FFL2 Solo Robot Part II
Mar. 21st, 2017 08:21 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)

Before moving on into Apollo's World proper, there's something I should talk about. Whip weapons. They deal damage based off STR, but help to raise AGL. That's interesting enough in itself, but they have a flat chance (roughly one-half) of paralyzing their target. This winding the whip does not check any immunities. Thus, anything is fair game. It can be of great benefit in a solo playthrough like this of course, but it was never necessary for Toma or the mushroom. It might be here, but probably not.


I decided to take on the dungeons of this world in the 'proper' order this time around. The undersea volcano has damage tiles, but for Mic and his ability to heal at will, it wasn't an issue. Actually, I didn't once use it in this dungeon - just relying on the healing tiles, his absurd DEF, and running when necessary. Such as against enemies like these!
...except I varied things up. Mic had plenty of DEF, so I decided to try giving him some Headbuts instead to boost his AGL and seeing if he could outspeed and kill them before they could move.

And it...sort of worked? Enemies in this world occasionally don't die to SMG bursts, and as seen here, enemies in general can have variable amounts of starting HP. But dealing with most of them worked. Importantly later on, a SMG blast consistently worked to deal with Medusa groups in the mountains, helping in farming more of that precious gold.
Nothing to say otherwise about this dungeon and Bright Cave. Mic actually ran out of uses of SMGs in the latter, and so had to run from every enemy encounter the rest of the way out.


Dunatis was helpless. You can see from him though that I do eventually need to upgrade Mic's SMGs. Luckily, just such an opportunity is in the next world. No, not even the first two minibosses could do anything against Mic's absurd DEF.

The strategy of a slow block of solid steel gunning things down isn't perfect against everything, one such example being against this guy in the Guardian's Base. It's capable of using both Fire and Ice spellbooks. If it were just one, I could use the appropriate MAGI to get elemental defense. So instead...

SYSTEM CHAAAAAAAAAAAAAAAAAAAAAANGE!!!!

With some Headbutts and a Laser Sword on, with Speed MAGI for good measure, Mic outsped the Magician and slaughtered it before it could move.


I kept this on when confronting the next couple enemies. Like with my four-robot party, I wanted to get a Bazooka drop off the Commando. The weapon once actually killed Mic when resetting to try to get it, due to the Commando going first and blowing him away with it. His defenses weren't impenetrable with this setup, so it's all about winning fights with speed and power here.
It eventually did drop, though. Instead of having a base damage of 250, Bazooka has 490. There is only the one until the Dragon Circuit, unfortunately. So I also purchased some Grenades in the Pillar of Sky. Their base damage is 350. I probably should've mentioned this in an earlier report, but the physical damage formula is BD -- DEF*4, with some unknown/untold variance. O-Weapon halves the final damage. Base damage for most weapons is a stat multiplied by a number.

Adding an additional Laser Sword (AGL*11) bought from the shop in the Pillar of Sky was enough to deal the Ninja in with one shot. It had nothing that Mic couldn't deal with, so no problems there.

I had Mic use a mixed setup throughout Venus' World, although that might have to change back to full-on physical DEF for the next few worlds when enemies can start matching this. But I'll be getting Dragon Armor in the next world too, so I don't need to worry about at least some MANA-based attacks.

Actually, Grenades weren't all that helpful. Their damage really isn't that much more impressive than SMGs, and only certain enemy groups in this world can be one-shot by it - such as these things. At least their animation is cool, the grenade actually being thrown! I ditched them after the sewers and just went with the Bazooka, using Elixiers to keep Mic's uses of the weapon replenished.

In the ancient volcano, these Hawk enemies (the floating surveillance cameras) could actually deal a bit of damage to Mic on their own through their own Grenades. And I do mean a bit. Also present were Magicians as regular enemies, which I had to be prompt in running away from.


Venus was just as useless as Ashura. Robots are naturally immune to her Charm and Erase attacks by virtue of oPa/Po. That absurd DEF meant that Blitz Whip couldn't hurt him. And equipping a Fire MAGI negated her Flame.


It took several blasts of the Bazooka to deplete her 2500HP, but she couldn't do a thing. The Bazookas were doing more than enough damage to last through their 15 uses and defeat her. All in all, this was a mindlessly easy battle.


Here's the Dragon Armor, once again. So the likes of those Magicians won't be bothering Mic anymore. He only needs to watch out for things like Tororos (seen on the racetrack), enemies that can petrify him (for now), or other enemies with MANA-based moves. The armor immediately would've seen use against the Adamants, though Mic is naturally immune to poison anyway.

The Watchers are of course the big threat in the racetrack and incredibly dangerous, having one of the attacks Dragon Armor can't defend against. Two Beams or a successful StonGaze would destroy Mic, just like that. But they have a lot of junk in their moveset that he resisted as well. I fought two Watchers and though Mic was hit hard by one Beam, it wasn't too hard to survive and get the victory.
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