
Addendum VII: Koron Nagataka, (Unit 13's Vice-Captain, Class: Psychic) Tactical Overview, Part 2
Koron's class overview, and

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the beginning of Chapter 2.
The franchise in a nutshell.
2020 wrote:Tower Dragon
-Venom Breath: Non-elemental Breath attack to all party members. MAT-based. 0.2x damage. 99% chance to inflict Poison for 4 turns. The Poison ticks for 23 damage.
-Venom Meteor: Non-elemental Ranged attack to one party member. MAT-based. 0.5x damage. 99% chance to inflict Poison for 4 turns. The Poison ticks for 23 damage.
-Jump: Sends the user into the air for 2 turns, making them completely invulnerable to everything for the duration.
-Landing: Ends the jump effect.
Yeah they got turbo buffed in 2020-II and are a lot more annoying to deal with now.2020-II wrote:Tower Dragon (LV. 27/24)
-Venom Breath: Non-elemental Breath attack to all party members. MAT-based. 1x damage. 25% chance to inflict Poison for 2 turns. The Poison ticks for 33 damage.
-Venom Meteor: Non-elemental Ranged attack to one party member. MAT-based. 1.3x damage. 100% chance to inflict Poison for 5 turns. The Poison ticks for 33 damage.
-Jump: Sends the user into the air for 2 turns, making them completely invulnerable to everything for the duration. Has a priority level of 1.
-Landing: Ends the jump effect.
Its skillset revolves around poisoning your party, but this is so telegraphed by the game that pretty much everyone comes in with poison protection, completely killing its mechanics.Oceanus (LV. 27/24)
-Water Wings: Ice-elemental Ranged attack to one party member. ATK-based. 1.3x damage. Debuffs the target. Multiplies ATK damage taken by 1.3x for 3 turns
-Acid Rain: Ice-elemental Ranged attack to all party members. MAT-based. 0.9x damage. 50% chance to inflict Poison for 3 turns. The Poison ticks for 43 damage.
-Rain Prayer: Debuffs the party. Multiplies MAT damage taken by 1.3x for 3 turns. Multiplies ailment susceptibility by 1.5x for 3 turns.
-Acid Ball: Ice-elemental Ranged attack to one party member. MAT-based. 1x damage. 90% chance to inflict Poison for 3 turns. The Poison ticks for 23 damage.
-Chew: Non-elemental Fang attack to one party member. ATK-based. 1.5x damage.
-Venomous Ball: Ice-elemental Ranged attack to one party member. MAT-based. 0.7x damage. Multiplies existing Poison damage by 2x and sets the duration of the existing Poison ailment to 4 turns.
As it turns out, this is actually not a case of horrible RNG! I can explain what happened here. In 7th Dragon DS, aggro skills are applied first in aggro calculations. If that fails, then the game checks the targeting type in the enemy's AI routine and goes from there. The rest of the series handles this differently. The target type is checked for first, then aggro calculations are run. But things get a bit more complicated from there.Oceanus ignoring Youka
This is a very small snippet of Oceanus's AI (Yes really, AI files in 2020-II are a bit nightmarish in length compared to 2020.) If no targeting routine is listed, it just uses the default target routine, high chance to smack the party member with the highest LIFE, but not guaranteed to attack them. Aggro increases only work on default targeting routines.-If global counter 0 is at 4, at least 1 party member is not inflicted with Poison, and it is the first action in the turn:
--2/3 chance to use Acid Ball (Targets party members that are not inflicted with Poison). Add 1 to global counter 0.
--1/3 chance to use a Fang attack (Targets the party member with the lowest level). Add 1 to global counter 0.
-If global counter 0 is at 4 and it is the first action in the turn:
--Use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 3, at least 1 party member does not have a DEF debuff, and it is the second action in the turn:
--1/3 chance to use a Fang attack (Targets the party member with the lowest level). Add 1 to global counter 0.
--2/3 chance to use Water Wings (Targets party members that do not have a DEF debuff). Add 1 to global counter 0.
-If global counter 0 is at 3 and it is the second action in the turn:
--Use a Fang attack (Targets the party member with the lowest level). Add 1 to global counter 0.
-If global counter 0 is at 2 and it is the first action in the turn:
--1/2 chance to use Chew (Targets the party member with the lowest level). Add 1 to global counter 0.
--1/2 chance to use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 1, at least 1 party member is not inflicted with Poison, and it is the second action in the turn:
--2/3 chance to use Acid Ball (Targets party members that are not inflicted with Poison). Add 1 to global counter 0.
--1/3 chance to use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 1 and it is the second action in the turn:
--Use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 0, at least 1 party member has a DEF debuff, and it is the first action in the turn:
--Use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 0 and it is the first action in the turn:
--1/2 chance to use Water Wings (Targets party members that do not have a DEF debuff). Add 1 to global counter 0.
--1/2 chance to use a Fang attack. Add 1 to global counter 0.
It very much is! The AI can check for those as well as buffs and ailments on the party....Is checking player debuffs even an AI function enemies have? I don't think so.
Firstly if your party has poison immunity, you'll never see it, as someone needs to be inflicted with poison for Oceanus to even consider using it. Even if you went in with absolutely no poison protection, it's still very unlikely to see.-If global counter 1 is at 0, any party member is inflicted with Poison, and it is the second action in the turn:
--Use Venomous Ball (Targets party members that are inflicted with Poison). Set global counter 1 to 10.
-If global counter 0 is at 3, any party member is inflicted with Poison, and it is the second action in the turn:
--Use Venomous Ball (Targets party members that are inflicted with Poison). Add 1 to global counter 0.
-If global counter 0 is at 1, at least 1 party member is not inflicted with Poison, and it is the second action in the turn:
--3/4 chance to use Acid Ball (Targets party members that are not inflicted with Poison). Add 1 to global counter 0.
--1/4 chance to use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 1 and it is the second action in the turn:
--Use a Fang attack. Add 1 to global counter 0.
-If global counter 0 is at 0, any party member is inflicted with Poison, and it is the second action in the turn:
--Use Venomous Ball (Targets party members that are inflicted with Poison). Add 1 to global counter 0.
The Regenerator bug is a funny oversight. So in 2020, regeneration skills were coded as percentile heals. 2020-II changed them to work as set healing instead. This was an intentional balance change, but it seems they forgot to assign a new skill effect code to Regenerator to offset that. As a result the skill ended up being complete garbage after the early game.I wonder how complex the bug actually is? I bet it's like, one character off, like the gems in Sonic 2006.
It kept most of its skills from 2020, with a few new additions. It's not guaranteed to use Venomous Scratch on sleeping party members, as its AI gives it a 1 in 10 chance of targeting someone else entirely for some reason. Dunno why.Sleepy Hollow (LV. 34/30)
-Madness Flight: Non-elemental Ranged attack to all party members. MAT-based. 0.8x damage. 0% chance to inflict Chaos for 5 turns.
-Sleep Scales: Targets all party members. 100% chance to inflict Sleep for 3 turns.
-Poison Scales: Targets one party member. 99% chance to inflict Poison for 5 turns. The Poison ticks for 38 damage.
-Double Claw: Non-elemental Claw attack to random party members. ATK-based. 1.1x damage. Hits 2 times. 1.5x accuracy.
-Gather Power: Buffs the user. Multiplies ATK damage dealt by 1.25x for 2 turns.
-Sleep React: Buffs the user. For 6 turns, the user will be granted an extra turn if they inflict Sleep.
-Venomous Scratch: Non-elemental Melee attack to random party members. ATK-based. 0.7x damage. Hits 2 times. 0.5x accuracy. 99% chance to inflict Poison for 5 turns. The Poison ticks for 33 damage.
-Sleeper Lock-on: Telegraph skill.
Funnily enough, Confusion Scales was planned to be in its moveset, and yes it and Madness Flight actually has a 0% infliction rate. The code is there, the rate is just dialed down to 0%. A meta way of showing the Confusion Cutters are working I suppose?-Confusion Scales: Targets one party member. 0% chance to inflict Chaos for 4 turns.
Not too many changes to its existing moveset from 2020. Madness Flight got significantly weaker with the loss of Chaos, but it also deals significantly less damage now. Double Claw got a bit weaker in the 2020-II version.Sleepy Hollow
-Madness Flight: Non-elemental Ranged attack to all party members. MAT-based. 1.5x damage. Cannot miss. 100% chance to inflict Chaos for 5 turns.
-Confusion Scales: Targets one party member. 100% chance to inflict Chaos for 4 turns.
-Sleep Scales: Targets one party member. 99% chance to inflict Sleep for 3 turns.
-Poison Scales: Targets one party member. 99% chance to inflict Poison for 5 turns. The Poison ticks for 38 damage.
-Double Claw: Non-elemental Claw attack to random party members. ATK-based. 1.25x damage. Hits 2 times. 1.5x accuracy.
-Gather Power: Telegraph skill.
This is probably a good time for me to elaborate on this post I made earlier. For example, this is the entirety of Sleepy Hollow's AI in 2020:Araxxor wrote: The reason I bring this up now is because that tip no longer applies to 2020-II. Dragon behaviors and boss AI now involve way more RNG and are nowhere near as predictable as they were in 2020. A dragon that behaves one way won't necessarily mean another of the same kind will behave another way. And if you're having trouble with a boss, taking note of its behaviors won't help you as much as it did in 2020.
Izumi has rather lackluster aim for whatever reason. Her inherent accuracy isn't any worse though, it's set to 100% like most other enemies. As a result she really doesn't handle evasion buffs or accuracy debuffs well. Her most threatening part is the partywide charge skill.Izumi (LV. 36/32)
-Air Slash: Non-elemental Melee attack to all party members. ATK-based. 1x damage. 0.8x accuracy.
-Straight Cut: Non-elemental Melee attack to one party member. ATK-based. 1.1x damage. 0.8x accuracy.
-Pour It On: Multiplies the damage of the next ATK-based attack from all enemies by 1.5x.
Unfortunately the US army is filled with Stormtroopers.Assault Soldier (LV. 35/31)
-Full-auto Sweep: Non-elemental Ranged attack to all party members. ATK-based. 1x damage. 0.5x accuracy.
-Flashbang Toss: Fire-elemental Ranged attack to all party members. ATK-based. 0.75x damage. 60% chance to inflict Blind for 3 turns. Blinded targets have their accuracy multiplied by 0.4x.
Hack, D-Depth, and Stun do not count towards increasing Homicide Hold's damage. They also forgot to flag Stop as a legal ailment so it doesn't count toward this either.1 ailment: 1.1x
2 ailments: 1.3x
3 ailments: 1.5x
4 ailments: 1.7x
5 ailments: 1.9x
6 ailments: 2.1x
7 ailments: 2.3x
8+ ailments: 2.5x
So Idol's stat spread is actually not that great and actually pretty bad in some places.Idol's Stat Spread:
HP: Same as Samurai's (Great!)
MANA: Same as Psychic's (The best!!)
ATK: Same as Trickster's (Average.)
DEF: Same as Psychic's (The worst...)
MAT: Same as Trickster's (Average.)
MDF: Same as Samurai's (Bad.)
SPD: Same as Hacker's (Average.)