Although it has no impact on gameplay due to characters being unable to have Armored status, the multi versions of the spells are not considered Piercing attacks. The -ga spells, which are affected by the increased Magic stat, but are not inherently more powerful in the second phase, only increase in damage by about 45%. Thus, his second phase spells are over 140% more powerful. The multi versions of his spells are also inherently around 60% more powerful than his single versions. His Magic stat goes from 25 to 32 the effect of this can be seen on both his -ra and -ga spells. ![]() Seymour's increased magic power after dismissing Anima comes as the result of two factors. After Anima is defeated, Seymour will return to full health and start casting his -ra spells twice in one turn. After Seymour's HP drops to 3,000, he will summon his aeon, Anima, and any living Guado Guardians will be killed. ![]() He uses Blizzaga, Thundaga, Waterga, and Firaga on an aeon, even if the aeon absorbs the element of Seymour's spell. Seymour casts spells at the active party in the following order: Blizzara, Thundara, Watera, and Fira. The Guards will use Hi-Potions whenever they take damage, and may throw Confuse-inducing Shremedies at the party. They cannot cover magic, but Seymour will not take much damage from magic due to his Shell status. The Guards will cover Seymour from physical attacks, and due to their Protect status, the party cannot inflict much damage on them with physical attacks. Seymour is flanked by two of his Guado Guardians their first action is to cast Protect on themselves, while Seymour casts Shell on himself, all before the party gets a turn. Doing this will raise Tidus's Strength and Yuna's and Wakka's Magic Defense by 10. ![]() At the start of the battle, Yuna, Tidus, and Wakka can talk to Seymour using the Trigger Commands.
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