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FFX Masters Challenge Mod - Getting Yojimbo as Early as Possible, Part 2 - Yojimbo Boss Fight

The Marv

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FFX Masters Challenge Mod - Getting Yojimbo as Early as Possible, Part 2 - Yojimbo Boss Fight

34 просмотра · 4 месяца назад
The Marv
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34 просмотра · 4 месяца назад
This is a challenge run on a modded version of Final Fantasy X called Masters Challenge, made by Karifean. You can check the mod in detail here (currently playing on version 2.3): https://www.nexusmods.com/finalfantas... ================================================================================ The Monster Arena owner told you that you’re supposed to ignore the Cavern of the Stolen Fayth until later, right after beating Braska’s Final Aeon. But what if you just ignored that advice and went straight into the cave? How bad could it be? ================================================================================ When I was fighting Yojimbo for the first time in this mod, I was frustrated and wondering why Yojimbo had so much Evasion, which caused Auron to miss a lot while trying to inflict Power Break. Well, if I had to guess, it’s probably to prevent players from beating him too easily when attempting this fight very early. With the kind of stats you have right now, Power Break is mandatory to survive his attacks. At this point, only Wakka with 5x Aim and at least 28 Luck can hit him 100% of the time, and you also have to spend a Skill Sphere to achieve that. Overdrives, though, can always hit regardless of the enemy’s Evasion and Luck. I had Auron do the honors with Banishing Blade, since he would be on the frontline because of his high HP and Defense. To charge his Overdrive quickly, I had both Tidus and Auron on Comrade and hoped that Rikku would get targeted by Kozuka, which would fill Tidus’ and Auron’s Overdrive gauges halfway. Tidus could then use Entrust on Auron later to fully charge his Overdrive. One thing to note though: I had Rikku skip one of her HP+200 nodes to increase the amount of Overdrive they gained. The lowest damage roll from Kozuka that I’ve seen so far is around exactly 5k damage, and it barely fills Tidus’ and Auron’s Overdrive gauges halfway. Our next goal is to set up the frontline party mainly to survive Wakizashi. You definitely won’t have the turn economy to do all of that normally, so Auron’s Threaten helps a lot. Slowing Auron also helps a ton, and I found that Hasting him and then Slowing him again at the start brings his turn right before Yojimbo’s Wakizashi turn. There’s one downside to this, though, as you need to hope that Koma Inu’s Delaigoro doesn’t hit Auron. This means you need to win a 1/3 roll for Yojimbo’s Kozuka to hit Rikku, and then a 2/3 roll for Koma Inu to hit anyone other than Auron, which works out to about a 2/9 or 22% chance. In hindsight, there’s probably another way to improve the odds, but honestly I’m not bothered enough to redo this battle again. With Threaten and Slow, you’ll have enough turns to set up the frontline party with Haste + Protect, Poison Yojimbo with Lulu and swap her out afterward, and finally defend against Wakizashi. The frontline party I used was Auron, Yuna, and Rikku. You want Yuna and Rikku because they have access to the Use command, which is important for getting enough turns to hit Yojimbo twice, heal, and defend before his next turn. You also want to hope that Koma Inu hits Rikku here to fully charge her Overdrive, which she can then use for an Ultra Nul-All Mix to get 5x Cheer and 5x Reflex. Unfortunately, I mixed a Hyper Nul-All instead because I forgot that the 5x Reflex would’ve helped with evading Delaigoro. I’m not sure what you should do if Koma Inu never hits Rikku here. You can probably survive the first Wakizashi and then Mix immediately afterward, but I don’t know if you’ll have enough turns to hit Yojimbo twice and recover after that. I’m also not sure whether the 5x Cheer is required or not, because otherwise you’re going to waste more items on healing, and Delaigoro can screw you over if it causes you to miss the turns needed to defend. So skipping the Ultra Nul-All probably isn’t wise. For equipment, Poisonproof and Slowproof are very helpful against Kozuka, and Defense +20% helps in general as well. You can probably get away without using Poisonproof since you can heal and cure Poison in a single turn with an Al Bhed Potion, but you’ll probably need at least one Slowproof armor on either Yuna or Rikku for better turn economy and to avoid using more Chocobo Feathers. I also still had an SOS-Regen armor from the previous Evrae Altana fight, and it was pretty useful here too. I used a lot of items in this fight. I tried saving Chocobo Feathers and Light Curtains in some of my previous attempts, but you just don’t have the turn economy to do that. Although, there’s a chance that I was being inefficient with my turn management. Getting Yojimbo this early will unlock Break Damage Limit for your Aeons except Bahamut, but I’m not sure how much damage those Aeon's Overdrive can do at this point. Having Yojimbo’s Zanmato is huge though because of the fixed 99k damage. You could skip Seymour Flux’s 2nd phase and almost one shot Sanctuary Keeper and Spectral Keeper, to name a few.