oblivion. You need en- spells and all the debuffs, but it works pretty well. The group of 4 doesn't work because one sac always gets out of range and it takes forever to kill it if you don't take it out during the first stagger. The group of 3 goes down in 40 secs or so IIRC if you are set up properly.

    I did the Ch 13 sac's until I maxed my experience (enough that the remaining bosses would fill me up to 999,999 or so) and then in Ch 13 post-orphan you can do M24 over and over fairly easily for gil and exp. Farming adamantortoises is actually not bad and the one on the Steppe where most of the turtles are is the way to go (near the first cactuar). Kill a turtle, if it drops an ingot / trap, then equip energy sashes, fight three groups of goblins nearby to restore TP and then repeat.
  • Jun 28, 2012 4:31 pm GMT
    Just found the relevant part of the thread w.r.t. PC2 and grinding. Link to the page with the posts is:

    http://www.gamefaqs.com/boards/928790-final-fantasy-xiii/58130248?page=5

    Essentially, the skills I need to win where Cura for Fang and Curasa for Snow. Didn't need a full stage 9 Crystarium. I also forgot that to use summons because I just got into a tedious routine. You can likely stagger PC2 with the Shiva sisters in ground phase post-limiter release and do damage faster.

    Paradigms and method for 3-pack Sac farming in Ch13 is also on the linked page.
  •  
    Jun 28, 2012 7:57 pm GMT
    I've been trying a no save single-segment no retries Speedrun.

    Maybe they can merge my thread here? I haven't posted in it in a couple of days but I'm getting back to it. Right now I'm testing it and finding strategies for the marks. I think I need sazh in my party because I can't kill Ambling Bellows before its stagger period is over.
    ---
    http://www.youtube.com/watch?v=awskKWzjlhk
  • Jun 28, 2012 8:10 pm GMT
    I'm not sure where your development is, but on my low stat run, I'm pretty sure I used the initial stagger to kill one of the Cryptos and to quickly stick Slow, Imperil, Deprotect, and Deshell on Ambling Bellows. Then I staggered him again (tanking with Fang) and finished him off. Fang/Vanille/Sazh, but even with Sazh I couldn't kill Bellows in one stagger. I had Fang on lead so I could control who I was targeting at the start of the fight. I'm almost certain I didn't know Pain; if you do, that should make the fight a cakewalk.

    I think this was my setup:
    Com/Rav/Syn
    Sab/Sab/Syn
    Com/Rav/Rav
    Sen/Rav/Rav
    Sen/Med/Com
    Com/Med/Rav

    t~
  •  
    Jun 29, 2012 7:19 am GMT
    Aight, I don't have Pain, but I have Fang dealing tremendous damage, it just irks me that I can never finish him in one stagger. He has like tiny amounts of hp left, but enough to allow him to survive long enough til his near the next gauge, and by then he'll usually kill me, or i'll be close to death. And doctor's Code doesn't always work on time. Maybe I'm just being stubborn and trying to survive til the end, but anyway, seeing as this is a no retry single segment speed run (test/practice), I guess I'll have to play it safe, or maybe up Fang's Strength and everyone's magic a little more, by choosing the correct crystarium routes.
    ---
    http://www.youtube.com/watch?v=awskKWzjlhk
  • Jun 29, 2012 9:38 am GMT
    What are your equips? Have you tried Black Belt-* on Fang?

    t~

    Edit: weapon upgrades might help too. If you still have the Entite Ring, sell it for 60k gil.
  • Jun 29, 2012 6:20 pm GMT
    What rules are you playing with? Why not just use hecatoncheir or odin to take out the bellows?
  •  
    Jun 29, 2012 10:40 pm GMT
    No rules, just speeding through but not allowing retries, and single-segmented so no deceptisol trick. (But this a practice/test run)Shooting for under 12 hours. And yeah, I have two warrior wristbands, no blackbelts. I finally moved on, I killed it pretty quickly, just not satisfied really,

    I killed Proudclad ridiculously fast though, I was happy with that. Damage wall actually helps for this battle. Now I'm having trouble killing Adamanchelid quickly. Going for under 2 min in that battle.
    ---
    http://www.youtube.com/watch?v=awskKWzjlhk
  • Jun 30, 2012 8:13 am GMT
    Going through this without Black Belts is insane, honestly. You should get some.
    ---
    CWLSIV
  • Jun 30, 2012 3:27 pm GMT
    Tidusnav, for Bellows mission I do it second; just get pre-emptive and kill with hecaton. Start with rav/rav/com, get his stagger to 580-600%, summon and gestault then spam B/(square) until his stagger is almost over or you run out of points.

    For Proudclad what are your strategies for 1st and 2cd fights? I have 1:20 for 1st and 2:41 for 2cd. Depends on your crystarium but I used Sazh/Fang/Vanille and Cold Blood x2.

    For Adamancheild I would recommend using Fang/Sazh/Vanille in Sab/Rav/Sab. Try and get slow up (only use one chain) while Vanille debuffs. I would say having Hope as a med would be useful and also use renew to keep your hp up until it lands, then summon Bahamut and get his chain to about 370% and start attacking. Gestault and repeat: B/(square), side A/(X). If he doesn't die use Com/xxx/Med and time your attacks so that you're in the air when he stomps. I use Fortisol/Ethersol and fight time is 50-70 seconds.

    Also, don't forget that you will save time by stocking up on sols at the beginning of the game. Good luck, I'm currently working on RTA myself.
    ---
    FFXIII - 6:06:26
  •  
    Jun 30, 2012 10:51 pm GMT
    Well I have the same strategy really for Proudclad, but no Cold Blood, and probably last crystarium. It took me 2:58 seconds. I've been using that party and I'm thinking I'll stay with them til the end.

    I just quickly buffed, I taught Sazh how to provoke, just to use Sentinel, and I have Fang's Strength at about 1200, and Vanille's magic at about 850, Doctor's code and Damage wall on Sazh, and then I apply buffs while Vanille and Fang attack, I toss a potion or two, and after buffs, relentless assault. Usually he's at 750% stagger and with half his life, then I cast renew, switch to sen sen med, and repeat, but it was faster than I thought.
    ---
    http://www.youtube.com/watch?v=awskKWzjlhk
  • Jul 1, 2012 5:27 am GMT
    Hmm, that sounds radically different from my approach actually. I think his name on here is ffadict12345 or something like that but he has his full run uploaded and his first Proudclad is very similar to mine: http://www.youtube.com/watch?v=FM8naJ7K5oE&feature=plcp I have a different paradigm to manage the bar pre-stagger and different timing but his strategy is probably better if you can execute it cleanly. Proudclad 2 was a nightmare for me so I am extremely offensive in the fight but it is a little risky I suppose. Also, I am a little surprised you only have 2 warrior's wristbands, by Prouclad 2 I have 2 power gloves, 1 warriors, and 2 brawler's all maxed.

    And Destrian, the black belt is pretty useless in a speedrun honestly, I used to pick it up for Cid/Hecaton but never upgraded it. Now I just skip it all together takes 30-35 to pick up and only sells for 2550. Unless that is you were talking to someone else then never mind me.
    ---
    FFXIII - 6:06:26
  •  
    Jul 1, 2012 9:50 am GMT
    Yeah, the black belt is kinda pointless, usually you can survive without them, and I have kinda low crystarium, but I think I'm gonna fight the behemoth/megistolalalalawhatever battle three times on my next run because it's a quick fight and gives 6600 cp.
    ---
    http://www.youtube.com/watch?v=awskKWzjlhk
  • Jul 1, 2012 10:44 am GMT
    I was talking to the guy who is going through the entire game in a single run without retry. I'm sure there's nothing like accidentally getting into a group fight that you were trying to avoid and thus poorly set up for ten hours in and having them all decide to target your leader. Survivability is significantly more important in this context than in a traditional speed run, and damage resistance is cheap and powerful. There's no comparison, honestly.
    ---
    CWLSIV
  • Jul 3, 2012 3:59 pm GMT
    I agree with Destrian that on a single segment run, you have to make sure you stay alive. The strats that addict and I crafted for max speed don't necessarily apply, because you often have to fight the boss a bunch of times to get certain conditions to occur that produce the fastest time.

    That said, even on single segment, you should be aiming to get sazh protect and cold blood in Ch 12. Cold blood makes both proudclads much, much faster to take out -- although for the second one you really should plan to be able to survive a retaliatory strike if you are aiming to finish in one go -- i.e. a black belt would probably be a great idea.

    Also, the groups of robots in taejins tower are faster than the Bking / Mego fight and give similar experience. You need to preempt them for fast times though, which may not work in a no-retry game. The first group of 3 near M21 stone is all you need CP-wise.
  • Jul 3, 2012 5:49 pm GMT
    fphjr01 posted...
    That said, even on single segment, you should be aiming to get sazh protect and cold blood in Ch 12. Cold blood makes both proudclads much, much faster to take out -- although for the second one you really should plan to be able to survive a retaliatory strike if you are aiming to finish in one go -- i.e. a black belt would probably be a great idea.

    Last Resort also works nicely, but it's easier to get Blitz, Protect and Cold Blood for Sazh than Haste, Curaja, and Last Resort for Hope.

    Against PC2, is it better to plan on surviving a Retaliatory Strike, or to just avoid it altogether by only staggering him on the ground? I'd plan on the latter, personally. Retaliatory Strike is too variable for my tastes that late in the game.

    Also, the groups of robots in taejins tower are faster than the Bking / Mego fight and give similar experience. You need to preempt them for fast times though, which may not work in a no-retry game. The first group of 3 near M21 stone is all you need CP-wise.

    With a little practice, you can kill these guys quite rapidly without a preempt by using a couple of AoE COM skills to stabilize their chain, and then hitting them with AoE RAV skills to stagger en masse. AoE SAB skills might work also; I don't remember their status resistances offhand.

    t~
  • Jul 4, 2012 9:17 am GMT
    On my speed run, I killed PC2 before he could get a chance to retaliatory strike. In the opening ground phase you stagger and damage enough to get limiter release. Then in the subsequent air phase, stagger again and you should have just enough time (particularly if you trigger a cold blood right as the stagger gauge is about to empty) to take him out in one stagger.

    Its hard to stagger after limiter release in ground phase because of Oneric maelstrom. You never know when its coming and if you dont have a sentinel + fringeward up when it hits you're probably done.

    I'm not sure which way is safer for single segment run, but I would think it would be easier to survive retaliatory strike than a ground phase post limiter-release.
  • Jul 4, 2012 3:46 pm GMT
    I did quite a bit of testing against Oneiric Maelstrom (and Muon Blaster). Between my data and the (not quite accurate) information in the Game Mechanics Guide, I was able to figure out how Oneiric Maelstrom works.

    OM's damage is a bit hard to predict because 18 of its 19 hits have 98% variance and shuffle in a limited area. The 19th hit has a large enough area that I've never seen it miss someone, but I've also never tried to get out of its range.

    Each of the first 18 hits has an average damage of 158 (range 6-310). In my testing, I either had the entire team standing together, so each takes 6 hits, or my Sentinel was off on his own, in which case I'd either have the two non-Sentinels taking 9 hits each, or the Sentinel taking all 18.

    The 19th hit deals ~2200 damage with much less variance (2111-2320). These damage instances can all be reduced by physical damage reduction, including Protect, and of course the presence of a Sentinel.

    By equipping the team with General's Belts-*, having Protect up, and shifting to a L3/4 Sentinel during the attack animation, your non-Sentinels will take 44.7% of the possible damage. On average, in cases where your leader is taking 9 shuffle hits, that's a total of 1600-1700 damage. In the exceedingly rare circumstance where all 9 shuffle hits deal max damage from their 98% variance, the damage is less than 2300.

    With Black Belt-*, the damage increases slightly, to an average of 1735 and a max of 2435. So General's Belts are likely not necessary (they're just what I used for testing).

    As long as you don't leave your leader isolated (and thus exposed to the possibility of taking all 18 shuffle hits), I'm pretty sure that's readily survivable, even at speedrun HP totals. Since your plan is to lead with Sazh and to have Hope or Vanille on healing, exposing Sazh shouldn't be an issue. Just make sure to keep your team above 2000 HP. If you're HP are dangerously low, you have Renew or Summon as much more effective options than they are against Retaliatory Strike.

    PC2 can be staggered during ground phase with a full time Medic using Med/Com/Com, Med/Rav/Rav, and Med/Med/Sen when your team is Hope/Light/Snow; I'd imagine something similar would work for Sazh/Vanille/Snow.

    You do, of course, need the defensive Accessories for this to work. But that shouldn't be an issue.

    t~
  • Jul 11, 2012 12:05 pm GMT
    Nice to see this topic got some action fairly recently. I remember for a while we wondered if this topic would even reach 500. I've meant to break this game out again sometime, I've played it so minimally since actually beating Orphan on NCU.

    fp, still holding down the fort after all this time, I see. Always a welcoming sight.

    Lovely in-depth analysis of PC2, tiornys :-)

    Have you still been trying the single-segment/no retries run tidusnav_1? That sounds incredibly intense! If you are still going at it when you can, I wish you good luck.
    ---
    Trusting my soul to the ice cream assassin
  • Jul 17, 2012 7:42 pm GMT
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