Feb. 24th, 2018

Okay, it's showtime.

Unlike the previous superbosses I've fought though, Omega is undoubtedly overdesigned. Its Encircle counter is incredibly obstructive to a solo character - the ones that can hit the thing, anyway. Its 95% evasion prevents many classes from practically being able to do damage to him, and those that do need to contend with 190 defense. Compounding things is the machine's inherent Reflect and Shell status to make magic users' lives miserable as well, and 150 magic defense on top of that. There are several ways for a regular party to fight through - no need to be horribly overleveled or decked out in the best gear and abilities ever - but solos often run into trouble here.

Because of this, not every solo class is capable of making it through Omega. But there's several that can, and I intend to suffer show it. Actually no, suffer.


Obviously we need to take inspiration from the Terminator franchise for the name here. John Connor it is. As usual, there's no holds barred for the superbosses. As long as we're following the rules of a solo job class (e.g. no using the status bug to give a magic job Bone Mail protection), the job can do anything in its power to defeat the robot, including using said status bug, overleveling, and dirty tactics.

Overleveling in particular. The objective here is to see if a solo class can beat the superboss at all here (end of a solo run that includes the bonus dungeon?) - Omega is that bad. This also adds an element of protecting against Encircle, with the robot's cheated level of 117 making getting through things ordinarily problematic. Because this thing is so much suited to fighting it with a full party, I'll also give brief thoughts on how each does in such a setting - the purpose of which will become more apparent later on.

Be sure to read up on the status bug before getting into this if you haven't already done so. It's something I'll be making use of in this report in certain places. Like I said, no mercy to be had here.

Let's get right to it. Here I'll be doing it in a "what can best defeat it" tier type format, just coincidentally because it works best for this report. These first few - if they have what they need - can get the job done with little to no trouble. Regardless of this thing being overdesigned, or what they need to get it done. If you go in prepared and play right, it's toast.
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The Cannoneer

Like I said in my solo report of this, this job can handle Omega just as well as Shinryu at normal levels. !Combine may be able to be seen as a more balanced version of !Mix, but both commands allow their job to get a win over superbosses under reasonable circumstances.


Cannoneer has three advantages over Chemist. The first being Slow status, a nasty gamechanger easily inflicted. This allowed John Connor two turns for every turn Omega received. This meant firing off an attack and healing before it could move again. The second is Aegis Shield, which can negate certain attacks from Omega occasionally.


Finally, there's the counterattack quirk - if you use any status-inflicting !Combine on Omega that doesn't affect it, it won't counterattack (note that it does counterattack Slow when it hits). If you do this and combine it with the status bug for immunity to Blaster, this fight becomes ridiculously easy with the Cannoneer - although it's more than possible to do it without, as I've done it. This aside, Spark Cannon does healthy damage at a normal level, and as long as you block or avoid Encircles, you're good to go.


The first of more than you might expect! I put this one just above Chemist due to a few factors, but as far as killing Omega is concerned, they're top class for a solo.

Cannoneer is also very good in a party setting for this thing - especially for the easy inflicting of slow status.
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The Chemist

No surprise. But then again I am on GBA, so nonsense in getting all the way to level 255 via mixtures is out the door. At least there's no Level 3 Flare to embarass myself with here...


Chemist's big advantage is of course its myriad of mixtures. The trickiest part is getting them up. Of course Chemist needs to wear Reflect Ring to protect against Delta Attack, though I suppose praying it doesn't show up is an option. But even with Haste status, I found that Omega was occasionally getting two turns to John Connor's one. Might be able to avoid that by shedding some equipment to reduce weight.


Once buffed sufficiently, Chemist has a few avenunes of attack. Shadowflares work if you've farmed Dark Matters. Split Shell/Turtle Soup can reduce its magic defense after which the robot can be kissed to death. And due to knives halving an enemy's evasion, it's more than possible for Chemist to use a strategy based around the Chicken Knife. One thing to watch out for if you are using that or kisses, though - if Omega uses Delta Attack and damages itself, it will counter. Got owned by some untimely Mustard Bombs a few times when going for the win here. Shadowflare of course doesn't suffer from this.


Either way, this too can easily clean out Omega. Chemist gives up Slow in exchange for immunity to a lot of things with Dragon's Kiss. It's far from the only one who can pull this win off.

Chemist's Dragon Kisses are of course excellent in a full-party setting, too.
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The Mystic Knight

I think the thing I learned most from my solo fiesta some years ago is that this is a damn good class. Sure it sucks at multi-targetting, but when it's one-on-one, like most boss fights, it handles itself spectacularly.


There are several keys that go into Mystic Knight being able to successfully defeat Omega. The first of these is how knives halve a target's evasion. This allows it to connect with Thundaga Spellbladed Chicken Knife strikes for 9999 damage. The second of these is Genji Armor to resist the confusion from the incoming Rocket Punches. Very important to get and wear.


Finally, setting up its HP to activate Shell status early into the fight will help guard against nasty things like Maelstrom and Encircle. For further protection, the status bug can be used to definitively protect against Blaster, too. With all this, the Mystic Knight has what it takes to get it done.


And at a reasonable level, too! That being 65, like the above. With reasonable luck, too. Really, this class is most indicative of one small change to FF5 it would take to make Omega possible for several classes: a lightning-elemental knife of decent endgame power. Add that and several classes could at least show up to play. No such luck, though. Of course a hypothetical weapon like that it won't be as overkill as what Mystic Knight does here...

It's just as solid in a full party, too. Mystic Knight is one of my favorite classes to get in a four job fiesta setting because of all its advantages.
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The Ranger

This class had severe troubles against Gil Turtle due to low vitality. It also ran into trouble against Shinryu due to circumstances. Here we finally come to a superboss where it can perform decently enough.


Ranger brings the offense to Omega in spades: !Rapid Fire will absolutely tear through it - over 16000 at max level, and still well over 10000 at more reasonable ones. The big-ass downside is that this provokes a double counterattack. This includes Rocket Punch, which will almost definitely inflict confusion. Heavy armor classes can equip the Genji Armor to combat this. Those who can equip mage armor can use a Lamia's Tiara. Ranger can only equip light armor, so gets stuck with Bone Mail. That means rolling the dice with Assassin's Dagger to heal. Of course if you want you can also just use the status bug and Elixirs...


When doing it without that bug and due to the front row requirement, the Ranger will want to !Aim at Omega with the Assassin's Dagger. This guarantees a hit, doesn't involve the Ranger hitting itself, and the Death spell if it triggers will bounce right off and onto the Ranger.

The good news is that this fight doesn't take long, one way or another. The strategy is to try for a preemptive, get off a !Rapid Fire, survive, and start stalling. To really make it easier, prep the Magic Lamp for Carbuncle. Use it when possible - but not too early. The Ranger can get several free shots in after Search is bounced. And of course once it's in kill range, you can just go for the throat (??) on the next turn.


If all goes well, the Ranger at 99 can kill Omega before its script loops. Lower to more reasonably leveled ones should be able to do it too (and will definitely want the status bug for breathing room), but Encircle will be more obstructive at those lower levels. Delta Attack too - strangely, only Ribbon and Aegis grant immunity to it. Probably another additional thing FF5 could've used. Though I didn't know of it when I did this one, learning of the status bug made me move it up here.

Of course, the classic Spellblade Rapid Fire works well on Omega - if you're prepared for the counters. But there's better base jobs, even though it has some excellent commands to use on it, including !Aim.
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The Dancer

Oh god not anothe-wait, excuse me? I know I said it's fascinating how a job that does poorly against one superboss might be just fine against another, but EXCUSE ME? Bad vitality?! Hello?!?!!


Dancer's advantages are pushed to the forefront here. Sword Dance ignores accuracy checks while doing insane damage, and this boss is purely magical so row makes no difference. Due to its nature, it comboed with Chicken Knife tears through the machine's defense. Its equipment disregards a lot of the things Omega can do: Blaster, Delta Attack, Rocket Punch confusion...the two biggest threats that remain are Encircle of course, and Maelstrom. For the former, you simply need to pray it doesn't show up and hit. For the latter, it could be recovered from depending on whether John Connor's turn was active and how much HP he was left with.


Timing in attacking is critical when facing Omega with Dancer due to its low HP. Some with higher health numbers may be able to get away with more, but Dancer's is low enough so that Mustard Bomb can kill after a Wave Cannon, and Atomic Ray comes very close.


I rank it in this group because it has more than enough tools to get the job done without relying on luck overly much Even long strings of Jitterbugs and Mystery Waltzs won't matter too much. There is the SLIGHT catch that it wants as many levels as possible, though it still fits how I defined this grouping once it has it. And unlike some of the other jobs - it can still do very heavy damage at these high levels.

Dancer's equipment is probably more desirable for use against Omega than Dancer itself, though just using it itself with Sword Dance is an option (fiesta settings where you get it with Mystic Knight?)
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If not using the status bug, then drop Ranger down to the list of those who can get the job done even though Omega is overdesigned. The jobs that can defeat the robot, but have more trouble with it for various reasons. The odds might be very low for some of them, but all can get it done. Those will be next time.

Next | Index
The Dragoon

He betrayed the Irregular Hunters and hid himself in a volcano.


Jump always hits, Trident is lightning-elemental. These two things allow the Dragoon to do actual respectable damage to Omega. Besides the usual Aegis for a shield-wielding class and Hermes Sandals, along with Genji Armor to guaranteed stop Rocket Punch confusion, I found the best head equipment was actually Thornlet of all things.


It's possible to be constantly in the air and avoid most of the Wave Cannons, but its big perk is a pleasant 10% magic evade all other heavy headware doesn't offer. If the HP Leak is an issue (Maelstrom trolling?), Hypno Crown is a viable alternative - though it's heavier and only offers 5% magic evade. Royal Crown as well if you're dipping into GBA equipment: the same 10% as Thornlet, but the same weight as Royal Crown. If you're using the status bug, Mirage Vest as bodywear gives an additional 3% - otherwise it needs to be Genji.


This aside, it's the usual affair for a Dragoon. Jump over things, come down hard. Aside, though I did fight it at 99, that shouldn't be strictly necessary for this one. A Dragoon will in any case need to grind out more than it'd naturally have to win out, mostly so the likes of Mustard Bomb and Atomic Ray aren't taking off half its health.
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The Gladiator

Just because these jobs don't have it as easy doesn't mean it's by no means implausible. Like with this one. It has all the tools, all it needs is the luck.


Just like with Gil Turtle, no !Finisher elements from any character will function on Omega. Good news: Bows also halve a target's evasion like knives do, so they can be used to hit Omega! That means Thunder Bow. Bad news: that also means no Aegis Shield and its handy blocks, but at least there's the status bug to get petrify immunity. And just like with Dragoon, Thornlet may well be the headwear of choice just for its magic evade.


There's not much to say here. Fight when it won't kill you with a follow-up Wave Cannon (one of the best times is, as usual, right before Search), hope it lands and you don't get Encircled, repeat. When stalling/waiting for an opportunity to attack, Aegis Shield should be equipped instead of Thunder Bow.

Unlike the other jobs in this class, it isn't always guaranteed that an attack will land. The battle can end up pointlessly drawn out just because you kept on missing shots, or you could luck out and land several successful arrows in a row. It's possible that you just end up running out of Elixirs by the end in the worst case scenario. I realized this after I'd used about 30-40 of them when it was only half-dead on one run.


An important Elixir-saving technique is to use a Hi-Potion after a Wave Cannon at full health. If the next attack from Omega deals no damage due to Aegis or just not dealing enough if any, that's a Elixir saved. This mentality works for any other job class of course, but it especially applies to one that could takes quite some time. Gladiator is also speedy enough to not have to worry about Omega outspeeding it, short of poor ATB management. It can even Elixir immediately after a Wave Cannon and get another turn before Omega.


Like Dragoon, max levels aren't necessary, but high in general is usual are useful for more HP (especially in a job with lower vitality like this one) and protecting against Encircle. Though that won't save you from stuff like Maelstrom HP leak - I lost a fight that was 5000HP away from winning because of it once. Ugh.
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The Freelancer

All the tricks and equipment in the world against the baddest motherfucker vanilla FF5 has to offer. Just goes to show by it being here just how versatile the job is.


Today's list of equipment...
- Ribbon: Gives immunity to Rainbow Wind, Blaster death, Delta Attack. Good for its stat boosts anyway, so don't status bug it.
- Rainbow Dress: Protects against Rocket Punch confusion.
- Black Robe: Alternate to the above if using status bug for its 20% magic evade.
- Robe of Lords: Same as above, but GBA postgame and has 24% magic evade.
- Flame Ring: This can be used with status bug Hermes Sandals for Fire absorption and paralysis immunity.
- Reflect Ring: Or this instead for something a bit more kosher, though it can cause Omega to heal itself with reflected Atomic Rays or Flamethrowers after bounced Search.
- Sorceror's Mantle: One last option, this one from GBA postgame. Only halves fire attacks, but 20% magic evade.
- Masamune: Offers up Haste.
- Wonder Wand: Offers up Shell.
- Aegis Shield: Switch it in when healing/waiting.
- Thunder Bow: The weapon of choice.


This is otherwise similar to the Gladiator, just with more equipment and status benefits in exchange for no natural stats and slightly less damage. Fair trade, I say. You still need to put up with Thunder Bow missing, and you still need to watch your Elixir count - fire-based healing hardly helps here excepting maybe lower levels. Because Freelancer also doesn't have the high natural agility, it also doesn't have as much flexibility with turns.


Everything else applies. Can still get it done - probably in the 80s too thanks to all the defensive equipment and statuses. Slipped my mind to try it that way and I didn't feel like going back, though.
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The Summoner

I watched a friend take down Omega with only Ramuh casts for offense during a four job fiesta. You can do more than you think to kill this thing in a party setting. But a solo Summoner is on another level of crazy.


I've labeled some superboss fights with certain classes as super-technical before - and Summoner is the embodiment of it for Omega. It has all it needs: viable damaging options that go through Reflect, Shell status from the Wonder Wand...and what makes this super-technical while giving it a chance, the ability to protect against Blaster and Delta Attack via Carbuncle.

Because of the latter, Sage's Surplice for Silence protection or status bugging it is absolutely required. Summoner is just too slow a killer to try to go without, and needs to not have Delta Attack catch up with it. Note that Summoner can and should refresh Carbuncle even when it's active. It absolutely does not want it running out at an inopportune moment.


The best times to do this is after the third attack of its script (Atomic Ray/Flamethrower/Rainbow Wind) and after the no-interrupt combo. It's a bit weird on paper to use it so close together, but using it after the no-interrupt guarantees it'll be up for the potential Delta Attack/Blaster at the start, and using it after the third attack refreshes it for the potential shot during the no-interrupt sequence, while keeping it down to avoid bouncing Atomic Ray. This doesn't stop Maelstrom of course, only need to hope it doesn't land and if it does you can heal in time.

Because of Elixir limitations, it might be better to play a bit more aggressively, though - namely earlier on if John Connor was at full health after the no-interrupt (no Wave Cannon used), I'd try to get in two attacks, then heal before the next Wave Cannon. The only problem with this is that there's barely to literally not enough time to refresh Reflect depending on ATB. Needed a very good sense of what I could get away with in this fight.


Odin (!) and boosted Ramuh are both viable choices for attack. Odin's damage is more variable, but Ramuh is consistent. I stuck with Odin due to being able to equip the Chicken Knife and turning up more damage on average.


Some luck, some perseverence, some masochism, and 78 Elixirs saw John Connor through this mess.
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The Blue Mage

A Blue Mage has a wide variety of spells. Too bad few of them work here.


In fact, Blue Mage really shines with its equipment, especially with the status bug, and even without it has Aegis at least. It is otherwise reduced to exactly five spells against Omega: Mighty Guard as a defensive option, White Wind as a healing option to avoid using too many Elixirs, 1000 Needles to do damage, and Dark Spark and Off-Guard but only if they're bounced and a miracle allows them to land. Everything else is useless to actively detrimental, gets bounced back if directly cast, or both. Note that if you're wearing Bone Mail and get to level 95, it's possible to heal with Lv5 Death. Just makes restoring MP awkward.


But if you believe in miracles, particularly with Dark Spark, oh boy. Especially if Blue Mage is ridiculously high level. If it lands that at like 1% odds, suddenly it's the one with the level advantage, crippling the likes of Encircle, Maelstrom, and Rocket Punch as well as Omega's damage output. Because Omega has Reflect because it's overdesigned it has only a few shots per battle - able to get Reflect from the Magic Lamp and Wonder Wand. If you can lower its defense a bit after that...


...well. 1000 Needles is still the best option unless you land multiple - Reflect is still required though, but it won't be as unlikely to land. After one Chicken Knife slices beat it, but add up to less damage overall due to missing and flee attempts. Aqua Breath and Goblin Punches with strong weapons do damage after one, but very little. So better if you get the chance is another Dark Spark attempt.


Actually, there's one more spell Blue Mage can try, after the level lowering - after an Ether to cut it to 9999 of course. That said its only real point is taking Encircle out of the picture completely. With equipment/status bug the only remaining threat is that and Maelstrom.


As long as Blue Mage plays well and isn't horribly unlucky afterwards (try to line its turn up to always be able to recover from Maelstrom if possible?), or just stubbornly pushes through, it can eventually get this done. With simulated success after my first go at it failed due to an insanely unlucky Encircle towards the end (I decided to try Magic Hammer at that point), I got this on the third try I "landed" it.
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The Ninja

Hoo boy...this one is pretty dumb.


Throw ignores defense, so don't bother with Lightning Scrolls. Just throw Fuma Shuriken. They outclass anything else unless you completely lose your mind and farm up Dragoon Lances anyway, and even then it's only two extra points of attack. If you're flexing GBA postgame, then the strongest (and equally insane to get) is Ragnarok - they're a rare steal from the back part of Neo ExDeath usually destroyed instantly by Magic Lamp. I guess given my definition of "no mercy" I could use this...as dumb as it is...

Speaking of dumb, it needs status bug Bone Mail or otherwise daring to play with Assassin's Dagger self-stabs. There's no other way to protect against Rocket Punch and Blaster. Unlike Ranger, it doesn't have !Aim to hit Omega and bounce the death spell off it, so gambling is far more dangerous.


Of course even with the status bug, Delta Attack is running amok. Encircle too and it can't get Shell to mitigate it - just has to hope it doesn't land, with no protection other than levels and magic efvasion. Its damage output is also kind of disappointing unless it gets those Ragnaroks. Facing potential Delta Attacks to face less potential Delta Attacks. It can also get one free pass if it sets up the Lamp to bounce a Search.


It's doable, though. Very painful, but doable. Delta Attack is definitely the big obstruction with this boss. It's worse that there's only two ways to protect against petrification - Aegis and Ribbon. The game definitely could've used with at least one more.
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The Time Mage

This one is also a contender for dumbest thing ever.


Meteor is just barely able to do damage to Omega. The most important thing to note here is what may be a GBA oddity, I dunno. If the first or fourth hit of Meteor (or Comet, or anything else) hits Omega, it will literally transcend time itself to make a counterattack. Confuse immunity through the Lamia's Tiara is required here - the status trick will let you have it while still putting on the Gold Hairpin. Same for Sage's Surplice/silence immunity.

Aside, it's because of this one that I looked into and found out about the status bug's true nature. I was able to inflict Regen just fine on my first attempt, but after I couldn't on my second after refining my strategy, I got an inkling of the cause, and sure enough.


Time Mage has an important benefit - it's able to use the Reflect Ring to protect against several dangerous attacks of Omega. Of course, it will also bounce Atomic Ray too, and that heals Omega for 1500 each time. A little less for Flamethrowers after a bounced Search. It can still use Haste by bouncing it off Omega, as well as getting Shell and inflicting Slow (though it may take several attempts). Quick lets it lock down the fight of course, and with Regen, any damage taken can be healed without using Elixirs which will have to go into restoring MP. This takes a long time, so better get ready to wait a lot.


Or...just wait. Literally just wait, I mean. When watching HP values, I noticed that for whatever reason, Omega's HP leak just wasn't stopping. Might been an oddity of Quick or something - John Connor's was running out. My suspicion is that, since it eventually did stop as I continued the fight, ATB time needs to pass on a target for a status to wear off. You can have it hit itself with Rainbow Wind or Mustard Bomb after a bounced Search (or self-bounced Venom Rod break) and just sit there waiting for hours (about two and a half) for it to die. Hey, I said no mercy. And if you do it that way Time Mage can do it at any level.

At least it doesn't HAVE to do this - just needs to get lucky with Encircle never getting it and Omega self-healing not showing up too often. Which...is pretty high demand, given this boss.
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The Necromancer

Ready for what is probably actually the dumbest thing ever? You bet you are.


Offense is no problem for Necromancer. Boosted Chaos Drive does as much damage as you can ask for. It has as much defense as a magical job can really ask for in equipment and Shell from the Wonder Rod. It's healing that's the problem, and there is an answer at least: Death from the Assassin's Dagger. Oh boy, here we go again, only much worse and mandatory.


Aside from the oddball one-two Wave Cannon, the Necromancer has up to two chances to pull it out each time, and will get at least one each time. All the while, it can't see Delta Attack ever or a death Blaster. Rainbow Wind is also a nuisance that will mostly delay things, though you get a free shot of Esuna to get rid of it from the Wonder Wand. Further times require Eye Drops and waiting out the silence because this game doesn't have Echo Herbs. Or status bugging Sage's Surplice and Glasses. That said going without is more than possible with this job/does not affect it unlike its magical partners in crime.


The good part about this is that after Omega's no interrupt turn, assuming you don't need to heal right away (Maelstrom, also annoying but not as big as factor with magic defense and Shell), you have quite a bit of time to wail on the thing. Mustard Bomb won't hurt that much, and Rocket Punch deals percent-based damage. Necromancer can do this on its own, even if it takes copious amounts of good luck from Assassin's Dagger. At least it's not a true hail mary like with Shinryu.

That said, holy hell. I got some insane luck the first time around - I think I may have accidentally had the status bug active too. I was trying to replicate it to show off some of the suffering I went through as an example to T-Hawk, and jesus christ I couldn't even get to the second phase. You need some pretty insane luck with the Assassin Dagger self-stabs to make it through here. Though it didn't help my attempts when Delta Attack was getting really out of control.
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- The Oracle

Despite this being here, it's only here in the absolute technical sense. A cut above other jobs because it's possible, but it's still really damn impossible.


Unlike its fellow magically inclined solo jobs, Oracle has a serious issue - no way to deal with Delta Attack. Blue Mage has Aegis, Time Mage has Reflect Ring, Summoner has Carbuncle, and Necromancer has killing it quickly before it has too many chances to show up. It also can't get Shell like those can.


It's not all that bad, though. Oracle's usual perk of not triggering counterattacks with its !Predict moves is in-play here, and at level 99 John Connor would use the useful and powerful Cleansing every time at full MP. It isn't listed in the GBA Algorithms guide, but Cleansing can occasionally inflict Stop. If this happens Oracle can add a bit of damage with a Morning Star bonk, or Mace of Zeus if using postgame content. The big question is if the Elixirs will even outlast it - Rejuvenation is quick healing but also very weak, nowhere near enough to heal away Wave Cannon damage.


More alarming is the inconsistent damage of !Predict, and how Omega's magic defense does affect the damage, and seemingly its Shell too. Due to its nature, the damage is naturally wildly inconsistent. This is from when its HP ended in 5, it's for example a tenth of that when it ended in 0.

Other than that? Have fun with it. Probably possible to TAS piledrive it into the ground - or if you really want to show no mercy and bend the rules, status bug Aegis and Death protection. But humanwise, it's definitely one of the worst jobs at fighting superbosses. Least it's not Geomancer...
__________

Some surprising omissions. Some of which could get it done if this thing wasn't so overdesigned. I'll finish up next time by briefly talking about them.

Next | Index
Remember how I was mentioning I wasn't running into trouble with Rocket Punch on this guy before with my solo Cannoneer...except sometimes I wasn't? And remember in vs. Gil Turtle where I mentioned I was running into trouble applying regen? Well, it's because of this bug I finally understand. When you go into battle after changing equipment, it seems certain immunities don't get properly updated until you complete that battle.

Hex Curable Temporary Dispellable
01 Darkness Image (1) Regen
02 Zombie Image (2) Invincible
04 Poison Silence Slow
08 Float Berserk Haste
10 Mini Confusion Stop
20 Toad Paralyze Shell
40 Petrify Sleep Protect
80 Death Aging Wall


Add these values up in hex and you'll have your status immunities represented in hex.


Speaking in GBA's sense. There are two addresses that control status immunity, 0200DAFB and 0201EE3B for the first character. The former is used out of battle, the latter is used in-battle. 0200DAFB is added to 0201EE3B after battle begins, and 0200DAFB is updated with your current equipment only after a battle finishes. The problem is apparent enough, but what's more, 0201EE3B updates with your current equipment's immunities when battle begins as well. You can see that despite John Connor's equipment, he has a lot more status protection than he should (the first three numbers in the top left).

As an example, after a "refresh" my character goes into battle wearing only an Angel Ring. This causes his in-battle status immunity to be 02/80/00. After the battle ends, this also becomes out of battle immunity. I put on Hermes Sandals instead and start a new battle. Because of this bug, he gets the benefits of both accessories' immunities, and it becomes 02/E0/14. However after battle, his out of battle status immunities are properly adjusted to 00/60/14.

This also works even if you change classes. You can go into battle with Bone Mail, switch to a magical class, and receive all its myriad immunities...including Regen. Of course, going that far is in defiance of the spirit of solo class characters.

What about if you shield swap? After you take your next turn, the new immunities are applied. They don't seem to come off from the data I'm looking at, either. For example I go into a fight with no curable status protection, so that's at 00. I swap in Aegis and take a turn, setting it to 40. I then swap in Genji Shield and take a turn. Instead of removing the Aegis' petrify immunities, it just applies Genji's mini protection over top, 50.


This isn't a GBA only thing, either. It works on SNES too. Not sure about iOS and its derivatives - those versions change around a lot of the coding as well as making other questionable changes, so it may or may not work there.

This bug is very useful when facing down Omega, needless to say. I might feel bad about using it, even if it were against Shinryu. But it's Omega. Absolutely no mercy.

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