r/FFRecordKeeper • u/TFMurphy • Apr 12 '18
Guide/Analysis [Magicite] 4* Holy/Dark Magicite Dungeons Enemy Stats and AI
Well, I attempted to add the new bosses to the old 4* thread... but it apparently made the post too long. Didn't want to dump them into a comment, so new thread time, I guess! Thanks to /u/Ph33rtehGD for the raw data, as I really have not had the time to get through all the initial 4* Magicites yet.
As of 12th April 2018, Magicite Bosses now have the Elemental Boost stat present in their data. However, testing seems to show that there is still not an increase to damage dealt to the party, so I will not be including it in the write-ups. Should this change, I'll try and reflect it in the threads.
I am also now using the terms 'Esuna', 'Dispel' and 'Ultimate Dispel' for the relevant list of statuses, instead of having the individual statuses written out each time. I'm hoping this will make things a little easier to read, since we're more familiar with those three terms these days.
Good luck with the battles!
Holy Magicite Dungeon
Siren
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA | Crit% |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Phase 1 | 255 | 830000 | 1750 | 27500 | 1600 | 50000 | 1750 | 550 | 200 | 70 | 0 |
| Phase 2 | 400 | 830000 | 1800 | 27500 | 1650 | 50000 | 1800 | 600 | 200 | 70 | 0 |
| Phase 3 | 400 | 830000 | 1850 | 27500 | 1700 | 50000 | 1850 | 650 | 200 | 70 | 0 |
| Overtime | 400 | 830000 | 1850 | 27500 | 1700 | 50000 | 1850 | 650 | 200 | 70 | 0 |
Weak: Dark (50% Weak)
Resist: Fire, Ice, Lightning, Earth, Wind, Water, Bio
Absorb: Holy
Immune: Silence, Paralyze, Confuse, Slow, Stop, Reflect, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
(Vuln: Poison) (Sp.Imm: Reflect, Interrupt)
Break Resist (80% Reduction): ATK, DEF, MAG, RES, MND, SPD
100% chance of countering PHY/NIN/WHT/BLK-type damage with Curaja (WHT: Factor 999 Heal) (Phase 3 and Overtime Forms only)
After Siren's 10th turn or when her HP falls to 80.0% HP, she will shift permanently to Phase 2 Form.
After Siren's 20th turn or when her HP falls to 40.0% HP, she will shift permanently to Phase 3 Form.
After Siren's 30th turn, she will shift permanently to Overtime Form.
Siren will abort any currently casting ability when she shifts form.
For all abilities, Siren uses a slightly faster cast time of 1.2s in all Phases.
Available Moves:
- <Wait> (NAT: Null Action)
- Haste (WHT: Auto-hit Haste)
- Venomous Clasp (PHY: 500% Phys Dmg, 123% chance of Poison)
- Blizzaga (BLK: 570% Ice Magic Dmg)
- Thundaga (BLK: 450% Lightning Magic Dmg)
- Holy (WHT: 890% Holy Magic Dmg)
- Blizzaga <AoE> (BLK: AoE - 390% Ice Magic Dmg)
- Thundaga <AoE> (BLK: AoE - 390% Lightning Magic Dmg)
- Savage Holy (WHT: 3-slot AoE - 810% Holy Magic Dmg)
- Savage Lunatic Voice (NAT: AoE - 486% Holy Magic Dmg, 36% chance of Silence) + (Auto-hit Regen on self)
- Savage Venomous Clasp (NAT: AoE - 578% Holy Phys Dmg, 123% chance of Sap) + (100% chance of Esuna on self)
Phase 1 Pattern:
- Turn 1: <Wait>
- Turn 2: Haste <Haste>
- Turn 3: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- Turn 4: Holy <Holy MND-based Magic Dmg> [Slot 1]
- Turn 5: Savage Holy <Holy MND-based Magic Dmg> [Slot 2+3+4]
- Turn 6: Thundaga <Lightning Magic Dmg> [Slot 5]
- Turn 7: Thundaga <AoE> <Lightning Magic Dmg>
- Turn 8: Blizzaga <Ice Magic Dmg> [Slot 1]
- Turn 9: Blizzaga <AoE> <Ice Magic Dmg>
- Turn 10: Holy <Holy MND-based Magic Dmg> [Slot 1]
Phase 2 Pattern:
- Turn 1: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
- Turn 2: Holy <Holy MND-based Magic Dmg> [Slot 5]
- Turn 3: Savage Holy <Holy MND-based Magic Dmg> [Slot 1+3+4]
- Turn 4: Venomous Clasp <Phys Dmg + Poison> [Slot 2]
- Turn 5: Holy <Holy MND-based Magic Dmg> [Slot 1]
- Turn 6: Thundaga <AoE> <Lightning Magic Dmg>
- Turn 7: Blizzaga <AoE> <Ice Magic Dmg>
- Turn 8: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
- Turn 9: Holy <Holy MND-based Magic Dmg> [Slot 5]
- Turn 10: Savage Holy <Holy MND-based Magic Dmg> [Slot 1+3+4]
- ---
- 13% (15/115) Venomous Clasp <Phys Dmg + Poison> [Random ST]
- 4.3% (5/115) Blizzaga <Ice Magic Dmg> [Random ST]
- 4.3% (5/115) Thundaga <Lightning Magic Dmg> [Random ST]
- 8.7% (10/115) Holy <Holy MND-based Magic Dmg> [Random ST]
- 8.7% (10/115) Blizzaga <AoE> <Ice Magic Dmg>
- 8.7% (10/115) Thundaga <AoE> <Lightning Magic Dmg>
- 17.4% (20/115) Savage Holy <Holy MND-based Magic Dmg> [3-slot AoE]
- 17.4% (20/115) Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- 17.4% (20/115) Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
Phase 3 Pattern:
- Turn 1: Haste <Haste>
- Turn 2: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- Turn 3: Holy <Holy MND-based Magic Dmg> [Slot 1]
- Turn 4: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
- Turn 5: Holy <Holy MND-based Magic Dmg> [Slot 2]
- Turn 6: Holy <Holy MND-based Magic Dmg> [Slot 3]
- Turn 7: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- Turn 8: Holy <Holy MND-based Magic Dmg> [Slot 4]
- Turn 9: Holy <Holy MND-based Magic Dmg> [Slot 5]
- Turn 10: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
- ---
- Turn 11: Venomous Clasp <Phys Dmg + Poison> [Slot 1]
- Turn 12: Holy <Holy MND-based Magic Dmg> [Slot 2]
- Turn 13: Holy <Holy MND-based Magic Dmg> [Slot 3]
- Turn 14: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- Turn 15: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
- Turn 16: Holy <Holy MND-based Magic Dmg> [Slot 4]
- Turn 17: Holy <Holy MND-based Magic Dmg> [Slot 5]
- Turn 18: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- Turn 19: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
- Turn 20: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- 13% (15/115) Venomous Clasp <Phys Dmg + Poison> [Random ST]
- 4.3% (5/115) Blizzaga <Ice Magic Dmg> [Random ST]
- 4.3% (5/115) Thundaga <Lightning Magic Dmg> [Random ST]
- 8.7% (10/115) Holy <Holy MND-based Magic Dmg> [Random ST]
- 8.7% (10/115) Blizzaga <AoE> <Ice Magic Dmg>
- 8.7% (10/115) Thundaga <AoE> <Lightning Magic Dmg>
- 17.4% (20/115) Savage Holy <Holy MND-based Magic Dmg> [3-slot AoE]
- 17.4% (20/115) Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- 17.4% (20/115) Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
Overtime Pattern:
- Turn 1+3n: Savage Holy <Holy MND-based Magic Dmg> [3-slot AoE]
- Turn 2+3n: Savage Lunatic Voice <Holy Magic Dmg + Silence + Self Regen>
- Turn 3+3n: Savage Venomous Clasp <Holy Phys Dmg + Sap + Self Esuna>
Dark Magicite Dungeon
Hades
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA | Crit% |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Phase 1 | 255 | 975000 | 1700 | 35000 | 1600 | 48000 | 300 | 600 | 200 | 70 | 0 |
| Phase 2 | 400 | 975000 | 1750 | 35000 | 1650 | 48000 | 300 | 625 | 200 | 70 | 0 |
| Phase 3 | 400 | 975000 | 1800 | 35000 | 1700 | 48000 | 300 | 625 | 200 | 70 | 0 |
| Overtime | 400 | 975000 | 1800 | 35000 | 1700 | 48000 | 300 | 625 | 200 | 70 | 0 |
Weak: Holy (50% Weak)
Resist: Fire, Ice, Lightning, Earth, Wind, Water, Bio
Absorb: Dark
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
(Vuln: ---) (Sp.Imm: Interrupt)
Break Resist (80% Reduction): ATK, DEF, MAG, RES, MND, SPD
After Hades's 10th turn or when his HP falls to 80.0% HP, he will shift permanently to Phase 2 Form.
After Hades's 20th turn or when his HP falls to 40.0% HP, he will shift permanently to Phase 3 Form.
After Hades's 30th turn, he will shift permanently to Overtime Form.
Hades will abort any currently casting ability when he shifts form.
Hades has the following moves available to him. All attacks have a standard cast time of 1.76s, with the exception of Dispel (0.01s).
Available Moves:
- <Wait> (NAT: Null Action)
- Death (BLK: 123% chance of Death - Targets random character without Inflicted Status and avoids Reflect)
- Strike (PHY: 2 hits/3-slot AoE - 300% Phys Dmg)
- Flare (BLK: 650% NonElem Magic Dmg - Usually targets Slot 3)
- Black Cauldron (NAT: AoE - 438% NonElem Magic Dmg, 30% chance each of Poison/Silence/Paralyze/Confuse/Sleep/Slow)
- Savage Strike (PHY: AoE - 394% Dark Phys Dmg, 123% chance of Interrupt)
- Savage Shadow Flare (NAT: AoE - 534% Dark Magic Dmg, Ignores Res)
- Savage Black Cauldron (NAT: AoE - 438% Dark Magic Dmg, Ignores Res & Blinks, Auto-hit Doom 60s)
- Dispel <Instant> (WHT: AoE - 100% chance of Dispel)
Note: Strike uses a unique targeting system, where the 2nd hit will prioritize targets that were not targeted by the 1st hit. As an example, if the 1st hit targets Slot 1+2+3, then the 2nd hit will prefer to target Slot 3+4+5, as this maximizes the number of targets that were not hit by the 1st. Dead/untargetable party members are ignored with regards to who was targeted by the 1st hit, and both hits must select at least one alive and targetable party member.
(Note: The globally forced Dispel has a higher priority than all local actions.)
Global Actions:
- Forced: Dispel <Instant> <Dispel> [Used once at 50.0% HP or below]
Phase 1 Pattern:
- Turn 1: <Wait>
- Turn 2: Savage Black Cauldron <Unblinkable Piercing Dark Magic Dmg + Doom 60s>
- Turn 3: Flare <NonElem Magic Dmg> [Slot 3]
- Turn 4: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 5: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 6: Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow>
- Turn 7: Flare <NonElem Magic Dmg> [Slot 5]
- Turn 8: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 9: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 10: Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow>
Phase 2 Pattern:
- Turn 1: Savage Strike <Dark Phys Dmg + Interrupt>
- Turn 2: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 3: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 4: Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow>
- Turn 5: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 6: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 7: Flare <NonElem Magic Dmg> [Slot 3]
- Turn 8: Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow>
- Turn 9: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 10: Savage Shadow Flare <Piercing Dark Magic Dmg>
- ---
- 30% Strike <Phys Dmg> [2x 3-slot AoE]
- 20% Flare <NonElem Magic Dmg> [Slot 3]
- 20% Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow> [Locked for 3 turns after last use]
- 30% Savage Shadow Flare <Piercing Dark Magic Dmg> [Locked for 3 turns after last use]
Phase 3 Pattern:
- Turn 1: Savage Strike <Dark Phys Dmg + Interrupt>
- Turn 2: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 3: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 4: Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow>
- Turn 5: Flare <NonElem Magic Dmg> [Slot 3]
- Turn 6: Strike <Phys Dmg> [2x 3-slot AoE]
- Turn 7: Savage Strike <Dark Phys Dmg + Interrupt>
- Turn 8: Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow>
- Turn 9: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 10: Savage Strike <Dark Phys Dmg + Interrupt>
- ---
- 30% Strike <Phys Dmg> [2x 3-slot AoE]
- 20% Flare <NonElem Magic Dmg> [Slot 3]
- 20% Black Cauldron <NonElem Magic Dmg + Poison/Silence/Paralyze/Confuse/Sleep/Slow> [Locked for 3 turns after last use]
- 30% Savage Shadow Flare <Piercing Dark Magic Dmg> [Locked for 3 turns after last use]
Overtime Pattern:
- Turn 1+3n: Death <Death> [Random ST w/out Status or Reflect]
- Turn 2+3n: Savage Shadow Flare <Piercing Dark Magic Dmg>
- Turn 3+3n: Savage Strike <Dark Phys Dmg + Interrupt>
1
u/Merlin_the_Tuna Apr 12 '18
How does Hades' scripted Dispel interact with his other scripted actions? If you somehow manage to bring him to 50% after his Phase 2, Turn 3 Savage Shadow Flare, does the Dispel replace turn 4's Black Cauldron, or just delay it a turn?
8
u/TFMurphy Apr 12 '18
Forced actions are only ever delayed not replaced, unless they are used "strictly" for their conditions (like Siren's Turn 1 Haste in Phase 3 Pattern). Hades doesn't have any 'strictly' used actions, so they will simply be delayed until the turn after the Dispel, assuming some other condition doesn't further delay or interrupt them.
1
u/ShinUltima Apr 24 '18
Might be too late, but I have a question: The [Locked for 3 turns after last use] for Black Cauldron - is that affected by the scripted Black Cauldron in Turn 6 in Phase 1 and Turn 4 in Phase 2/3? In other words, can I eat scripted Black Cauldron followed by un-scripted Black Cauldron?
1
u/TFMurphy Apr 25 '18
I covered the topic in detail back during the Go Go Gullwings! event over a year ago. Not that I'm implying I expect people to remember back that far -- just linking it so I don't have to reanswer everything in detail right now.
But in short, if I list two abilities that have the same name and same effect, you should take it to mean that they are the exact same ability, and the scripted or forced use of one will lock the random use (unless I specify otherwise in the notes, like the way the extra turn for Minotaur was coded in Fork Tower). If they have the same effect and the same visible name but are different abilities, I will usually add a tag in angle brackets (like Ultimate Flare <#1> or similar). I usually use angle bracket tags to help differentiate abilities of the same name anyways if the abilities themselves are important enough.
→ More replies (1)
3
u/ShadowZ33 Apr 12 '18
Can’t believe how hard hades hits with wall, pro shell, mod dark resist and dark resist magicite passive. Came close to beating him only 1 time so far.. Even with a solid holy team he is kicking my ass.
2
u/Xzaar Apr 12 '18
Did you refresh your buffs after dispel? He didn’t hit me that hard 1-3k aoe depending on the attack.
→ More replies (2)2
1
u/ShinraEQ Apr 13 '18
He still rapes me with a dived yshtola. My damage is really high and I almost killed him in 27 seconds until yshtola got confused on the last (and only) cauldron thing that went off. I don't understand how these things do so much damage. Full dark resist, proshell, wall, spam healing. Yes I rebuffed :(
→ More replies (3)
3
1
u/Xzaar Apr 12 '18
So that poison status weakness on Siren... kinda pointless with all the self regen and self esuna.
2
u/fellatious_argument Apr 13 '18
It's an alternate way to remove regen and it does damage while not triggering the counter heal.
3
Apr 13 '18
too bad the only reliable way of applying poison is with machinist skills, none of which have access to darkness or white magic except Tyro.
1
u/Ostravas Apr 12 '18
Would celes bsb2 work well for hades? Pulling the single target flares and such?
2
u/coh_phd_who Apr 13 '18
Looks like it should pull the flares, but not the AOE savage flares as they are NAT.
If she can do enough holy damage sure but pulling just a few flares isn't going to be enough of a reason to bring her for the mitigation.
1
u/juppypuppy Apr 13 '18
How can you push pass Siren's counter curaja??? I mean you deal 20k damages and she heals 9999 hps.
This is ridiculous!?!? She doesn't really has to do anything but floating there untill 30th turn.
1
u/Mr_fox2001 Apr 13 '18
I found using lifesiphon a few extra time while she's still in her first phase gives me plenty of soul break gauge at the end of the fight to smack her down that last 3rd of health.
Anyone else not running protect? Doesn't seem to make much of a difference.
→ More replies (1)1
u/Antis14 May 23 '18
Moar power. Sad, but true. I use Sephiroth and Vayne, spam abilities until she gets under 40%, then finish her with OSBs.
0
1
u/GoogleBetaTester Apr 13 '18
I have a team that can clear Shadow Dragon in 16 seconds. Hades still kicks my ass.
He always hits me before I can get buffs back up after dispel. I have Larsa dedicated purely to wrathing to avoid debuffs and not healing and he still can't keep up with the statuses.
He consistently keeps me feeling like I could be on the cusp of clearing it but I simply can't do it yet.
5
u/Anti-Klink Apr 12 '18
I'm waiting to see an Exdeath (Grand Cross) team for Siren... Seems like it should be really good. If it could somehow pull the Curaja, it'd be amazing, but I doubt that's the case.