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  1. #1
    D. Ring
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    Diabolos

    FFRK - Of Lies and Love (FF13) Event & Strategies

    "It wasn't fair. You had to do all the horrible stuff, and I didn't have to do anyth--" - Vanille

    "Poor kid. You've had it rough." - Fang

    Event Start Date: March 9
    Event Bonus Battle: March 12
    Event End Date: March 19

    All information is taken from a mixture of Reddit/Spreadsheets/Kongpakbao Site.

    Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: https://www.reddit.com/r/FFRecordKee...gathread_xiii/

    Notable Rewards
    None

    New Characters Acquired
    None

    Old Characters Acquired
    Vanille
    Fang
    Sazh
    Hope
    Lightning

    New Memory Crystals
    None

    Old Memory Crystals
    Vanille MC1/MC2
    Fang MC1/MC2
    Sazh MC1/MC2
    Hope MC1/MC2
    Lightning MC1/MC2

    New Record Materia
    None

    New Record Sphere
    None

    Characters Needed for Battles
    None

    Cid Missions
    Defeat the Ultimate+ Dungeon with a party consisting of only FFXIII Characters.

    Relics

    http://ffrk.kongbakpao.com/event-102/

  2. #2
    D. Ring
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    Diabolos

    Bonus Battles
    Approaching Friends +
    • Kalavinka Striker
      HP: ~82,267
      Target Score: Reduce the Kalavinka Striker's ATK, Reduce the Kalavinka Striker's RES.
      • Weak: None
      • Absorbs: Thunder Abilities
      • Resists: Wind Abilities
      • Vulnerabilities: Poison Abilities, Slow Abilities, Sap Abilities, and Stun Abilities
    • Kalavinka Striker
      HP: ~126,565
      Target Score: Use black magic against the Kalavinka Striker. Reduce the Kalavinka Striker's RES.
      • Weak: None
      • Resists: Wind Abilities
      • Absorbs: Thunder Abilities
      • Vulnerabilities: Poison Abilities, Slow Abilities, Sap Abilities, and Stun Abilities


    Commentary

    The Kalavinka Striker is immune to melee attacks.

    The Kalavinka Striker's damage is pure physical (and largely thunder-element), so plan accordingly.

    Brave Love ++
    Bahamut
    HP: ~178,478
    Target Score:
    • Reduce Bahamut's MAG.
    • Reduce Bahamut's DEF.
    • Reduce Bahamut's ATK.

    Weak: None
    Absorbs: None
    Resists: None
    Vulnerabilities: Stop Abilities and Stun Abilities

    Commentary

    Bahamut uses Doom as an interrupt when the fight starts. Note that Bahamut is vulnerable to Stop, so if you bring a high-Mind black mage or dancer you can keep him locked down.

    Draw Fire + Retaliate will negate all of Bahamut's physical damage, leaving just Inferno and Ignis to deal with.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Kind Lie +++
    Hecatoncheir
    HP: ~189,609
    Target Score:
    • Reduce Hecatoncheir's ATK.
    • Reduce Hecatoncheir's DEF.
    • Reduce Hecatoncheir's RES.

    Weak: None
    Absorbs: None
    Resist: None
    Null: None
    Vulnerabilities: Stun Abilities

    Commentary

    Hecatoncheir uses Doom as an interrupt when the fight starts. Hecatoncheir will use Revenge Style on its first turn, then wait a while, then use either Quake or two of Rush/Assault Tackle/Hurricane Kick, then use either Counter or Impulse, all on the same turn. It will repeat that pattern until defeated.

    Hec does have Quake to keep you honest, but most of his damage is physical so it's pretty safe to cheat a bit in that direction. Draw Fire + Retaliate will work against all of the physical attacks from Revenge Style 1, but won't work against either of the Revenge Style 2 attacks.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Headlong (U)
    Kaiser Behemoth
    HP: ~229,587
    Target Score:
    • Reduce Kaiser Behemoth's ATK.
    • Reduce Kaiser Behemoth's MAG.
    • Reduce Kaiser Behemoth's DEF.

    Weak: None
    Null: Wind Abilities
    Absorbs: Thunder Abilities
    Vulnerabilities: Stun Abilities

    Abilities

    Moveset (>70% HP: Default):
    5% chance: Attack (PHY: deal 110% physical damage to one target)
    1% chance: Shell (WHT: grant Shell to self)
    30% chance, unlocks turn 3: Claw (PHY: deal 110% physical damage twice to random targets)
    35% chance, unlocks turn 3: Kachiage (PHY: deal 190% physical damage to one target)
    30% chance, unlocks turn 3: Tail (PHY: deal 206% physical damage to all targets)

    Moveset (Standing 1):
    15/86 chance: Sunder Earth (NAT: deal 300% physical earth damage to all targets)
    20/86 chance: Thundara (BLK: deal 250% magical thunder damage to all targets)
    25/86 chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
    25/86 chance: Claw (PHY: deal 110% physical damage twice to random targets)
    1/86 chance: Shell (WHT: grant Shell to self)

    Moveset (<20% HP: Standing 1):
    100% chance: Sunder Earth (NAT: deal 300% physical earth damage to all targets)

    Commentary

    Once reduced to 70% or less HP, Kaiser Behemoth switches permanently to Standing 1 state and fully heals. In Default state, Kaiser Behemoth uses Shell on its first turn, Attack on its next turn, a random attack on its third turn, Tail on its fourth turn and every 3rd turn thereafter, and random attacks on the other turns. In Standing 1 state, Kaiser Behemoth will always follow non-Claw abilities with Claw on its next turn, and it cannot use Sunder Earth more frequently than once every 3 turns.

    Because Kaiser Behemoth always follows non-Claw attacks with Claw in Standing 1 phase, his actual ratio of magical attacks is less than it appears (closer to 25% than 50%). Since Default and Standing 2 phases are both pure physical, and Standing 1 is mostly physical, it's not a bad idea to lean more heavily for physical mitigation. On the other hand, all of Kaiser Behemoth's physical attacks except for Sunder Earth and Tail are susceptible to Draw Fire + Retaliate. Sunder Earth is very dangerous, though, so don't completely neglect physical defense in favor of Drawtaliate.

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    Looming Assassins (U+)
    Manasvin Warmech & Aster Protoflorian & Garuda Interceptor
    HP: ~114,897 (Warmech), ~114,897 (Protoflorian), ~127,663 (Interceptor)
    Target Score:
    • Exploit the Manasvin Warmech's weakness to thunder attacks.
    • Reduce the Ater Protoflorian's DEF.
    • Exploit the Garuda Interceptor's weakness to wind attacks.

    Weak: Fire Abilities, Ice Abilities, Thunder Abilities (Protoflorian*), Thunder Abilities and Water Abilities (Warmech), Wind Abilities (Interceptor)
    Absorbs: Fire Abilities, Ice Abilities, Thunder Abilities (Protoflorian*)
    Resists: Fire Abilities, Ice Abilities, Thunder Abilities (Protoflorian*)
    Null: Earth Abilities (Interceptor)
    Vulnerabilities: Stun Abilities (All)

    *:Aster Protoflorian switches between Fire Weak, Ice Weak, and Thunder Weak states. In Fire Weak state, it is weak to fire, absorbs ice, and resists thunder and water. In Ice Weak state, it is weak to ice, absorbs fire, and resists thunder and water. In Thunder Weak state, it is weak to thunder, absorbs water, and resists fire and ice.

    Abilities

    Moveset (Manasvin Warmech, >50% HP: Default):
    5/106 chance: Attack (PHY: deal 110% physical damage to one target)
    40/106 chance, unlocks turn 3: Plasma Beam (PHY: deal 266% ranged physical thunder damage to one target)
    20/106 chance, unlocks turn 3: Wave Cannon (BLK: 153% chance to deal 20% maximum HP damage to all targets)
    15/106 chance, unlocks turn 3: 凶 Plasma Beam (NAT: deal 300% ranged physical thunder damage to all targets)
    1/106 chance, unlocks turn 3: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
    25/106 chance, unlocks turn 3: Thunder (BLK: deal 450% magical thunder damage to one target)

    Moveset (Manasvin Warmech, <50% HP: Weak):
    25% chance: Plasma Beam (PHY: deal 266% ranged physical thunder damage to one target)
    25% chance: Wave Cannon (BLK: 153% chance to deal 20% maximum HP damage to all targets)
    25% chance: 凶 Plasma Beam (NAT: deal 300% ranged physical thunder damage to all targets)
    25% chance: Thunder (BLK: deal 450% magical thunder damage to one target)

    Moveset (Aster Protoflorian, >50% HP: Default):
    10/95 chance: Efflorescense (NAT: deal 246% magical non-elemental damage to all targets)
    65/95 chance: Flower Screw (PHY: deal 84% physical damage six times to random targets)
    10/95 chance: Attack (PHY: deal 159% physical damage to all targets)
    10/95 chance: Fira2 (BLK: deal 250% magical fire damage to all targets)
    10/95 chance: Blizzara2 (BLK: deal 294% magical fire damage to all targets)
    10/95 chance: Waterga2 (BLK: deal 270% magical fire damage to all targets)

    Moveset (Aster Protoflorian, <50% HP: Weak):
    15% chance: Efflorescense (NAT: deal 246% magical non-elemental damage to all targets)
    15% chance: Flower Screw (PHY: deal 84% physical damage six times to random targets)
    15% chance: 凶 Flower Screw (NAT: deal 300% physical damage to all targets)
    20% chance: Headbutt (PHY: deal 266% physical damage to one target)
    15% chance: Dunk Smash (PHY: deal 344% physical damage to one target)
    20% chance: Fira2 (BLK: deal 250% magical fire damage to all targets)
    20% chance: Blizzara2 (BLK: deal 294% magical fire damage to all targets)
    20% chance: Waterga2 (BLK: deal 270% magical fire damage to all targets)

    Moveset (Garuda Interceptor, >50% HP: Default):
    10% chance: Barrier (WHT: grant Protect and Shell to self)
    25% chance: Shock Breath (PHY: deal 344% physical thunder damage to one target)
    30% chance: Beam Rain (NAT: deal 300% ranged physical damage to all targets)
    5% chance: Slowga (WHT: 216% chance to Slow all targets)
    30% chance: Thundaga (BLK: deal 330% magical thunder damage to all targets)

    Moveset (Garuda Interceptor, <50% HP: Weak):
    10/80 chance: Barrier (WHT: grant Protect and Shell to self)
    45/80 chance: Shock Breath (PHY: deal 344% physical thunder damage to one target)
    20/80 chance: Beam Rain (NAT: deal 300% ranged physical damage to all targets)
    5/80 chance: Slowga (WHT: 216% chance to Slow all targets)
    20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)

    2: Aster Protoflorian only uses the elemental attack corresponding to its current Absorb element.

    Commentary

    The Manasvin Warmech uses 凶 Plasma Beam on its 4th turn if above 50% HP and Rush on its 8th turn if above 50% HP. It always follows Rush, Wave Cannon, and 凶 Plasma Beam with Plasma Beam on its next turn.

    The Aster Protoflorian always begins the fight weak to fire and changes its weakness every 3 turns. It always follows its AOE attacks with either Flower Screw (in Default phase) or Headbutt (in Weak phase).

    The Garuda Interceptor uses Slowga on its second turn and every 6 turns thereafter. It always follows Slowga, Thundaga, and Beam Rain with Shock Breath on its next turn.

    Event Quest Notes: None

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

    A Kind Lie, A Brave Love (U++)
    Bahamut & Hecatoncheir
    HP: ~242,696 (Bahamut), ~169,502 (Hecatoncheir)
    Target Score:
    • Reduce Bahamut's ATK.
    • Reduce Bahamut's MAG.
    • Reduce Hecatoncheir's DEF.

    Weak: None
    Absorbs: None
    Resists: None
    Null: None
    Vulnerabilities: Stun Abilities (Both)

    Abilities

    Moveset (Bahamut, >70% HP: Default):
    Special: Doom (NAT: 225% chance to Doom all targets [60 seconds])
    5% chance: Attack (PHY: deal 110% physical damage to one target)
    30% chance, unlocks turn 3: Dragon Claw (PHY: deal 266% physical damage twice to random targets)
    15% chance, unlocks turn 3: Inferno (NAT: deal 342% magical non-elemental damage to all targets)
    15% chance, unlocks turn 3: Aerial Rave (PHY: deal 344% physical damage to one target)
    10% chance, unlocks turn 3: Heavy Strike (PHY: deal 422% physical damage to one target)
    15% chance, unlocks turn 3: Ignis (NAT: deal 390% magical non-elemental damage to all targets)
    10% chance, unlocks turn 3: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
    20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to one target)

    Moveset (Bahamut, 70%-40% HP: Weak):
    15% chance: Dragon Claw (PHY: deal 266% physical damage twice to random targets)
    30% chance: Inferno (NAT: deal 342% magical non-elemental damage to all targets)
    15% chance: Aerial Rave (PHY: deal 344% physical damage to one target)
    20% chance: Heavy Strike (PHY: deal 422% physical damage to one target)
    20% chance: Ignis (NAT: deal 390% magical non-elemental damage to all targets)
    1% chance: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
    20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to one target)

    Moveset (Bahamut, <40% HP: Very Weak):
    10% chance: Dragon Claw (PHY: deal 266% physical damage twice to random targets)
    20% chance: Inferno (NAT: deal 342% magical non-elemental damage to all targets)
    20% chance: Aerial Rave (PHY: deal 344% physical damage to one target)
    20% chance: Heavy Strike (PHY: deal 422% physical damage to one target)
    30% chance: Ignis (NAT: deal 390% magical non-elemental damage to all targets)
    1% chance: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
    20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to one target)

    Moveset (Hecatoncheir, Default):
    Special: Revenge Style (enter Revenge Style 1 state)

    Moveset (Hecatoncheir, Revenge Style 1):
    20% chance: Rush (PHY: deal 266% physical damage to one target)
    50% chance: Quake (BLK: deal 390% magical earth damage to all targets)
    20% chance: Assault Tackle (PHY: deal 344% physical damage to one target)
    15% chance: Hurricane Kick (PHY: deal 422% physical damage to one target)

    Moveset (Hecatoncheir, Revenge Style 2):
    50% chance: Counter (NAT: deal 253% physical damage to all targets and enter Default state)
    50% chance: Impulse (NAT: deal 500% physical damage to one target and enter Default state)

    Commentary

    Bahamut uses Doom as an interrupt when the fight starts. Bahamut uses Rush on his 4th turn and a minimum of every 4 turns thereafter (5 turns in Weak or Very Weak states). Bahamut always follows Rush, Ignis, and Inferno with either Aerial Rave or Dragon Claw. Hecatoncheir uses Revenge Style on its first turn then waits 10 seconds before doing another action. On its next turn, it will use either Quake or two of Rush/Assault Tackle/Hurricane Kick, then use either Counter or Impulse, all on the same turn. It repeats that pattern until defeated.

    Once again, while both Bahamut and Hecatoncheir have magical attacks, their AI quirks means that you'll take much more frequent physical attacks from both of them. That said, all of Bahamut's single target attacks and Hecatoncheir's Rush, Assault Tackle, and Hurricane Kick are all susceptible to Draw Fire + Retaliate, which will do a great deal to provide you with breathing space (especially since Bahamut always follows his AOEs with single target physical attacks).

    Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.

  3. #3
    E. Body
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    yay, more ranged fights lol

  4. #4
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Is the garuda interceptor from U+ ranged only?

  5. #5
    Ridill
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    Quote Originally Posted by Ratatapa View Post
    Is the garuda interceptor from U+ ranged only?
    I'm pretty sure it's not, just immune to earth damage.

  6. #6
    Relic Shield
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    Ult+ and ++ were kind of interesting because they followed pretty strict patterns. Not quite scripted but figuring that out blind was kind of fun.

    The warmech gave me the most trouble in the ult+, then the interceptor for whatever reason.

  7. #7
    Hackey Thread Lurker since 2010
    I could have bought an 11 pull and have 1000 gems left over, but all I got was this silly title.

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    Had to find the right setup to CM, but mastered that after 4 or 5 iterations. Didn't hurt too bad without wall, but Vanille BSB did make healing not too bad.

    1/1 U++. Even with affliction break, Paralyze was still hitting on someone and being annoying AF.

  8. #8
    Member since 2006 and still can't think of a title.
    Join Date
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    Kil'jaeden

    U++ was the more annoying of the two for me due to paralyze, and only having one accessory that resists it.

  9. #9
    Sea Torques
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    Haven't done a CM since FFT but with the new relics I got I was able to go 1/1 on this one and only losing one medal. Setup was

    lvl 80 Snow w/ Diamond Dust (I think this was the first SSB I got in the game when I started)
    lvl 70 Cid w/ Metamorphose (Had him use meltdown on the last guy and it capped out in damage...)
    lvl 70 Hope w/ Explosive Fist
    lvl 80 Vanille w/ Miracle Prayer (I can't seem to get her BSB or USB)
    lvl65 Sazh w/ Choco-Chick Blues (I'm so glad I had a reason to use him for once lol)

  10. #10
    Cake Mix
    Sweaty Dick Punching Enthusiast

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    CM was a bit of a pain due to my limited pool (and my refusal to level Sazh past 50 LOL) but got it down after I got some SBs done in their proper order to make sure the bosses died before they could wreck me. No shout native or anything of the sort, so I had to RW Shout and bypass Wall.

    U++ I one-shotted, but not without paralyze being a pain. Yshtola got para'd on Behemoth's first cast, but thankfully he didn't get to do another because I murdered him, and by time he was dying, Yshtola finally became unpara'd so that was a thing. Nobody died, though so..yay.

  11. #11
    Ridill
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    CM was a joke. Melted faster than things that melt fast. Fang and Hope 3 shotted the warmech (2 Thunder Dive and 1 Chain Thundaga), Snow and Hope took care of the middle fight, and Fang and Hope destroyed the last one.

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