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glossary [2024/04/12 00:05] – [Fu and Friends, Palom and Friends] plumeriaknightglossary [2024/05/02 19:05] (current) – [Eddy Strats] Better link description wylem
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 Equipping a long range weapon on a character sets the long range bit on a character, which ignores penalties of attacking from the back row and attacking an enemy in the back row. If this glitch is enabled, removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#back_row_glitch|Back Row Glitch]] Equipping a long range weapon on a character sets the long range bit on a character, which ignores penalties of attacking from the back row and attacking an enemy in the back row. If this glitch is enabled, removing a long range weapon on a character does not unset the long range bit. See more details here: [[glitches#back_row_glitch|Back Row Glitch]]
 +
 +===== Big Bang into Meteo Combo =====
 +
 +Also known as the Wombo Combo or the Combo Platter.
 +
 +This is a feared sequence of events that can happen in the final stages of the Zeromus battle. When Zeromus is in his Nuke phase and usee big bang, he can tip into Meteo Phase via a direct damage counter. When this happens, the party can take up to 3900 damage back-to-back, thanks to the fact that meteo is a part of a chain sequence for Zeromus. There is also a potentially more deadly Wombo Combo, where this phase transition occurs directly after a black hole, lowering your damage output of your berserkers and removing berserk, causing Zeromus to act more quickly without your party buffering your actions. This combo is particularly deadly to teams without white mages.
 +
 +To avoid the Wombo Combo, you can carefully count damage and notice when phase changes occur. Although there is no direct visual indication for a phase change, there will be a slight delay as the game processes the counter script. If your healer is going to be taking an action immediately after Zeromus, you must cast cure 4 before Zeromus's Big Bang animation begins, or the cure 4 will not occur before Meteo. If a zerker is in turn order before your healer, you can cast cure4 during the Big Bang animation to ensure the heal happens before Meteo. Nerfing the Big Bang will also diminish the potential damage of the combo to 2400, but will likely sacrifice a random party member to Zeromus's counter Nuke.
 +
 +Once in Meteo phase, it is fairly easy to keep your team alive as long as you have one character berserked.
  
  
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 Reflect killing Zeromus with Edward due to hide avoiding damage from Big Bangs Reflect killing Zeromus with Edward due to hide avoiding damage from Big Bangs
  
-A Reflect kill using only Edward to damage Zeromus with mostly triggered counter nukes from Zeromus while hiding Edward from every Big Bang. Requires a large number of starveils and prefers to have specific j-items to trigger counter nukes. Also requires a very specific agility setup and a double slow effect on Zeromus. Takes around 15-20 minutes. See more details [[https://docs.google.com/document/d/1Xw1vsN-OROShv4ZxPcStwJ1LsmFlPcZr3IIjOBSNEww/edit#heading=h.dvcyslrwgp71|here]]+A Reflect kill using only Edward to damage Zeromus with mostly triggered counter nukes from Zeromus while hiding Edward from every Big Bang. Requires a large number of starveils and prefers to have specific j-items to trigger counter nukes. Also requires a very specific agility setup and a double slow effect on Zeromus. Takes around 15-20 minutes. See more details in Kirchin'[[https://docs.google.com/document/d/1Xw1vsN-OROShv4ZxPcStwJ1LsmFlPcZr3IIjOBSNEww/edit#heading=h.dvcyslrwgp71|Low level Boss Strategy Reference Guide]].
  
 ===== Fu and Friends, Palom and Friends =====  ===== Fu and Friends, Palom and Friends ===== 
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 ===== Hybrid Strats ===== ===== Hybrid Strats =====
  
-Hybrid strats refer specifically to using a berserker and a magic user in the Zeromus fight to maximize damage and avoid as many big bangs as possible, with the goal of having a quicker Zeromus fight by minimizing big bangs and animations to heal and recover from them.  By supplementing berserker damage, you can also avoid the dreaded [[#Wombo Combo]] Typical hybrid strats utilize Nuke or White, but Lit-3, Ice-3, and Fire-3 are also viable.  This strategy will typically tip Zeromus into phase 2 and then Meteo phase, but advanced hybrid strats can nullify berserker damage by using a unihorn, silver staff, stop, or a reflected moonveil so that reflected magic can finish off Zeromus in phase 1.  Hybrid strats are most often utilized when the damage per round of your berserkers is under 8,000 damage.  Care must be exercised with extremely low damage parties to avoid casting magic on your own party after [[zeromus_script#black_hole|black hole]] is used by Zeromus.+Hybrid strats refer specifically to using a berserker and a magic user in the Zeromus fight to maximize damage and avoid as many big bangs as possible, with the goal of having a quicker Zeromus fight by minimizing big bangs and animations to heal and recover from them.  By supplementing berserker damage, you can also avoid the dreaded [[#Wombo Combo]] Typical hybrid strats utilize Nuke or White, but Lit-3, Ice-3, and Fire-3 are also viable.  This strategy will typically tip Zeromus into phase 2 and then Meteo phase, but advanced hybrid strats can nullify berserker damage by using a unihorn, silver staff, stop, or a reflected moonveil so that reflected magic can finish off Zeromus in phase 1.  Hybrid strats are most often utilized when the damage per round of your berserkers is under 8,000 damage.  Care must be exercised with extremely low damage parties to avoid casting magic on your own party after [[zeromus_script#black_hole|Black Hole]] is used by Zeromus.
  
 ===== J-abilities ===== ===== J-abilities =====
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 Treasures in Free Enterprise are typically not shuffled but truly randomized; different treasure flags provide different probabilities for treasure contents. See more details here: [[treasure_randomization]] Treasures in Free Enterprise are typically not shuffled but truly randomized; different treasure flags provide different probabilities for treasure contents. See more details here: [[treasure_randomization]]
- 
-===== Wombo Combo ===== 
- 
-This is a feared sequence of events that can happen in the final stages of the Zeromus battle.  When Zeromus is in his [[zeromus_script#main_script3|Nuke phase]] and usee big bang, he can tip into [[zeromus_script#main_script4|Meteo Phase]] via a [[zeromus_script#counters2|direct damage counter]].  When this happens, the party can take up to 3900 damage back-to-back, thanks to the fact that meteo is a part of a chain sequence for Zeromus.  There is also a potentially more deadly Wombo Combo, where this phase transition occurs directly after a black hole, lowering your damage output of your berserkers and removing berserk, causing Zeromus to act more quickly without your party buffering your actions.  This combo is particularly deadly to teams without white mages. 
- 
-To avoid the Wombo Combo, you can carefully count damage and notice when phase changes occur.  Although there is no direct visual indication for a phase change, there will be a slight delay as the game processes the counter script.  If your healer is going to be taking an action immediately after Zeromus, you must cast cure 4 before Zeromus's Big Bang animation begins, or the cure 4 will not occur before Meteo.  If a zerker is in turn order before your healer, you can cast cure4 during the Big Bang animation to ensure the heal happens before Meteo.  Nerfing the Big Bang will also diminish the potential damage of the combo to 2400, but will likely sacrifice a random party member to Zeromus's counter Nuke. 
- 
-Once in Meteo phase, it is fairly easy to keep your team alive as long as you have one character berserked. 
  
 ===== Wyvern Standard Time ===== ===== Wyvern Standard Time =====
glossary.1712880312.txt.gz · Last modified: 2024/04/12 00:05 by plumeriaknight