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Penance - No Sphere Grid - Perfect RNG Mod - Final Fantasy X HD Remaster скачать в хорошем качестве

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Penance - No Sphere Grid - Perfect RNG Mod - Final Fantasy X HD Remaster

A little mini-project out of curiosity to see if Penance could be beaten under No Sphere Grid conditions if you could somehow get absolutely perfect RNG. Turns out, yes he can and it's not even particularly hard to come up with a strategy once the luck factor is taken out. The following modifications were applied to give us perfect RNG: Penance's Left Arm uses Slowga (33% chance) every single turn Penance's Right Arm uses Calamity (33% chance) every single turn In Phase 2, Penance will always target Wakka or Mindy with Immolation if either is present, else a random target (33% chance) Cindy's "Fight!" command is always present (40%-60% chance, as in goes from 40% to 60% as Motivation stat increases during the fight) and always makes her use a physical attack on the main body (17%-19% chance) Cindy's "Help each other!" command is always present (78% chance) and always makes her use Curaga on Mindy (2%-2.5% chance) Sandy's "Fight!" command is always present (78%-98% chance) and always makes her use a physical attack on the main body (14%-18% chance) Sandy's "Defense!" command is always present (50% chance) and makes her cast Haste on self (2.4% chance), Protect on Mindy (8% chance), Haste on the other two (14.3% chance each), in that order Mindy's "Fight!" command is always present (78%-98% chance) and always makes her use Passado on the main body (10.4%-17% chance) - note that I could have also modded Do as you will which always appears and would have a 19.5%-26% chance to use Passado on the main body. Obviously this fight relies on not only astronomical odds without modding, it's also most likely truly impossible for there to even exist an RNG string in the game that allows the necessary events to play out. So this should not be viewed as even a proof of concept, just a theoretical exercise for the fun of it. Now for the strategy - a solo aeon can deal with the first phase on its own. I chose Ifrit since Penance has Auto-Protect which Meteor Strike bypasses, plus he absorbs Fire which allows me to heal up fast via Doublecast Firaga. If you put up Protect, 5x Cheer and keep up Regen you only take around 3k-4k net damage per Obliteration. Thankfully we never have to dismiss because Obliteration would obliterate the party full stop. Once phase 2 begins a solo aeon won't cut it anymore since Immolation nullifies your MP every single turn from now on, making it impossible to sustain long term, and of course Judgment Day is a definitive wipeout. Once Ifrit is taken out by it, it's time for the Magus Sisters to take over. Since they are three, two of them can maintain their MP and heal the one getting targeted, and otherwise output pretty good damage. We do have to dismiss for Judgment Day to avoid the sisters wiping out, since our characters can revive after it thanks to Hyper Mighty G. Then Wakka takes 4 Immolations and then we can set it up again before summoning the sisters once more. With the buffs in place, we do around 850-900k damage inbetween Judgment Days. I kept track of the Judgment Day counter manually but it quickly became apparent that he ends up consistently using 3 Immolations on Mindy before I need to dismiss. All in all not too bad, we only need 4 Phoenix Downs every Judgment Day so we take him down long before our item limit would become an issue. And that's that. I miscounted damage in Phase 1 otherwise I would have healed to full and put Regen back up before triggering the phase change, but thankfully Osmose gave me the window to still do so. I didn't keep track of his HP during Phase 2 but didn't really need to, was more concerned with miscounting for Judgment Day. Overall easy fight ... if you eliminate the RNG factor that is, otherwise it's very much impossible. Also thanks to BlitzAce for providing a savefile close to this point, made it a simple matter to edit in the aeon stats and equipment I needed to make it through.

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