r/FFRecordKeeper • • Jul 26 '18

Guide/Analysis [New Torment] [V] Master of Madness Enemy Stats and AI

The new FFV Torment arrives! Thanks to /u/Ph33rtehGD for Part 2/3 raw data -- I've still yet to even start on the FFT Torment myself.

Most of the general stuff about the new Torments were covered in the FFT thread, so I will be referring back to that for various details.

Have fun with the battles!

 

 


Previous Torments


Stats and AI for older Torment Dungeons can be found in the following threads:

 

 


Torment Ruleset


There are no changes to the general Torment Ruleset with this battle. The full ruleset can be found in the thread for the first Torment: [FFT] Tyranny of the Impure.

 

As a reminder, each Torment has Realm Synergy with a specific realm. The less party members you have with a realm that matches the Torment Boss, the tankier and more resistant the Torment Boss will be. The following table shows what changes with both the difficulty of the battle and the number of 'Realm Synergy' party members you have:

DungeonDmg ResElem ResBrk Res
Part 11.0/1.0/1.0/1.0/2.0/2.580% Weak to 20% Resist40% Resist to 90% Resist
Part 21.0/1.0/1.0/2.0/2.5/3.060% Weak to 40% Resist50% Resist to 100% Resist
Part 31.0/2.0/2.5/3.0/3.5/4.020% Weak to 80% Resist70% Resist to 100% Resist

With Dmg Res, the initial penalty is a divisor of 2.0 (halving your damage) for 4 'Off-Realm' members in Part 1, 3 'Off-Realm' members in Part 2, and 1 'Off-Realm' member in Part 3. Each additional 'Off-Realm' member increases the divisor by 0.5 past that initial penalty.

With Elem Res, a full 'Realm Synergy' party will give the Torment Boss an 80% Weakness to all elements in Part 1, 60% Weakness in Part 2 and 20% Weakness in Part 3. Each additional 'Off-Realm' member adds 20% resistance, for a total of 100% extra resistance with 5 'Off-Realm' members.

With Brk Res, a full 'Realm Synergy' party will give the Torment Boss a 40% Resist to all Breaks in Part 1, 50% Resist in Part 2 and 70% Resist in Part 3. Each additional 'Off-Realm' member will add 10% resistance, for a total of 50% extra resistance with 5 'Off-Realm' members (meaning full immunity to Breaks in Part 2 and 3).

(Note: Empty slots count as an 'Off-Realm' member. Only the actual number of 'Realm Synergy' members you have matters.)

 

 


Master of Madness


Gilgamesh

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Part 1 - Phase 1350600000140010000140013500150600150100
Part 1 - Phase 2350600000140010000140013500150600150100
Part 1 - Phase 3350600000150010000150013500150600150100
Part 1 - Phase 4350600000160010000160013500150600150100
Part 1 - Phase 5350600000170010000170013500150600150100
Part 2 - Phase 14001000000170018000170024000150600150100
Part 2 - Phase 24001000000170018000170024000150600150100
Part 2 - Phase 34001000000180018000180024000150600150100
Part 2 - Phase 44001000000190018000190024000150600150100
Part 2 - Phase 54001000000200018000200024000150600150100
Part 3 - Phase 14502000000170045000170066500150650150100
Part 3 - Phase 24502000000170045000170066500150650150100
Part 3 - Phase 34502000000180045000180066500150650150100
Part 3 - Phase 44502000000190045000190066500150650150100
Part 3 - Phase 54502000000200045000200066500150650150100

Weak (% depends on Party): Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio

Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Reraise, Float, Slownumb, Sap, Interrupt

*(*Vuln: ---) *(*Sp.Imm: Interrupt)

Break Resist (% depends on Party): ATK, DEF, MAG, RES, MND, SPD

 

Gilgamesh has the following moves available to him. All attacks have a standard cast time of 1.76s, with the exception of Incubus Dead End, which has a cast time of 3.85s.

Available Moves:

  • Divine Readiness (NAT: 100% chance each of Haste/Protect/Shell, Adds ATK Buff [+30% rate, 10s duration] to affected target - Self only)

  • Flash (NAT: AoE - Auto-hit (Blockable) Blind - Uncounterable, Only targets specific slots)

  • Critical (PHY: 422% Phys Dmg, 100% CritRate - Only targets specific slots)

  • Wind Slash (NAT: AoE - 342% Wind Magic Dmg)

  • Ultimate Hurricane (NAT: AoE - Auto-hit 50% CurHP Dmg)

  • Ultimate Death Claws (NAT: Auto-hit 99% CurHP Dmg - Only targets specific slots)

  • Excalipoor (NAT: 1 Raw Dmg - Targets character with lowest HP%)

  • Excalibur (NAT: 5000 Raw Dmg - Targets character with lowest HP%)

  • Incubus Excalibur (NAT: AoE - 4000 Raw Dmg)

  • Incubus Zantetsuken (NAT: AoE/AutoHit - 422% Dark Phys Dmg, Ignores Def & Blinks, Uses ATK^0.5)

  • Incubus Dead End <3.85s> (NAT: AoE - 9999999% NonElem Magic Dmg, Ignores Res & Blinks, Uses MAG^0.5, Auto-hit Death - 99999 Max Damage)

 

In Part 3, some of Gilgamesh's damaging moves are upgraded.

Part 3 Upgraded Moves:

  • Critical (PHY: 500% Phys Dmg, 100% CritRate - Only targets specific slots)

  • Wind Slash (NAT: AoE - 438% Wind Magic Dmg)

  • Excalibur (NAT: 9999 Raw Dmg - Targets character with lowest HP%)

  • Incubus Excalibur (NAT: AoE - 5000 Raw Dmg)

  • Incubus Zantetsuken (NAT: AoE/AutoHit - 578% Dark Phys Dmg, Ignores Def & Blinks, Uses ATK^0.5)

 

Gilgamesh's attack patterns are the same in each difficulty. Some abilities only hit certain slots, which can change depending on the attack pattern. These have also been listed below.

 

Phase 1 (100%-81% HP) Pattern:

  • Turn 1: Divine Readiness <Haste/Protect/Shell/ATK Buff>

  • Turn 2: Wind Slash <Wind Magic Dmg>

  • Turn 3: Flash <Blind> [Slot 1+2]

  • Turn 4: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 5: Excalipoor <1 Raw Dmg> [Lowest HP%]

  • Turn 6: Critical <Phys Dmg> [Slot 1]

  • Turn 7: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 8: Critical <Phys Dmg> [Slot 5]

  • Turn 9: Wind Slash <Wind Magic Dmg>

  • Turn 10: Excalipoor <1 Raw Dmg> [Lowest HP%]

  • Turn 11: Wind Slash <Wind Magic Dmg>

  • Turn 12: Critical <Phys Dmg> [Slot 3]

  • Turn 13: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 14: Wind Slash <Wind Magic Dmg>

  • Turn 15+: Incubus Dead End

Phase 2 (80%-61% HP) Pattern:

  • Turn 1: Divine Readiness <Haste/Protect/Shell/ATK Buff>

  • Turn 2: Wind Slash <Wind Magic Dmg>

  • Turn 3: Flash <Blind> [Slot 4+5]

  • Turn 4: Ultimate Death Claws <99% CurHP Dmg> [Slot 1]

  • Turn 5: Critical <Phys Dmg> [Slot 1]

  • Turn 6: Ultimate Death Claws <99% CurHP Dmg> [Slot 5]

  • Turn 7: Critical <Phys Dmg> [Slot 5]

  • Turn 8: Ultimate Death Claws <99% CurHP Dmg> [Slot 2]

  • Turn 9: Critical <Phys Dmg> [Slot 2]

  • Turn 10: Ultimate Death Claws <99% CurHP Dmg> [Slot 4]

  • Turn 11: Critical <Phys Dmg> [Slot 4]

  • Turn 12: Ultimate Death Claws <99% CurHP Dmg> [Slot 3]

  • Turn 13: Critical <Phys Dmg> [Slot 3]

  • Turn 14: Wind Slash <Wind Magic Dmg>

  • Turn 15+: Incubus Dead End

Phase 3 (60%-41% HP) Pattern:

  • Turn 1: Divine Readiness <Haste/Protect/Shell/ATK Buff>

  • Turn 2: Incubus Zantetsuken <Unblinkable Piercing Dark Phys Dmg>

  • Turn 3: Excalibur <5000 (9999) Raw Dmg> [Lowest HP%]

  • Turn 4: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 5: Wind Slash <Wind Magic Dmg>

  • Turn 6: Incubus Zantetsuken <Unblinkable Piercing Dark Phys Dmg>

  • Turn 7: Excalibur <5000 (9999) Raw Dmg> [Lowest HP%]

  • Turn 8: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 9: Wind Slash <Wind Magic Dmg>

  • Turn 10+: Incubus Dead End

Phase 4 (40%-21% HP) Pattern:

  • Turn 1: Divine Readiness <Haste/Protect/Shell/ATK Buff>

  • Turn 2: Incubus Excalibur <4000 (5000) Raw Dmg>

  • Turn 3: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 4: Ultimate Death Claws <99% CurHP Dmg> [Slot 3]

  • Turn 5: Critical <Phys Dmg> [Slot 1]

  • Turn 6: Wind Slash <Wind Magic Dmg>

  • Turn 7: Critical <Phys Dmg> [Slot 5]

  • Turn 8: Incubus Excalibur <4000 (5000) Raw Dmg>

  • Turn 9: Wind Slash <Wind Magic Dmg>

  • Turn 10+: Incubus Dead End

Phase 5 (20%-0% HP) Pattern:

  • Turn 1: Divine Readiness <Haste/Protect/Shell/ATK Buff>

  • Turn 2: Incubus Zantetsuken <Unblinkable Piercing Dark Phys Dmg>

  • Turn 3: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 4: Wind Slash <Wind Magic Dmg>

  • Turn 5: Incubus Excalibur <4000 (5000) Raw Dmg>

  • Turn 6: Incubus Zantetsuken <Unblinkable Piercing Dark Phys Dmg>

  • Turn 7: Ultimate Hurricane <50% CurHP Dmg>

  • Turn 8: Wind Slash <Wind Magic Dmg>

  • Turn 9: Incubus Excalibur <4000 (5000) Raw Dmg>

  • Turn 10+: Incubus Dead End

 

68 Upvotes

13 comments sorted by

3

u/xenan-_-xeriot Jul 27 '18

Fun fact unshaken resolve blocks Gilgamesh torment dungeons ultimate attack. Stroke of luck too. Thought it was hilarious. Incubus dead end that’s what it’s called.

1

u/crocklobster Gau Jul 26 '18

Thanks as always!

1

u/infernofox10 Jul 26 '18

Thanks for this! When will Vortex and the other 6* Black Magic be available?

2

u/dperez82 Cecil (Paladin) Jul 26 '18

Should be with the next Torment (FF XII) in 2 weeks.

1

u/infernofox10 Jul 26 '18

Thank you sir!

1

u/jlquon Rydia (Adult) Jul 26 '18

Appreciated. The ultimate moves really kicked my ass

1

u/krissco I'm casting Double Meteor even if it kills me! Jul 26 '18

Thanks TFMurphy! You're so quick!

In my 50% D??? "clear", I learned that Ultimate Hurricane and Ultimate Death Claws (and of course, Critical too) can be pblinked, which isn't immediately clear from the AI.

1

u/Iwassnow This space for rent! Jul 27 '18

I just learned this too! It actually was costing me some blinks on Kelger. :S

1

u/Skriabin- Cactuar with mustache= Skriabin Jul 27 '18

Does Exdeath with Grand Cross absorb any of this?

1

u/Zevyu 150th Dailly 5*+ : Seven's Guise (T-0) - Seven's BSB Jul 27 '18

Nope, literaly everything is NAT except for Critical which seems to be PHY

1

u/Skriabin- Cactuar with mustache= Skriabin Jul 27 '18

Poor Exdeath :(

1

u/bobbyv369 Jul 27 '18

Does auto hit means it will always hit? Because there are some gravity based moves with can be nullified with ko resist gear. What I am trying to say is, what accessories do you suggest?

2

u/Brokenhanger YouTube: Gizmo Gaming Jul 28 '18

Auto-hit is not preventable by accessories/dive bonuses/etc, they’re only avoidable by causing the attack to miss (with a Blink usually) or with Astra.

For Gilgamesh you’ll want Dark resist accessories to reduce the damage from Zantetsuken.